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SecretPocketCat

Category Medals

YearLDThemeGameDivisionCategoryScore
🥇 2019 44 Your life is currency DEADline jam Innovation 4.65

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202149UnstableAn untitled unfinished Bevy gameunfinished
202148Deeper and deeperBulletWelljam12623.313.253.513.432.722.91
202047Stuck in a loopPossibly Upcoming Super Ugly Gameunfinished
201944Your life is currencyDEADlinejam284.184.334.652.703.703.323.67
201843Sacrifices must be madehiJackjam3053.663.763.573.19
201841Combine 2 Incompatible GenresSuper Dashballjam774.064.113.754.083.86
201740The more you have, the worse it isChuckles, the Word Jugglerjam4543.553.833.283.863.103.042.93

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by SecretPocketCat

LD40 — The more you have, the worse it is

Orbits by tuism 2017-12-18T23:25:15Z

Wow, this's just amazing. Love the cutesy artstyle. As far as the music goes, I'm torn - I really like the music track, but I don't think it fits very much.

Removing planet collisions was a good call (although I'm rating the compo version). My only ciriticism besides that, and it's a nitpick at best, is that the death anim takes way too long.

I'd love to see small arrows pointing to offscreen planets and better yet - Luftrausers-like camera based on planet positions. A zen mode would probably fit it well. I'm giving you a follow on twitter and I hope too see an announcement about an Android/iOS version of this beauty.

Micro Trooper by Split82 2017-12-19T11:56:13Z

The controls just feel so good and the jumping animation looks super cool. It's super juicy and only thing missing is some enemy and weapon variety. Making the gun an autofire was a good call.

Splotch 2 by Sebastian Lague 2017-12-05T19:34:02Z

Feels good, although the uneven terrain throws a lot of curveballs to the player, looks and feels fairly deterministic, though. (I should actually look into an engine, that offers deterministic physics...)

I would have preferred if the saws and such were a different colour. But then again, restarts don't matter, so that's probably a silly nitpick...

Thank you for a solid 30 minutes of great fun. :wink:

Not candy crush by eptwalabha 2017-12-12T19:57:42Z

So far this's the best puzzle game I've played in the jam.

It's a bit weird that the Black Sheep is actually harder than most of the later levels (if not the hardest). I also have to agree that the auto continue is a bit jarring, especially because it skips the adorable happy animation and on the last level I didn't get to see the final rule.

Shiny Dream by Peredom 2017-12-06T20:50:37Z

This has Vlambeer written all over it. The 'U've not reached the throne' line might be a bit too cheeky, though. :smile: Not sure if the hanging off of platforms was supposed to be helpful, but I almost died a few times because of it. Also, are upgrades supposed to persist throughout playthoughs?

When I saw your idea/progress post I thought - the coins being the final score would nicely balance out the shops and make it a risk/reward kinda thing and sure enough, there it is. In any case, it plays nicely and the use of the theme is just spot on.

Boiler Room Defense by cerno-b 2017-12-10T10:26:28Z

I love the ideas behind this game. I was never so conflicted about picking up drops. The only thing I was not very fond of were the movement patterns of the enemies, especially the enemy ships, but I guess if they were easier/somewhat more predictable to hit, than it would take forever to build up the ice.

Jazzy Beats by Moski 2017-12-22T10:20:49Z

The visuals are amazing and the music is glorious. Can't really same about the gameplay loop as it's very button mashy and there's not much besides that. Also there's the possibility of just avoiding the enemies entirely and then playing the sax once in a while. Maybe some ranged enemies would spice the whole thing up?

Escape the Deep by tgiant 2017-12-19T00:47:42Z

Got to 51. Like the bit of leeway the player is given when jumping into the gaps, although as mentioned, the gaps could have been a bit wider. Also the enemies could behave differently other than their speed of movement.

Headstuck by fullmontis 2017-12-07T18:50:40Z

I consider myself more of a mechanically-driven person, but I just loved this! The automatically moving answers seem so simple, yet work so incredibly well, the the writing is great and the art style ties the whole thing together really well. I always try to come up with some valid criticism, but the only thing that pops into my mind is that it could be a bit longer.

BOXKILL by warxen 2017-12-28T11:00:36Z

You nailed the addictive part alright! I got 277. I'm not a fan of the balls dropping in. Since the player is moving on a 2D plane and the the balls drop in from the 3rd axis it's pretty confusing at least for me. I thing a simple warning animation and then the ball scaling up/in would be nice and their initial velocity could be gradual. I do like the wall animation though, that's slick.

Some kind of multiplier would be pretty cool as well. For instance rewarding the player for breaking several large balls in a row which could result in riskier play. Now if you'll excuse me, I'll give it a few more tries :grin:

Bonding Bad by diptoman 2017-12-19T11:43:43Z

Definitely getting the Zachtronics vibe only missing the stats/optimization goals. I especially like the music and the super nice clear/in animation.

HTTP: The Game by SaFrMo 2017-12-12T21:30:57Z

I really appreciate the humor and as others have mentioned, it reminds of Papers, Please.

The Vue debugger icon in my browser has lit up, so I assume it's built on that? I've played with it for a bit and it's so good.

Fox Flares by aeveis 2017-12-18T22:48:40Z

Super charming and the ending was just so warming and adorable. I also really like the death particle effect.

Weirdly enough, I found checkpoint 7 to be quite easy, yet satisfying. Maybe that's 'cause 6 game me much more trouble. Checkpoints 6 and 11 was where I wished for bit tighter controls, but for a 48hour game the controls are great.

Save the Plants by joski 2017-12-09T23:46:30Z

I'm so rubbish at this it's incredible. That being sad, the game is awesome and I love how the theme can be interpreted 2fold (the more hands and the more plants). There could be a third hand controlled with the dpad, but that just would be pure evil. Then again, maybe I'm just terrible at this. In any case, it's great.

CalligraTree by Roaring Cat Games 2017-12-09T23:26:30Z

Super zen experience as the mechanics, music and graphics complement each other really well. I still would like it if there were some sort of a scoring system (the tree's this tall, this wide, has this many branches or just an overall combination of those), but I just might not be zen enough :smile:

Beer O' Clock by krammetje 2017-12-18T22:23:34Z

The hitboxes seemed way off and I'm not a fan of kiting. On the other hand, the distortion, especially of music, was really nice. Also being able to still move while lying beaten down cracked me up.

RAILWAY by lukbebalduke 2017-12-27T11:13:29Z

Minimetro popped into my head immediately, but I don't play games like these a lot so I'm sure there are games more similar than that.

I'm conflicted about a few things, mainly about toggling a pause, but I quite like the frantic nature of it (mind you, I haven't got very far), so I'm not sure it would benefit from it. I do agree with @mr-matt in that the tracks should cost something to balance making smooth, but expensive tracks and 'edgy', but cheap ones. If that comes to play a possibility of destroying tracks could work if super expensive so it could be used but only as a last resort.

I encountered a tiny bug - if the number of damaged trains exceeds 3 (at the point of impact), the game just continues and shows x/3 tranis damaged. I assume there's an equality check and not a >= check. 2017-12-27 08_13_36-RAILWAY.png

In any case, I liked it a lot and the scope is just ridiculous for a compo. I hope one day I'll be able to churn out half as much as this in a jam...

The Will of the Wisps by adsilcott 2017-12-15T19:01:52Z

Wow, this's just gorgeous and the music is so spot on.

Two things I didn't like were the black edges that blocked the progress - these felt very artificial, not like something I couldn't go through because I couldn't see but 'because reasons' and the redraw terrain becoming various monsters is very sudden. An alpha blended fade or something of the sort might have been better.

I didn't know we still had that by Papaver 2017-12-21T12:08:00Z

Great game, but I didn't get used to the controls. If space and up were flipped I'd probably do much better, but that's mostly on me. It also took me a try or two to realise I had to find different things and not '3 of that'. But that's definitely my fault...

Nanonator by RAC-Games 2017-12-05T18:02:33Z

I also got confused by the bloodcells and tried to dodge them at first. And then I ignored the yellow projectiles... In any case, some of the patterns were cool, especially the boss.

Be Yourself by Noa Calice 2017-12-10T00:04:01Z

Definitely getting a McMillen (Time Fcuk) meets World of Goo vibe as far as the aesthetics are concerned. The main premise is kinda idea is pretty cool and seems quite dark, actually.

Mechanically, it plays nicely, although the difficulty curve seems to go up way too quickly. After about 20, the spawn rate just gets nuts. Maybe, the safe/destroy areas could be bigger at first and gradually shrink as it goes on? I could also be a bit more zoomed out, as I felt I had very little time to react, which might be by design, but I just felt a little more space would still pose a reasonable challenge.

But considering this was actually done in 24 hours, this's really well polished.

Wired Network by Behenate 2017-12-25T23:40:59Z

Lovely entry. I was playing it like an idiot in my bed using the touchpad on my laptop and I got thru he final lvl just by rushing it, so I guess it was on the easier side. One thing I'd have appreciated would be starting looking at the level, not the firewall.

The Exalted by Flubz 2017-12-27T21:27:14Z

I really like the premise, but I'm not a fan of the controls. Even in the postjam version, there's still the continuous movement so in order to stay in place the player has to alternate between 2 directions, which may work for some games, but I don't think it does for a bullet-hell game. I'd also consider destroying bullets on hit.

Of a Feather by Gumboot 2017-12-05T20:21:18Z

It's so charming and the crocodile sound is the best SFX ever. I would fly near to them just to hear it and chuckle every time.

Cat Clicker by Mr.MadCat 2017-12-20T22:59:36Z

Found somewhat of a bug - when I placed the food bowl and the litter box at the opposite ends of the screen the cat was marching back and forth, pooping and eating like there was no tomorrow, but never became happy and I couldn't get thru the tutorial until I tried to put both close together (ew!). Took me about 3 retries and 2 browsers to realise that...

Other than that, it was a cool and quite frantic experience. The intense music when cats were hungry was nice, but sometimes the tracks felt like they were clashing. Also, I got thru without a single dead/ghost cat so I must a cat god. Got a few inbreeds though...

CrudeCarnageCars40 by elZach 2017-12-10T14:25:08Z

There's definitely a lot of carnage and it matches the theme really well.

I was gonna mention the lack an actual race mode, but you've covered that in the postjam version, shame you didn't make it in time for the jam. My mine problem, however, is the camera. I wish it was further away from the car and moved way less as I found it very disorienting. Are we gonna get a car battle-royal later on with cars falling out of a plane and all that jazz? :smile:

Cardhoard by HacksawUnit 2017-12-10T09:48:03Z

2017-12-10 10_25_36-Cardhoard by HacksawUnit.png I just can't get any higher than that, the speed up after 20k is too much for me.

This's the most fun I've had with an entry so far and it just feels so polished. My only gripe is that even 4 blocks can spawn in the same column after each other, which feels at least a bit unfair.

Tony Hawk's Hatchback Stunt Simulator: Ghost Protocol by Eli Delventhal 2017-12-22T20:36:23Z

Cool beans! The map-wrapping is a super nice addition and the music fits really nicely. My main gripe would be the camera, especially because it would change by itself and be all over the place. Either all in with the auto-camera or let me as a player set the angle without changing it to something completely different in a few frames. Also the reverse is wicked slow.

A Hero's Burden by muffty 2017-12-22T20:13:49Z

There's a lot to like here and admire how much you've achieved in such little time. I didn't particularly like the fighting and the game could have been actually a bit better without it.

Spoiler Warning: When replaying the orc cave the game probably bugged out when I sneaked to the captain and chose the trap option. I could do nothing but run around after the door had exploded. I also wish the ending would be different based on the actions taken. This seemed like the 'branching paths' led to the same one even if I picked all the good options. In any case, great job on including the ability to restart from any part and be able to select all the decisions made upto that point. That's super useful, especially for a jam game.

Chuckles, the Word Juggler by SecretPocketCat 2017-12-06T13:39:32Z

@jeffchen Thank you, although it's probably way too hard for people who can't touch type. I'm thinking about a post-jam version with a speed slider to remedy that. I wish my game were as cool as yours, though :smile:

@svenfrankson I was orginally planning to do a hex-based TBS, good thing I came up with something different then. :wink:

@tgiant Thank you. I've got your game on my list to checkout, but it's gonna take a while. So many awesome things to check out...

@sebastian-lague Glad you liked it and even happier because of the lovely feedback. The progression goes upto 4 knives and longer words. I should have just let the jester-clown-pirate drop the missed word/knife and re-add it later. That would ease the difficulty curve and would provide more feedback to the player. Oh well... I'll take at look at the double-backspace bug. The words are from [this list](https://github.com/first20hours/google-10000-english). That might be why there's a lot of technical terms and abbreviations.

Chuckles, the Word Juggler by SecretPocketCat 2017-12-07T22:58:53Z

@nivbeth I'm not an art guy, so the visuals leave a lot to be desired, although I think it's not a bit better than I expected, although worse than I had hoped. Certainly it doesn't come close to your adorable art.

@gatinmnsok Relaxing? I think from 50 onwards it's anything but :smile: I'm actually pretty happy about the way the movement of the knives reflects the juggling bit of the game.

@petr-belohlavek A fellow Czech dev, I assume by your name. The difficulty curve definitely ramps up too quickly. Anyway, thank you.

@lamossus, @koficola: Sorry about that! It's finally been fixed. @koficola: Thank you. I considered some background art, but I wanted to keep it super clean, so the text was easily(ish) readible with it moving all over the place. I should have at least chosen a better gradient, but I had no time for that anyway...

@davi: Not sure if the vocab is actually that good for learners, since the source contains a lot of technical stuff. I intend to switch to a different source in a post-jam version.

Chuckles, the Word Juggler by SecretPocketCat 2017-12-10T15:49:04Z

Thank you, everyone, for your wonderful feedback. I really appreciate it.

@roland-de-tomasi Thank you, there are no shagging bunnies though... :rabbit:

@wheffle Wow, that's what I call a score! I put you into the description. Let's see if someone can top it. I doubt it, though. A 4th knife is added at 200 and after 250, only long words are at play, so even very good typists should break a sweat :smiling_imp:

@jack-maxwell I used a pre-existing dictionary, but I was cramming stuff in less than half an hour before the submission alright...

@mase, @tuism I don't think that's doable as auto-clear could mess up a different word or would be inconsistent as all words are taken into consideration. The only autoclear is above 20 characters or along those lines, but that's just a sanity check. I considered clearing all words on a miss, but I think this nicely matches the juggling aspect - if you miss one, then it might and probably will all descend into chaos.

@eptwalabha I wanted to add more player feedback like more sounds on clears and misses, nice particles etc, but I just spent time doing other, frankly less important, stuff, so that it unfortunately didn't make into the game.

@kyle-pham I'm not sure about it being innovative, but it's def a quality-of-life feature. The only problem is, that one uses it as they aren't, well, used to it... I wanted the music to be actually be quite upbeat and only had like half an hour to add all sound, so I don't think the selection is that bad.

@ribout-horace Thank you. I think I nailed that quite well. Then again, I can't actually properly juggle (no more than 3 anyway and def. not knives). Also, the animation should probably switch between 1-hand and cascade juggling...

@peachtreeoath Glad you liked it. Again, wanted to add that, but didn't have/budget enough time. Scope-creep anyone?

Chuckles, the Word Juggler by SecretPocketCat 2017-12-10T20:55:31Z

@wheffle I looked into the code and I switched it - from 200 there are only long words (which is 10+ characters) and at 250, there's the 4th and final knife. I'm considering doing a post jam update in which I would probably add knives periodically and they would progressively get longer (and the sprite would be replaced) and if they get dropped, it would spawn in later on. If it sounds like someone you would try it out, gimme a follow on [twitter](https://twitter.com/secretpocketcat) :wink: and thank you for being so enthusiastic about the game.

Chuckles, the Word Juggler by SecretPocketCat 2017-12-18T21:58:02Z

Thank you all, for the great feedback. I'm looking forward to playing your games as well :slight_smile:

@cg-fred, @krammetje I wanted to let the player start from the most knives they've had, but alas, didn't have enough time to implement that. I do agree that the 50 before the mid words kick in is a slog, but then the next step is way too sudden. It should be more progressive.

@mshopf I quite like the panicky nature of it.

@tinis-games Keyboard layout should hopefully make no difference. In any case, it's nice to see a French dev.

@eli-delventhal Well not hitting the key hard enough is not my fault, is it? :wink: And a mistake is still on the player, although I do agree the game should be more forgiving. The words are picked more-or-less randomly from 3 length categories.

@mundis Thank you. I decided I'll do a postjam version based on the ratings. If that happens, I'll rework the progression and add in way more player feedback. If it comes to it, I'll definitely let you know :wink:

Chuckles, the Word Juggler by SecretPocketCat 2017-12-19T19:53:42Z

@aeveis I originally wanted to tell a story through the juggled words (and then make it available in the menu or smt. like that), but it didn't make the cut. My writing is pretty bad, so maybe it's for the better...

Chuckles, the Word Juggler by SecretPocketCat 2017-12-20T21:33:27Z

Thank you all for the kind feedback. I always feel humbled when someone considers it at least a bit unique. :blush:

@ryuzaki-mrl Glad you liked it and what a score! I put you up to the top where you deserve to be.

@behenate Me too, but don't tell anyone. :wink:

@trenogre I wasn't going for cute, but I'll definitely take that, thank you. Thrilling/exciting, however, is something I do aim for. BTW. I had to Google you to find your game, maybe you should mention it on your profile or smt along that line.

@shito Huh, interesting. Maybe I could make it blink and make the shade even more distinct from the color of the actual word. Will keep that in mind, thank you!

@muffty :hugging: If a postjam/full release happens an import feature is gonna happen for sure.

@papaver Words were to be animated on success. I wanted a simple tween and a few particles (not too fancy though to not distract the player), but alas... I should definitely have blocked the restart till the score is clearly shown. I thought of that too late, but I don't consider that a bug, so I didn't fix as I wouldn't consider that fair. You can get 4 knives, but that's only after 250 words and as far I can tell nobody reached that and I'm frankly not sure if that's at all possible.

@ozbrikk I'd think spelling is not that relevant since you actually get to see the words, but I had problems spelling out some words as well... No pun was intended. The character is just a mixture of a clown and a jester (and a pirate as well I guess) since that's my association with juggling. A bee is a great idea. I will think about that one. BTW. Where can I find your game to check it out?

@thefunattic Thank you. As far as I'm concerned, you don't even have to mention your game. I do rate the game of everyone who took the time to provide feedback, but maybe that's just me. If I don't leave a comment it's only because I don't feel I have anything to add to the conversation. It will take a while before I get to it, but I will make time to do so. (Hey, I rated over 60 games, gimme some credit :wink: )

@pcmxms Remember, you shouldn't operate heavy machinery or juggle sharp or heavy objects when under the influence of drugs. Hard games should be OK, though, so knock yourself out.

@eli-delventhal I feel like someone didn't read through the in-game instructions: :stuck_out_tongue_winking_eye: 2017-12-20 21_42_49-WordJuggler.png

I do thing, however, I should have made it more clear and there should be a sound when making an error (not matching any of the words). Though, I don't get how could you type 'elebration' without noticing it sooner, but maybe I'm just not fast enough...

Chuckles, the Word Juggler by SecretPocketCat 2017-12-21T05:48:33Z

Maybe I was wrong and one of you guys will get to the 250...

@jeremy-ryan Wow, nice. :flushed:

@wheffle, @ryuzaki-mrl Bring it on, guys.

@somethinboutgames, @jeremy-ryan I wanted players to face the music even if they can screw themselves over. Also it's meant to be educational and when you type, most times no one will magically erase your mistakes. I'll probably try it out though. Heck, originally you'd have to commit each word with space/enter, but I removed that since it just felt like extra fluff and the difficulty curve was even worse.

@eli-delventhal Frankly I'm at fault as the designer so no winners there I'm afraid. In any case, thank you for bringing it up. :wink:

Chuckles, the Word Juggler by SecretPocketCat 2017-12-28T08:46:39Z

@jordgubben So nice to hear that. I'll keep in mind to let you know if there's a postjam version :wink: and it's not just you. It's [this word list of googled words](https://github.com/first20hours/google-10000-english), so it contains a lot of technical stuff. It should be alright for the programmers around here, but less than ideal for the rest.

@youbestrong I can't get to 100 either :cry: I'll have to work on that...

@diptoman I'll try to be better at this next time around (and for all my future games in general).

Heist of Kharon by KabalaTrance 2017-12-07T20:03:06Z

The base game is great, I just wish the movement was way faster, especially the sliding and air control. Also it's possible to jump over spikes and get hit by a ghost that has just spawned. Maybe the walls could be a bit thicker?

Either way, the one more run aspect of it is working and the nightmare change that you can't shoot though walls is just way more interesting than the regular 'enemies are faster and spongier...'

Sanguinite by Wheffle 2017-12-10T20:51:37Z

Wow, that was longer than expected. The drone handles really well and I really like the music. I reckon the area of effect weapon doesn't really show properly the actual area, at least not the upgraded version - enemies were dying from it way further than the circle and I would actually like the starting are of the weapon to be bigger (or maybe I just thought so 'cause of the circle), but at the start it felt too risky to use it properly. Later on, I actually didn't need it at all as I was just breezing through the later levels being a complete murder machine. That's probably my mine issue - it was too easy and I was a bit sad I didn't see a final boss as I was expecting it when delivering the artifact. In any case, I had good fun.

Cowquest by papacheech 2017-12-15T21:07:53Z

Wow, this's quite addictive. Also it's nice to see item interactions like a bomb blowing up a ejecting another bomb way further blowing up after a short while.

I couldn't throw the arrows by themselves and sometimes the bow wouldn't fire. Also autoselect of the bow after throwing a bomb would be great.

Technologis by TheFunAttic 2017-12-26T08:11:06Z

Amazing art, somewhat reminiscent of the style of Tomorrow Corporation (Little Inferno, Human Resource machine...). I felt bad about squashing the rats as they looked quite cute, but they chewed through the food like nobody's business. That actually might be a slight criticism from my part - I saw no warning that they were coming and they immediately started chewing thru the fruit closest to the feeder. Seeing them come a bit sooner would probably be alright. Also, they ate the fruit if they just touched the food ever so slightly and the chomping animation hasn't even started, so maybe it could be on a slight delay. Similarly they probably shouldn't just go through the food when dropped on it, but they might be just squashing it, so that could be alright I guess. Finally the difficulty curve (and possibly RNG if there's supposed to be any) could use as a bit more love. The first time I encountered a 45 second delay in between the 1st and 2nd batches of food. The second time I got to around 55 with it working seemingly alright. The third I got at least twice as many rats as before or after and the fourth time it worked like the second and I got 84, so I wasn't able to finish it anyway :cry: Grabbing a rat and trying to switch the tools as it was going up lead to deleting the rat.

I'd like to see a restart button/prompt. I see almost no reason for the initial downtime and the first batch could drop in right away and could be slightly bigger as I encountered a bit of downtime after smashing the rat and then getting all the food. My final nitpick would be that the rotted food could be a slightly lighter tint than just black so that the original lines of the art were visible. A physics enabled variant could be cool if the player could swing it from the middle without needing to move it to the right and could be super satisfying. That being sad, the animations make it cool as it is.

Hyper diapers by Gaziter 2017-12-07T19:16:48Z

The screenshot with the score of 219 must be fake, right? Right?!? Anyway, played it with my gf and we had a lot of fun, but we are never having children...

The only gripe I have is that there could be more hazards and possibly more safezones as well. But other than that, it's just pure awesomesauce.

Venny is in Trouble by djosef 2017-12-10T16:21:07Z

Looks great, plays very nice, although I have to agree that it for somewhat a bullet-helly game the visuals are a bit too busy and I didn't feel it got any harder later on. The event at 100x multiplier is great, though.

FeedEm by CG_Fred 2017-12-18T23:05:25Z

The 'I found food' line got fairly annoying after a while, but the steps sound effect was glorious. I wish I could rate you on audio just based on that. The colliders seem a bit dodgy as I was stopped by trees a few times.

Level Onslaught by OrciFried 2017-12-15T19:12:49Z

Somewhat reminds me of Crawl. Even though I feel the music is not very fitting, I like the track quite a bit.

The dodge feels alright, but I expected it to give the player some I-frames and pass through them. Also the enemy attacks feel like hitscan. Not sure if they actually are, but it felt unfair to me.

Captain Capsize by Lance Krasniqi 2017-12-10T14:42:16Z

Very cool way to control the ship and the ability to steal cannons from other ships is just hilarious. Also, the game is quite the looker.

Onthe other hand, I wasn't very fond of the scrolling. Wouldn't be possible to pick everything up to the same height (I'd assume the Y axis) and move it above the ship and everywhere else (so along X and Z)? The sea is more or less flat after all, so it could work...

Didgeribug in da place ! by Hippunk 2017-12-27T14:47:34Z

Wow, the main mechanic is really cool and I love how the 'shadow' bugs block the player's shots. The visuals are my jam and I like the music, altough I don't think it fits that well. The name has a nice ring to it. (I actually lost the tab I had opened, but since I remembered the name I could find it easily). * My main gripe would that the easiest way to play is just to flee (read hit 1 direction key), hold the shoot button and just aim, mostly to the opposite direction, but according to the patch/update notes that had been addressed in the postjam version. * An animation for the death of the bugs would be nice. A simple tween with a few particles would probably do the trick. * After playing I'm still not sure whether killing enemies nets the player some points or it's purely time-based.

Getting a multiplier or some other benefit when killing bugs with coloured bullets could be interesting as it would make getting hit and then using the coloured bullets a risk-reward scenario.

I'm looking forward to try out the postjam version once I'm not on the road (and I#m thru with my to-rate-list). :wink:

Sugarplum Summit by Michael Clavell 2017-12-13T18:43:13Z

'Hmm, I don't really see the theme in this one...' I though as I was nearing the boss with all familiars collected. Boy, was I wrong! The interpretation is great and the visuals are just lovely.

What I'm not particularly fond of are the tiny projectiles, that are easy to miss, the 'fuck-you-snowman-heads' that are a bit too fast coupled with how the slow the movement is. It also took my at least 3 hits to realise that the gingerbread pieces are projectiles as well. But other than that, it's a great game.

Keep It Simple Stupid Bang Bang by mshopf 2017-12-19T00:05:27Z

I don't see the theme... Let's just spam bullets. Oh, there it is :flushed: The mechanics get pretty damn nuts later on. To be frank, I cheated to get to see it, so props to you for giving us that option.

Snake Force by JeffChen 2017-12-05T08:28:27Z

This's amazing. I feel like the nuke/space attack should have been limited, since once I found out about it, I used just that, especially because it was so satisfying to use.

SomeFin In The Way by SvenFrankson 2017-12-06T13:27:10Z

Love the aesthetic (and the title). Unfortunately the jerkiness of the camera gets slightly in the way.

Galactic Avaritia by Zatherz 2017-12-15T19:29:19Z

Am I the only who doesn't wanna kill the starting enemies because they look like baby octopi with pacifiers? I'm? OK...

The whole premise is great, although I feel enemy projectiles shouldn't be faster than those of the player. I'd have loved if the player couldn't be killed by the pickups, just brought down to 1 HP and the enemies would have to finish them off as they were increasing in strength, but that might become unbalanced and would go against the theme I'm afraid.

Also, when facing the L1 boss, the boss-health GUI was actually actually stopping me from seeing the ship when I wanted to attack.

Other than that, it's a great game and I'm tempted to jump back in.

Dead Weight by Marc Jones 2017-12-19T00:30:31Z

It kept me on the edge of my seat and I really liked the menu version (the tempo) of The Drunken Sailor, although I felt the ingame one was a tad too fast. I also felt that without cargo the ship was almost too fast. Overall, it's a cool game. Not a fan of the green-yellow palette, though.

I was rubbish at shooting as I never remembered which side is which, so I just went the pacifist route and abused the, or lack thereof, pathfinding. Et voila

2017-12-19 01_18_34-Dead Weight by manicmoleman.png

Make It Home by Andrew Brotherton 2017-12-10T13:55:03Z

The drunk effects are pretty damn cool, although the auto-turning made me feel a tad weird.

POKED - be social by Faktori 2017-12-07T18:36:02Z

Wtr! :sweat_drops:

Epitaph by velvetlobster 2017-12-13T12:39:03Z

I found leaving the house jarring as it breaks the 180 rule, but that might be just me... The visuals are amazing.

Wasted Space by Happy4488 2017-12-10T16:01:27Z

Looks very polished. I'd have preferred if there were less asteroids, but they moved faster and if the start was a bit easier. (My best try was around 480, which I assume is not very good). Also, the second ship seems too expensive, at least for a jam version. (If you decide to go for a full release, than the 2K might be alright).

Neon Hell by SirPumpyJam 2017-12-10T17:12:17Z

Wow, this looks just outstanding and the controls are pretty tight, although the AI is a bit too aggressive and I never last more than just a couple dozen seconds - would like to see a more gradual progression. Also, the mentioned different enemies would be cool as well as some pickups.

As others have mentioned, this like more bare-bones, but better-looking luftrausers.

Is there some venue where I can give you a follow if the game hits full release? I would love to see that happen.

LD43 — Sacrifices must be made

At least it's not death... by Ajayajayaj 2018-12-18T19:07:24Z

Cool idea, though some of the effects just make it pretty much impossible (I'm talking random rotation here). Also, the movement easing is a bit too much and the low gravity/high jump make the jumping feel very floaty. Other than that, it's really fun. I'd love to play more levels.

Morbid adventurer by PancakeFriday 2018-12-08T21:29:50Z

This's lovely and an excellent take on the theme, probably the best one I've seen so far. I especially like the death message system and the humour that brings in.

I'd have loved to see more in the map, unlocked doors to be more precise. I quite like the dash-based attack, but not so much the enemies. I'd have preferred if there were more of them, but they'd move in a predictable path. Obivously, a greater enemy variaty would be nice, but I assume that's due to time constraints. Last and pretty much least, empty death messages could be removed.

Revolver Curse by SkullPixel 2018-12-04T14:22:19Z

Awesome idea executed well. I love the look and the music and the central mechanic. My only gripe would be the controls are rather slow. It would be nice to have a way to directly dodge the projectiles or at least be able to fall faster. Mind you the game game never gets hard enough so that it's needed, but it would be nice.

As for bugs, it seems if you fire all the projectiles without collecting them and then merrily continue into the next room, the character just gets stuck and the player has to restart.

BTW. From the first gif, this greatly reminded me of heavy heavy bullets.

The Resistance by Sebastian Lague 2018-12-04T22:25:43Z

At first I thought it was a nod to Red Dwarf (both bettery heaven and Ohm) and then it clicked and I felt rather silly...

In any case, the puzzles were nice, but the highlight for me were the puns.

Closer the opposite pole was the platforming. When the batteries were charging forward, they would not just slot in with a satisfying click and key shortcuts for rewind and next battery wouldn't go amiss. A bit more juice would be nice. I hope I don't sound too negative though it currently seem like it. (Obviously I'm just trying force in more puns and failing miserably. Sorry...)

People/Power by SecondDimension 2018-12-04T19:58:52Z

To me this feels more like The Incredible Machine than Lemmings, just with 'running marbles'. I was thinking about a Lemmings-inspired game myself, but scrapped it as I didn't enought ideas about possible mechanics, but you made it work (lemmings or not).

In any case, the visuals, music and overall mood is amazing. I had fun trying to beat the levels, but the indeterministic physics undermined it a bit. Also, I'd have preferred no collisions between the little buggers as this seemed to happen to me way to often: 2018-12-04 20_50_03-People_Power by Second Dimension Games.png

Blót by Imphenzia 2018-12-17T21:41:51Z

The visuals are lovely and the main track is great, though I'm not sure it fits the gameplay due to the following point. I have issues with the game - the game rushes you, but you have to stop and wait for the choppinch animation to finish, which gets tedious pretty quick. If there was the the ability to mash a button to chop faster, then there would be some player agency, but right now it's just waiting for the nice chopping animation to finish and it feels like the game would be better off without it. The other thing is the platforming - some of the jumps are kinda wonky (e.g. the bug mentioned by yourself in the post above) and the trap colliders feel unfair.

That all being said, the entry is impressive, especially for a compo entry. Sorry for being so nitpicky...

Final Flight of STS Recovery by masterkrepta 2018-12-14T20:30:03Z

Good mood and I'd enjoy the driving, but the camera gives me a headache. I assume it's attached directly to the player. A reset button would also be helpful as it's not that hard to flip the vehicle and the only thing I can do at that point is restart the game.

Colors of Your World by DDRKirbyISQ 2018-12-21T06:23:37Z

The inpiration taken from Celeste is pretty obvious, which is a good thing for me as I loved Celeste and I'm loving this as well. The visuals and animations are nice and clear, the music the amazing and the platforming is super fun with the difficulty curve feeling pretty great. If I had to nitpick, I'd say the jump grace period is too short. I can't easily tell the direction of movement from the waterfall platforms (that might be just me). Also, the game doesn't very much tie into the theme except for the story. At first I though losing colours would have some gameplay consequences, which might have been cool.

Just to be clear, I played and rated the jam (compo) version, though I'm gonna play the updated version later :wink:

*Edit: I played the updated version and I'd still bump up the grace period a bit. The extra screens were great meaning I loved the game even more*

Pyrrhic Victory by Kroute 2018-12-09T23:12:51Z

Took me a while, but I got an offensive win. I also tried the updated version and just 1 upgraded defense turret just decimates the attacking units. I won (on normal) by destroying just 1 enemy shield :laughing: My final try was agains a hard defensive AI and an aggresive strat just demolished it. Also, a defensive turret, range of whcich is upgraded enough, will attack the shield blocks.

This shows a lot of promise. I'd like to be able to select an area of units and a starting grace period would be nice. Building it all in advance and then just watching it play out could be interesting. But I digress. The visuals are lovely as is the music. The balancing could use a bit more work, but hey - it's a jam - that's to be expected. Also, the rotation of the turrets is a bit wonky (it rotates around the wrong axis when aiming at a horizontally passing unit). Other than that, it's a great entry.

ETA: Estimated Time Of Arrival by mechanicallife 2018-12-10T17:52:40Z

What a nice blend of HotlineMiami and Superhot! The respawn mechanism seems to be a bit buggy. When I try to respawn for the second time right after being obstructed, the second spawned character just gets killed. Unfortunately I couldn't beat the bosshouse and I tried qutie a few times including throwing weapons and whatnot. I must have missed smt...

BTW. Why haven't you opted out of audio? Though it's true the saving feature of the site seems kinda broken...

ETA: Estimated Time Of Arrival by mechanicallife 2018-12-11T09:19:42Z

@tannimun I get that, but it's confusing given there's the obstruction mechanic. I'd expect the game either lets me kill of them in that way or blocks the player if that would happen in all cases. That's why I had thought it might be a bug.

Jesus Take the Wheel by PeachTreeOath 2018-12-13T22:37:13Z

You've just nailed the theme on this one. Too many times I've just thought to myself 'Well, that car's screwed, might as well let them go and focus on the rest' and don't get me started on those bloody pedastrians... The wacky artstyle matches the hectic nature of the game really well and the choice of music is on point.

There were a few tiny things that bothered me a bit. Namely, a car can intially drive/spawn where it should't. At least one car spawned in a wall for me and exploded immediatelly. Jesus sometimes gets in the way (mostly he becomes transparent, but a few times, he covered a car and I couldn't tell what was its state). I'd love to be able to just chuck the mouse and switch between the cars using something like Q and E. Too many times I've noticed a sleepy driver and I'd click them too late. Then again, maybe it'd make the game too easy.

Other than that, it's a complete package of fun, good looks and polish.

2018-12-13 22_58_35-Jesus Take the Wheel by PeachTreeOath.png

NoooooMan by anidealgift 2018-12-24T12:40:57Z

What a great take on the theme and I love how the gorilla buffed innocents immediatelly changed into sissies once the shots are fired. Suprisingly neough, lvl 8 took me the longest, I even restarted the game to see if I had missed some info in the previous levels.

Raining Blood by lukbebalduke 2018-12-06T17:25:28Z

The game is super polished and the RTS bit is pretty nice, though I'd like if there were more to the sacrifises other than fill up a bar. Also, I thought that something would follow after the 2nd exclamation line on the timeline. Anyway, the camera movement is really sweet, the animations are lovely as are the visuals and the sheep are too adorable (couldn't the workers eat something else?)

I wanted to complain about the lack of a fast-forward feature and then I noticed the picture at the top, so good on you. It could be mentioned in the game, though and I wouldn't mind if it were a toggle and 4x speed or smt. along those lines.

A few nitpicks - when starving, the counter always said 0 (people are starving). On my second playthough, I wanted to see what if happen if I sacrifised a human (just more devotion I think?) and if the game would continue if I ignored the sacrifises. And then the deaths came and the game ended immediately 'cause I hit 0 faith :laughing: I started the game for the third time just to try out the fast forward and I couldn't move the map, just zoom (I wasusing the fixed version).

Garden of Frogs by jotson 2018-12-18T20:17:21Z

As mentioned above, the game is super cute - the visuals are nice and the music is even better. The core gameplay loop is a cool idea, it just needs a tad more depth. Add more depth (frog and fruit variants etc), balance the growth rate and I could see myself playing for a lot longer. In any case, it's a cool, nicely polished entry, especially for a compo. BTW. my max count was 50.

Crush/Burn/Sacrifice by Finlal 2018-12-09T13:38:19Z

The look and music are amazing. The coregameplay loop feels nice, but same as @peachtreeoath I felt no need to use the jump and stomp. I'd love to see what your original inteions were. Also, and maybe that's just me, I found the intro text ridiculously hard to read, mostly due to character spacing and the postprocessing doesn't really help. It looks cool though, I'll give you that.

Hell Well by Incredible Ape 2018-12-24T12:04:09Z

Really, really fun entry. I would have loved some music and SFX and more balancing (sometimes, the lvlgen just screwed me over as I couldn't make certain jumps). The ability could recharge on gem collection and the player could be given a bit of a breather at the start. 2018-12-24 13_00_47-Hell Well by Incredible Ape.png

Mount 'n' Glory: A Glorious Grail Quest by gamesplusjames 2018-12-08T20:25:11Z

I saw the game on Dan's stream, which peaked my interest and I wasn't disappointed. The take on the theme is pretty funny as are the voice bits. Props for the full menu, level select and most of all, grace jumps.

The movement could use a bit of easing, though I didn't have that much trouble with the controls, except for the last lvl, which took a few tries. Also the lava pit on the last level seems to be missing a collider. But it's quite funny when all the followers jump after the player into the void. The only other minor nitpick would be the follower collisions - placing/impaling 2 followers but falling off made it almost impossible to get back up using the same 2 followers as the player can't jump thru the followers even when it seems the gap is wide enough.

BTW. I sacrifised 73 followers (unless that is reset when using the lvl select, which I accidentally entered a few times when trying to restart a level).

Mayan Headache by Constantin 2018-12-06T11:21:54Z

Great idea executed extremely well. The visuals are great, the music super fitting and the theme is linked mechanically. Do I event have to mention the llama?

My only complaint would be that easy is still too hard or I just might be super bad at this...

Shadow Lands by Mr.MadCat 2018-12-10T18:29:36Z

Great music and the walk animation is the best thing ever. Shame there's no jump animation :laughing: As mentioned, mood is pretty strong with this one. I did not expect a boss fight, though once you figure it out, the doggy is bit of a pushover.

Deadline of the Dead by _for_science 2018-12-09T22:31:10Z

From just a peek at the screenshot I expected a Hotline Miami kinda thing. Boy was I surprised! I laughed quite a bit and I definitely did not expect that. I probably don't have to mention that it's a looker and the choice of music just ties it all together so nicely.

I wonder if the protagonist is just a white collar zombie as well...

I wish there were other weapons to find and that the game was more challenging. That being said, I actually died (and I'm glad I got see the joke that followed that) and that'd just go against the humorous part of the game. I'm entirely sold on the theme, but other than that, what a wonderful entry.

Inked warrior by Artem Kuzhenkin 2018-12-04T14:01:16Z

You really nailed the aesthetic and mood on this one. Gotta say, though, the sword is OP and the laser seems like complete trash (though it fits the rest really well, but I haven't actually noticed I can use in my first run as I just tried to click the cooldown icon).

I'm not really a fan of forcing the player to give up smt. without actually giving smt. back as it just makes it more tedious to play.

BTW. I think you should be able to select *Auto-detect size* on the Itch setup page. (I played in fullscreen, but still).

Octli 2 Step by knarf 2018-12-30T23:35:16Z

The game shows a lot of promise, shame about the lack of direction. I had no idea wheter I was supposed to reach something and whether I could beat the timer. Also, it feels like in some rooms the player has no chance of surviving the initial on slaught. The visuals (mainly the color pallete) immediatelly reminded me of downwell. The main music track is really nice, shame it's rather short.

hiJack by SecretPocketCat 2018-12-08T00:31:50Z

@fenixdev Could you elaborate. The ship to rotate in the direction of movement and shoot in the same direction or shoot in the direction of the cursor? It's a twin stick after all and this seems to be the cannonical way to deal with controls for this kinda game.

@beardmage Thanks. What do mean by *good game feel elements*? Something along the lines of game-juice/feedback/polish?

@sargonius Thank you, though the ability to hijack an asteroid is mostly just a joke.

hiJack by SecretPocketCat 2018-12-08T00:38:24Z

@shito Thank you. Could you please tell me more about your issues with the controls? I've started on a postjam version, so I'm glad for any feedback.

hiJack by SecretPocketCat 2018-12-08T00:44:04Z

As for the rest, praise is good and all that, but unfortunately not very helpful as we really need proper feedback, at least I do. Also, at the time of the 3rd or 4th, the win version had only 1 download and the WebGL build hasn't been availble yet. Either Itch is buggy, or some people haven't even played the game. Shame on those petty liars and thanks to anyone, who actually played the game.

hiJack by SecretPocketCat 2018-12-08T10:06:02Z

Thank you, guys or gals, for putting up with my incessant questions.

@shito Which ship exactly? I tried to make them feel different, so their max rotation speed, movement and easing speeds (in and out) are different. For instance the starting ship is midtier, sligtly floaty, the 2 gun small ship is more precise (but has the least HP to compensate) and the big shield ship (I call it Turtle) is supposed to feel really heavy, so it's slow to move, rotate and get moving. I haven't had time to balance the values though, so they might feel clunky.

@beardmage The bullets definitely need more work, but I tried to cram in as much polish as I could, but I managed my time poorly, so movement/engine flames didn't make the cut. For score animations, I prefer a fade as anything else feels a bit too distracting and I want the the player focus on game.

hiJack by SecretPocketCat 2018-12-08T10:11:45Z

@gamebuilder Asteroids was certainly an influence. I was actually considering adding in screen-wrapping (I think that was in the orginal Asteroids). As for the bug/feature, I know about that, but left that in as I had more important stuff to add in. I call it 'Zen mode' :laughing: Thanks for reporting it, though.

hiJack by SecretPocketCat 2018-12-08T10:13:15Z

@gerardb @acaral Thanks for playing. Is there anything you'd like to see improved/expaned upon?

hiJack by SecretPocketCat 2018-12-10T08:29:31Z

@gerardb Thank you so very much, those are excellent suggestions. I've considered an increasing arena size for the jam, but scrapped due to time management issues. I'm planning to experiment with it for the postjam version. The area gets crowded fairly soon and as it is, the pentagun ship is pretty much useless. I'd like to play around with that, to mitigate those issues and to possibly introduce a few bosses. As for the HP requirement, I've thrown that idea around as well. As it's right now, the damage taken carries over, which I quite like, but it wouldn't make much sense if I forced the players to damage the ships to hijack them later. I'm probably gonna try out adding in a 'hijack shield' - damage the enemy enough to hijack them, but they still keep their max HP, so you can steal the ship at max HP minus the shield. If I handle this properly, it could add an extra decision to make. I quite like the sound of that, but it might become too finicky. We shall see :sweat_smile:

Thanks again for your wonderful suggestions, it's duly appreciated.

hiJack by SecretPocketCat 2018-12-10T10:30:42Z

I'm (mostly) finally done with rating the games published by the devs that I follow and/or that caught my eye, so now I'll slowly but surely look at the games of all the nice peeps that provided me with great feedback.

hiJack by SecretPocketCat 2018-12-10T10:33:36Z

@peachtreeoath Thank you for taking the time write such lovely feedback/summary. I'm glad to hear it you as a player understood it the way I intended, though I probably wouldn't be able to put my intentions into words so eloquently as you have :smile: The swap idea is great, though is goes against what I'm currently working, that is getting powerups which are lost on hijack. Though the gears are spinning in my head already as I try to put it in. I'd like it for a unique boss, but I don't want to force the player to give up their powerups etc. One thing I could do would be to keep the ship that the player has just left, so they could jump back into it, but they would have to be careful about not damaging it. That could be interesting. I'll ponder about that some more.

hiJack by SecretPocketCat 2018-12-10T10:45:06Z

@justalocalhero Glad to hear that. Care to share your top score? At thousands a lot more enemies should spawn, which should make it very hard to survive, but I haven't tested that much as I was suffering from the *'I've just worked on this for 3 days. I don't feel like playing it'* syndrome. I'll try to balance it for the postjam.

hiJack by SecretPocketCat 2018-12-10T11:02:11Z

@mertios I'm telling ya, it's a [feature](https://ldjam.com/events/ludum-dare/43/hijack/hijack-zen-mode) :sweat_smile: Originally, I was being a dummy and created the ships in PS using bezier curve tool (pen tool?). I really should have done that in a vector-based editor. During the jam, I converted them into vectors in inkscape and tweaked what I needed (hence the opt-out from graphics). The glow is just bloom from the [Unity PP stack](https://docs.unity3d.com/Manual/PostProcessing-Stack.html). Thank you for the praise, I'm looking forward to your game and I'm gonna try to remember to mention you if I ever release a post-jam version :wink:

hiJack by SecretPocketCat 2018-12-10T13:37:19Z

@artur-hawkwing @gaming-night @kromeboy @pranjalbisht @theonethatneverwas @one-seed-fruit Thank you very much for playing guys and gals. Is there anything that bugged you or something you'd like to see implemented in a post-jam version?

hiJack by SecretPocketCat 2018-12-11T09:23:34Z

@kovareka That's the shortest feedback comment I've ever gotten, I'll give you that...

hiJack by SecretPocketCat 2018-12-11T09:39:19Z

@one-seed-fruit That's flattering, but it's highly unlikely. I played around witch touch controls for my previous [LD entry Super Dashball](https://ldjam.com/events/ludum-dare/41/super-dashball) (shameless plug) which is fairly similar in nature and the whole thing didn't feel very good due the lack of physical response and this's a twinstick, so it would be even worse. Also, the screen is packed with stuff in this one, so no matter where I'd put the input controls, they'd get in the way.

hiJack by SecretPocketCat 2018-12-11T14:32:45Z

@mertios See the reply above in regard to a larger map. I'm not sure about infinite as enemies are rather slow by design and the player could just run away, which would be no good. I think PP stack v2 is in the works as well, a beta might be available as well :wink:

hiJack by SecretPocketCat 2018-12-11T14:33:55Z

@justalocalhero Fair enough :smile:

hiJack by SecretPocketCat 2018-12-11T14:38:26Z

@artur-hawkwing The idea of a resizing map was discussed above :wink: Gamepad support is pretty much set in stone for the postjam version. I described the game as a twinstick a few times, so it's almost a cardinal sin the jam version doesn't support that :sweat_smile:

hiJack by SecretPocketCat 2018-12-12T21:39:48Z

@alleskapaul Hi, thanks for playing. Could please elaborate on the buggy controls? WebGL build?

hiJack by SecretPocketCat 2018-12-14T08:43:06Z

@masterkrepta I actually prefer KB&Mouse, but gamepad support should have been baked in, sorry! It should be included in the postjam version, thoug :wink: Thank you for playing and taking the time to comment on the game.

hiJack by SecretPocketCat 2018-12-14T08:47:33Z

@evan-minto A map overhaul is in the works as is an upgrade system so the ship gradually improves so the player has to think hard before they leave a ship behind. The Iframes on hijack are a swell idea and a silly overlook on my part. There're Iframes on contact damage, I'll add something similar for hijacking. Thank you very much for the feedback.

hiJack by SecretPocketCat 2018-12-17T10:30:00Z

@wfmg Thank you for playing and for the praise. I haven't encountered that bug, but I'll definitely look into that. Did that happen to you more than once and have you tried anything else besides the refresh? Was the game dropping frames (a lot)?

hiJack by SecretPocketCat 2018-12-17T10:37:00Z

@ajayajayaj I'm fine with the SFX from a generator, but the music was created by an AI and I just picked a track and set the duration and where the peak/climax should be so I barely did anything in regards to music. I think not opting out in such a case would be dishonest.

hiJack by SecretPocketCat 2018-12-17T15:06:20Z

@gettingrekt @great-bobleny @jotson Thanks for playing. Can you think of anything you'd like to see added or impoved in a postjam version?

@jotson Jukedeck is pretty cool for this kinda thing, though the tracks are a bit samey. I also hope they'll add a loop option. That'd be super nice.

hiJack by SecretPocketCat 2018-12-24T08:16:24Z

@great-bobleny Thank you for doing such a nice write-up. It's great you don't like arcade stuff as I get to view through a different lens. I do love me strategy, but I tend to get my fix when boardgaming. I'm also suuper afraid of scope when it comes the LD and strategy. Arcade games lend themselves to the short format and that's why I tend to gravitate towards them with my entries. Though I'd love to make something that blends more strategy with a score-attacky game.

The first idea really just sounds like a SHMUP to me, which I'm not particularly fond of. I like the idea of the player having to deal with all the danger that comes at them instead of avoiding, though as many have mentioned, I should have at least make the playarea grow larger. I'd like maze like levels where you have to find a core of a ship and destroy it or steal something etc. The hijacking could tie into that with some ship-specific gates etc, but I'm smelling scope-creep.

For the second one, there's a lot of cool ideas, but most of them don't gel with my current vision for the postjam version. I wanted the hijacking to be a last resort thing, though I could imagine this could be a really cool game. I'm not sure would I go around implementing the detection mechanic without it being too finicky. Pretty sure there're ways, I can't just think of any...

As for the third, you can be sure I wanted more ships, but you know how it's with time in jams and all that :laughing: I have an unused sprite for a glass-cannon ship with a massive laser that didn't make and the shielded ship is a taste of what I wanted to do with other ships (though that one is kinda unbalanced and boring I gotta say). The commander ships sound particularly cool to me. I might repurpose that into a ship that gathers small asteroids in a ring around it to use them as a shield and later ships (/bosses) could actually command small ships. I'll play around with that.

hiJack by SecretPocketCat 2018-12-24T08:17:52Z

@denzil-gomes Thanks for playing. Anything you would like to see impoved upon?

hiJack by SecretPocketCat 2018-12-30T23:39:37Z

@knarf Thank you for playing and leaving lovely feedback. I'm currently working on a post-jam version with an upgrade system, which will also include I-frames on hijack - those are both excellent suggestions. I haven't tested the WebGL build on many devices, so framedrops are possible, though I haven't encountered that. Could You share your HW specs and what browser you were using?

Diaball by Antti Haavikko 2018-12-11T22:47:05Z

What an amazing game and a compo entry as well. The visuals are top-notch as is the music. The only downsize in that regard is the mixing as the SFX volume is way too high for my liking. The flow of the levels is great, I'd only switch levels 6 and 7 (at least I think - 2 hearts in 2 rooms is the one I'm talking about) as the later level tells the player they can move the spawn position thru the terrain, which I got stumped on for a little bit in the previous level. The only other thing is the difficulty - it could be a bit more lenient. Unfortunately, I encountered a bug when I switched to a different window and new guys are not spawning for me (I got to 3 hearts with a double and a triple guy). I tried to repro it again, but I couldn't (WebGL build in Chrome).

In short - a great entry that could work really well as a mobile title.

Diaball by Antti Haavikko 2018-12-12T08:28:12Z

@antti-haavikko I did get how the spawning works and I did click the canvas a bunch of times, so there should have been focus. I should've looked into the console in case the build logged something. Oh well...

Demon Rising by GerardB 2018-12-10T18:52:11Z

Ooh, this's so juicy. The players starts so weak and by the second upgrade just demolishes everything. Honestly, I'd tone it down a bit :laughing: Anyway, the combat feels really awesome. The need to balance between shuffling corpses and fighting enemies is a pretty cool dynamic and the above mentioned disappearing corpses could enhance that nicely. I also do like the proposed teleporting portal, especially if there was some cover/walls. You could also use the corpses as meat shields, but for that to make any sense, there'd have to be more long-range enemies. Anyway, what a cool game. My only knock against it is how short it is. I wish there was more, especially enemies.

Demon Rising by GerardB 2018-12-11T20:49:19Z

@gerardb Don't get me wrong, it's still super impressive. I meant it in a good way :wink:

@dk5000p The WebGL build in fullframe was dropping frames like crazy for me. I just opted for the Win and that ran nicely.

Not-So-Nicer-Dicer by sadsmile 2018-12-09T21:26:46Z

Really nice entry - I'm getting an obvious Saw vibe from it. I think I even heard the narrator/captor mention Saw, but I, for the life of me, couldn't undestand most of he was saying unfortunately. (I actually skipped the humour rating because I assume the narration played into that).

The trampolines are a bit finicky, to much force I'd say and I got a 'raising corpses' bug wherein I tried to sacrifice as many of them I could (goin' for a possible ending) and suddenly the stacked corpses started to realign. 2018-12-09 22_08_41-Not-So-Nicer-Dicer by SadSmileGames.png

In any case, it's a great game and the length felt pretty nice. :thumbsup:

*SPOILERS* > I got ending 2, so I replayed the game trying to sacrifise as few of them as possible (though I restarted and I assume there's a no kills path) and still got ending 2. Though I have no idea how to do lvl 4 properly. I just aligned the guys one after one till I created a morbid set of stairs...

> I did notice the upper path in the final room and I know about a key at the very start, so I assume that plays a part, but I got other games to play, so 2 playthroughs shall suffice :laughing:

*SPOILERS*

The Cave God by pranjalbisht 2018-12-14T10:14:07Z

The art is great, the music is even better and the writing is top notch. I'd have loved to see more items (well, more dialogue, really). Deeper gameplay would be nice, but it's such a wonderful entry as it is anyway. I got all 3 endings and I was indeed sad to leave the God behind.

The Next One by Evan Minto 2018-12-14T15:26:16Z

The idea is sound, but boy, does the lantern part feel dickish. I get the point and how it ties into the theme, but it kills the fun part of the game for me. That being said, it represents the theme really well. I guess I'm just a bit too mechanics-focused and trial 'n' error kinda approach isn't really my jam.

Mystic Shepherd by kromeboy 2018-12-14T07:18:19Z

Cool idea with nice ambience.

I'd love to see a third temple coupled with faster movement so the player has to balance more variables. The second half of my top run (31) consisted of just me standing there, waiting for my remaining sheep to die.

2018-12-14 08_08_50-Mystic Shepherd by Sergio Longoni.png

An Fhicheall Mhór (Grand Chess) by Artur Hawkwing 2018-12-12T13:40:31Z

Cool idea, though I'm missing the above mentioned restart option. (I'd prefer adding that before putting in Irish, but maybe that's just me :laughing:). There are a lot of ways you could take this. I'd like to see whether putting player on a the same timestep (longer than now, possibly based on the number of pieces) and they'd plan the movement of all their pieces and then wait or just hit a "GO" button. I enjoyed my time with this, though the captiuring mechanic is slightly iffy - I captured a piece (a horsie), which then still killed my king. Also, the capturing for pawns seems weird, unless that was *en passant*, which I never really got...

Redshirt Air-Patrol by GettingRekt 2018-12-21T11:31:18Z

Really cool concept, though the UI could use some work along with the core loop to make it really shine. I think might be better as purely topdown and clicking on a plane would select it for sacrifise. The paths are cool, but I'd love if they played more of an integral role and the player could actually affect where a plane is on the path (more of a 'plan your defense paths' kinda thing).

Save the little ones by acoto87 2018-12-06T00:01:09Z

Is the player supposed to be able to go throught the spike (or as I like to call it - the corridor of fuckery) without taking damage? I always took 1.5 hearts of DMG and I couldn't bait the spikes to fall without actually being hit. Also, I fell down to the long moving platform section and as far as I could tell, I couldn't get back up, but also couldn't cross to the left without taking damage. I was also missing a grace jump period/coyote jump.

Other than that, a solid platformer.

Save the little ones by acoto87 2018-12-06T06:57:39Z

@acoto87 I'm such a dummy... Serves me right for just skimming the description...

BTW. In WebGL, the audio loads later (at least on Chrome). What version of did you use to make it? I got the same thing with 2018.2...

Save the little ones by acoto87 2018-12-06T07:14:41Z

OK, further feedback then :smile:

In WebGL, my Logitech F710 (dualshock style) doesn't jump properly. I just get a teeny tiny jump and that's it. KB controls are fine, though, so it's a non-issue for me.

The disappering platforms could/should have a slight tell to them. The moving/shooting could be in smaller rooms, that reset on entry as it's fairly annoying to wait for a platforms I've just missed.

Either way, realising there's a sprint button made it actually doable :laughing:

Save the little ones by acoto87 2018-12-06T17:30:02Z

It seems to happen every time, probly on every browser, Chrome just seems to take way longer.

I'm not sure how you process input (I assume the jump height/duration is linked to the key pressed state), but it seems like it sends the event only once, so I just get a tiny jump. I'll have to test the F710 with Unity more thouroughly sometime in the future.

Save the little ones by acoto87 2018-12-08T21:52:23Z

OK, I tested it in win build and that works fine. I've retried jumping in the WebGL build and I couldn't even double jump.

Consilium - A history of life and choices by Gaming Night 2018-12-12T16:32:51Z

Very pleasant and chill experience, I usually prefer chaos though, so more tiles to manage with something like workers could lead to something more cut-throat. That would, however, go against the great visuals and sound, so really, just ignore that idea altogether :sweat_smile: BTW. I got 5.3K.

Vincent's Sacrifice by Honest Dan 2018-12-09T16:08:39Z

Most stuff I'd say has been mentioned. The music and the pixel art are great, though I'm not a fan of the mixing the 2 artstyle (The cutscenes and the pixelart). I've finished the mouse-aim version and tried the KB-only one aftwerwards and the controls seemed fine.

I've encountered 2 small bugs in ver .3: When pushing the barrels without pressing space, the barrel will just keep on moving. This visuals/sprite order issue with the charcter, barrel and the laser-thingy: 2018-12-09 16_30_49-Vincent's Sacrifice.png

Oh, and I hate the slimes. I'd gladly sacrifice those bastards...

Vincent's Sacrifice by Honest Dan 2018-12-09T22:38:21Z

@honest-dan That would explain a lot. I reckon the chicks and the mother are really behind it all (and M. Night Shyamalan helped you put together the script).

Sacrificio Inc. by Reality Blind 2018-12-09T19:45:02Z

The level of polish is incredible as is the sountrack and the visuals are lovely. Some other mechanics would be great and/or bigger grids.

I'd also appreciate if the game didn't restart the state on reset (rushed to finish the level only to notice I flipped 2 tiles and had to redo the whole thing, which is a bit tedious) and if there were a seperate reset button. The stars score could also be based on the number of tilemoves as opposed to time.

Unnecessary Evil by Eva Abollivier 2018-12-09T20:32:41Z

Awesome game. I did not expect I'd have to replay it, which plays with the theme-based assumption of the player nicely.

The only thing that was a bit weird sometimes was stacking the characters on top of each other. It seemed the jumping one couldn't be touching a wall, otherwise the jump would be cut short.

Alpaca's Redemption by Oceanosaurus 2018-12-04T20:49:48Z

I mentioned in some comment that I'm not particularly fond of removing or limiting player abilities/powers. Oh boy, is this game proving that it can work amazingly well! The artwork is cute as heck, the ambient sound goes with it really nicely a the core gameplay loop is really appealing.

2018-12-04 21_17_38-Alpaca's Redemption.png

I have minor quibbles about it, though. The main would be the hook, which just feels iffy. I did another run just to focus on it and it mostly felt like cheesing the game with collision artifacts.

2018-12-04 21_30_52-Alpaca's Redemption.png

My only other gripes are the collisions and the inability to restart and/or quit the game (after finishing it) and better yet, resetting levels. The 2 are slightly linked as in my first run I got screwed over by a collision (got pushed down by the rightmost red platform in the screenshot) and I had to restart. 2018-12-04 21_07_34-Alpaca's Redemption by Oceanosaurus.png

Also, on one of the levels I clipped through a platform, but that was just funny more than anything else and maybe even a secret ability of the protagonist :wink: 2018-12-04 21_16_09-Alpaca's Redemption.png

I really hope someone speedruns it. I'd love to see the optimal strats...

Simply put, this's my favourite entry so far. :two_hearts:

Sacrifices must be made - Ludum Dare 43 by great-bobleny 2018-12-18T07:53:26Z

I played the jam and the R4 versions. First of the jam one - most of the stuff was fixed in later versions. Mainly the crazy timers and the clunky UI. I gotta say though, that I kinda liked the pace picking up, just at a slower pace. I can't tell from my R4 (medium) run if that is still in, just too slow or that was removed entirely. You could also make the sacrifies just slow down the event progress (not revert it entirely) to make the events still pop-up from time to time (that would mean a change of the win condition though). If you wanted to lean more towards the sacrifises and the morbid, you could have the player raise the workers, so that at first they would be useless except for sacrifises. They could age as well and the same would apply for old workers. (I told you the idea was morbid).

Nitpicky time: * UI should show the requirements at all times (it's great too see I can't make more of something, but I'd like too see at a first glance that making babies requires wood. (And while we are on the subject - why do babies require wood? Is that a dirty joke?) * the notification sound could be more abtract and/varied - the crying baby sound started to get on my nerves pretty quick (maybe I'm just not paternal enough?) * the music is followed by super a long delay * the buildings could be placed on a grid

Overall, a nice entry and if you added some extra depth and polished the visuals and player-feedback I could easily imagine playing it on mobile.

The Time Gnelf and the Quest for the Missing Golden Cogs by WFMG 2018-12-18T15:43:38Z

The mood is pretty great - the poem takes it up a notch. The only thing missing in that regard is music a possibly a voiceover for the poem. The visuals are nice, though not very cohesive. The gameplay is kinda missing. It feels like a character-controller demo with the slowdown thrown on top. If the controller was tweaked and there'd be some hazzards (especially moving ones to take advantage of the slowmo) it could be a solid platformer.

BTW. the WebGL build doesn't run for me (Chrome). 2018-12-18 16_42_19-NVIDIA GeForce Overlay.png

Platformer.txt by Hugo kieffer 2018-12-09T17:09:05Z

Wow, this's definitely some thinking outside the box - such a lovely idea. I'd have preferred if the file managment took place withing the game. Win 10 doesn't sometimes refresh, so the player/win user still sees the files that aren't there. (I actually restarted the game thinking I hit a bug, but it was just this...) Also, quickly moving files from from folder and back seemingly isn't what explorer had been really made for :laughing: So you could provide a mock OS/GUI (think Kingsway), but that's definitely something outside the scope of a jam game. In any case, this a great entry.

Stjarna Höfuð by gamebuilder 2018-12-10T19:21:35Z

I tried and tried, but I gave up at after 1500. That being sad I hate ice levels in platformers, so a game where you not much in control might not be for me :laughing: Nice trippy aesthetic though and I do appreciate a game written in JS. I was toying with the idea of learning Phaser and coupling it with ES6/7 and HMR to dev directly in the browser. Though the elitist part of me raises their eyebrow at jquery :sweat_smile:

Stjarna Höfuð by gamebuilder 2018-12-11T17:44:06Z

@gamebuilder Talking about Phaser, ES6 and all that jazz should give away that I actually quite like JS. I used to dislike what I thought was JS only to realise it's mostly the DOM API that I'm not very fond of. (That has improved as well). As for jquery, it used to be a super useful tool, but it doesn't really belong in the current JS ecosystem.

Merciless gods by Raindrinker 2018-12-09T14:58:25Z

The visuals and music are great, though the cahracters could have a bit more details. (The little girl portrait looks a bit too much like Darth Vader :laughing:. The mechanics are simple, yet suprisingly deep, at least for a couple minutes (well, at least 20 in my case). At first I had no idea what I was doing, but after reading the deccription on Itch it went down a lot easier. That description should be in the game as far as I'm concerned, but maybe a bit more cryptic. The whole thing feels very sinister and I felt really badding planning all the cheating, so good on you.

If I had to nitpick I would mention, that the slashing/sacrifising feels slightly wonky with a mouse (but would definitely feel great/abominable on a touchscreen). Also, clicking restart usually directly sacrifises one of the characters.

It's just the complete package. I'll now have to live with this final score... 2018-12-09 15_45_16-MercilessGods.png

Merciless gods by Raindrinker 2018-12-28T09:12:04Z

I was going through my favourite entries and I noticed I actually forgot to rate yours, so I quickly remedied that blunder. Sorry about that.

You Get Two by justalocalhero 2018-12-14T07:36:48Z

Love the idea, though it took at least 10 runs to see a Red+ (so at least 10 times of dying after the first 5 years).The music is great and the UI is really nice and I love the death screen stats.

Adding the above mentioned stalling/discard after N uses mechanic with more cards and it would be even better.

BTW. if the player switches the cards too fast and then stops, the resource animations can take a while to catch up.

Astronaut's Journey by Radical Dog 2018-12-14T14:12:56Z

Playing this a recalling Flappy Blocks I'm wondering what kind of a sadist are you? :laughing: In any case, the game great, shame about the lack of audio, but the scope is impressive for the compo as is. The visuals are clean and the UI is great and the tabloid-ish snippets are wonderful.

Unfortunately the final stage is too hard fro me, so I haven't been able to land the ship. Is the 'Science' resource needed at all? Seems a bit superfluous except for the spacerace theme. (It seemed that without it the progression would be pretty much the same).

Altar by Elnu 2018-12-14T09:34:35Z

A lovely entry with great atmosphere. Reading the credits on the Itch page, you should have probably opted ot of graphics, though. The core gameplay is let down a bit by the melee combat - just standing there and holding the mouse button doesn't feel particularly exhilarating. Also, the player can just walk away, wait for the HP regen to do its thing and then return. The spells, however, are cool and the skull one is downright badass (though OP and abundant). I'd love to see either a slash + dodge mechanics and something purely focused on spells.

There're a few other things. Namely, the input doesn't seem to be normalized meaning diagonal movement is faster. Carrying multiple spiders looks a bit funky (you could add an inventory or allow the player to carry just one). Lastly, a minimap or a some kind of pointers would work wonders as I was running around quite a bit.

ShamanProtector by SneakyLemon 2018-12-24T09:15:12Z

I really like the concept. I would like to see the stealth to be more integral, that could be interesting. The UI could use some work. It took me ages to realise how to actually build towers and having to grab the mouse is kinda akward. The game is also zoomed out too much IMO. Also, the villagers could respawn to make lategame possible.

Lastcrifices by Cerebral Bore 2018-12-11T21:17:25Z

Nice visuals, except some of the guns have a certain... *phalic quality* to them, but that might be as inteded. How Am I the first to mention that? Anyway, gameplay is nice, though a lot could be sped up IMO (the ship, the textboxem and enemies). The enemy clear on death is a cool touch.

Welcome to the North Pole! by fre 2018-12-16T21:18:53Z

What a delightfully charming experience - the visuals are just so cute, the music is amazing as well and the platforming feels nice. I'd have liked to be able to switch between the snowballs I control as opposed to controlling all of them (and then having to corner one of them and work from there).

Machine Godz by Beardmage 2018-12-07T23:41:22Z

I saw this on Dan's stream and I had to try it! The game looks really amazing (the models!, especially the statues are gorgeous), the music and SFX are fitting nicely. Chaining the dashes and dodging through bullets is satisfying as is the shooting and slashing with one caveat (see below). The bullet patterns are creative and overall it's just an incredible package for a jam game.

I have some minor gripes, though. These are really just design-related things, so it's upto debate. The main thing is the slash direction. I'd expect it to be in the aim direction, not movement. This made the sword for me almost useless as I was mostly backing away from enemies while shooting them, which meant I just dicing air. I'm not a fan of removing/decreasing player powers. Unless it's a sidegrade or the player gets something in return (upgrade this but downgrade that), it just makes it more tedious. The player HP is too low. Either don't so stingy with the HP pickups or make the explosions do less dmg (I'd probably go for more pickups from enemies). I got to room 5 BTW. When a room is finished, the bullets could stop spawning to signal the player they can carry on. A few times I was actually still waiting around for enemies to appear. Enemies (2 big bugs) in level 4 (or 5?) attack before the player gets out of the room which actually lets the player cheese them by not entering the room and just shooting them from the sacrificial room.

I hope this was at least a bit helpful and let me reiterate that the game is great and when I saw it, I actually felt pretty bad about my entry. (I mean, it's 4 devs against 1 but still :laughing: )

Machine Godz by Beardmage 2018-12-08T10:16:07Z

@beardmage That's a good point, but the current enemy design leads to kiting IMO anyway. I'm looking forward to the updated version!

LD44 — Your life is currency

Seize the Clay by SecondDimension 2019-05-09T19:35:09Z

What a really cool chill game with great visuals and music. I greatly enjoyed making something completely different than I was supposed to and then getting loads of money for it. Behold my magnificent creation 2019-05-09 21_24_14-Seize The Clay by Second Dimension Games.png I got more than a grand for that thing - I might switch lanes and become a potter :laughing:

My first pot, the shaping somehow didn't work - I could move along the very bottom of the pot. I then went back to this page to look if I've missed something, but getting back (and toggling fullscreen in the process) it worked OK for the next one. BTW. the white designs are somewhat illegible from their background. I started making this badass looking spiky pot only to realise I read the 'blueprint' completely wrong. 2019-05-09 21_16_34-Seize The Clay by Second Dimension Games.png

Hand of Death by josefnpat 2019-05-06T22:52:47Z

Pretty neat. I managed to miss the sign above the door and accidentally quit the game. Fortunatelly it took just a moment to get back upto speed. Other than that, a neat entry. The sprite look in 3D is pretty charming and the music is really nice.

@davidus It might not be that simple. Some stuff doesn't work in webgl and a bit of additional work might be needed.

shoot out your life by puppetmaster 2019-05-21T04:59:33Z

What a lovely entry that's executed really well with great track to back it up. The core design is really awesome - I love how missing doesn't cost you HP but you have to wait for it to return - that's just so ellegant yet doesn't feel harsh.

Minor points: - ~~I couldn't tell what triggers the fast shots~~ - I'm a dummy - I missed you can charge shots - some visual indicator showing the current charge would be nice - the game could start off a bit faster - if it was made in so little time and all by yourself, why isn't it a compo entry?

My final score was 54064.

2019-05-21 07_11_01-Window.png

Inflate Me to the Moon by DDRKirbyISQ 2019-05-08T09:59:35Z

Great visuals and amazing OST as always and a hillarious take on the theme. I was not really that enthralled by the game bit itself. The minigames were kinda charming the first time round, but by the final round it was getting on my nerves and just wanted to get to the story, which was definitely the highlight.

BTW. the *compo* version should probably be named the *jam* version its in the jam category, so who cares.

Shop till you drop DEAD by IcyLava 2019-05-06T19:47:27Z

Quad jump! (I got killed almost immediatelly after I got it. Oh well...) This was really moreish. I'm not sure how many times I've tried, but it was plenty.

The controls are a bit too floaty, but the camera is still too slow to catch up, so falling without an extra jump is a recipe for disaster. The blood drops are probably purely random, but you could probably force it after a while. I had one level where I killed every enemy and got just 1 and on the following level, I got around 5 (at least 22 of which were useless) and 1 actually fell down the next-level entry never to be seen again :laughing: Some kind of score (kills, distance etc.) wouldn't go amiss.

ShellShark! by Yngvarr 2019-05-04T07:32:52Z

Great to see a card game. I wish you had more time to add in more cards, that would have been even neater.

Nitpicks: * be consistent with card descriptions - is *bites* and *kicks* actually diffent or is it just for flavour? You could possibly visually seperate abilities from flavour text. * be a bit more descriptive (or least describe the keywords so they take up cardspace) - It took me quite a while to realise what the narwhal card does (though the description made me chuckle)

BTW. I hated the theme as well. Out of the 6 or 7 times I've attended (not necessarily finished) LD, this one I actually hated. That being said, the game that came out of it is actually probably my best design. Though I haven't really stuck with the theme either, so there's that :sweat_smile:

Bullet Vomit by Xeke-Death 2019-05-06T19:24:54Z

Quite fun and I find the visuals rather charming. One odd quirk is that the bullets will disappear at the position of the cursor which doesn't make much sense for snipers (when you click near) or shotguns.

BTW. this probably the fist time ever I'vve used one the modes on my gaming mouse. (I don't play FPS, so burst clicking is usually not of that much use to me, so thank you for making me use it :laughing:

Tunnel Bug by gamepopper 2019-05-14T20:00:39Z

I really like the visuals and the trippy music goes along with it really nicely. The level gen is neat. My only complaint in that regard would be the impossible crashes at the start of later levels.

2019-05-14 06_33_18-Tunnel Bug.png

The core loop is appealing, but seemed quite unbalanced. At first I tried going as fast as possibly only to realise that slow and steady wins the race. I then continued at a snails pace which seemed to be the optimal way as I'd have probably lasted forever had I not decided to end it after more than 15 minutes of propelling myself around with glorified gas. Going painfully slow was not really that fun for me, but going fast led only to my (very) early demise. Maybe being more lenient with the penalty for crashing, but tying remaining time to speed for instance could do the trick? (E.g. the faster the player goes, the slower they lose time). But maybe I'm just getting it wrong and this was the intended way to play.

2019-05-14 19_59_53-Tunnel Bug.png

P.S. after alt-tabbing I lost sound, but that might have been an OS-related issue.

The Final Rescue by mrjoshuamclean 2019-05-21T05:24:03Z

I somehow sarted in the targeting mode which made me super confused, but once I restarted I was (fairly) happily flying around, though I lost the aiming reticle which made picking up survivors even harder. I got it back after picking someone up, but I'm not clear on what triggered that. I'm not sure whether the fixed turn angles are by design but it goes fairly well with the whole otherwordly vibe it's got going on.

This is your life now by reuno 2019-05-14T19:58:06Z

This is amazing from start to finish, including the final summary. The old age phase is depressing as hell. The only minor gripe I can think of - the end of each era could be a trigger as walking into a wall looks a bit wonky and breaks the flow, but maybe I missed the point.

F_NULL by feips 2019-05-08T10:32:21Z

The game looks, feels and controls great. The scheme is a bit weird (especially for the controller - I'd put gas and turbo on the shoulder/bumper buttons and or X/A). Anyway, I've never played F-Zero, but fondly remeber playing Wipeout on my PSP (the fat series 1000 one - I feel old :sob: ). Such a shame I'm so bad at it, but I can imagine it would feel even better if I wasn't trash at it :sweat_smile: The simplistic style doesn't detract from the track, which is great, though you could dial down the bloom just a bit. There're a few visual quirks which you are probably aware of (flickering ship shadow, trails don't reset on restart, track shadow draw distance), but these are fairly minor. Such a shame about a lack of sound - I can imagine that a dramatic countdown, some pumping tunes and boost & misc SFX would add a lot to the experience, but without it it feels great, so good job.

Timezone by joemanaco 2019-05-04T00:27:12Z

I'm kinda torn on this one - the game is juicy and the main loop is great and the shooting feels so nice, but it's such a shame I don't really get to do that much of it. The highly Downwell-esque visuals are great and though the track is short, it's pretty great.

Now for the nitpicky stuff: * the get-hit behaviour of the enemies would is hghly unpredictable - sometimes I'd run into enemies 'cause I'd expecting knockback, sometimes they would fly off super far - this made getting down the patterns a bit frustrating * the enemy colliders could be a bit more lenient (sometimes I'd jump just up from 1 block below the alien, but it still be counted as a collision) * where's grace-jummping? I wanna see that in every platformer :laughing:

I got to the 3rd level, but am unsure about how to pass the very start of the level.

Anyway, that should be enough of me complaining - the game is great. So much juice, especially for a compo entry.

Heartaker by lukbebalduke 2019-05-06T22:23:47Z

This all was done in 2 days? That's downright nuts. The animations are stellar, the music is super fitting and the whle thing is just oozing style. I actually don't like freeze frames very much, but here its used to perfection.

The only thing I'm not crazy about are those damned pits. It's enough to get instakilled by the enemies, I don't need to my inability to avoid holes as a threat. (Which is actually made worse by the dash length upgrade). I'd have also liked if the hearts carried over - wasting 50 hearts feels a bit frustrating.

Have I mentioned how much I love this? 'cause I do. My hats off to you, dear sir (and I don't wear hats, so I'll need to get some just to do so). (Sorry if I'm rambling, I haven't slept in 2 days :sweat_smile: ).

Coin-Op Kid by Strega 2019-05-24T18:24:27Z

Congrats on the well deserved win - what a great game.

Mint Sprint by kaiclavier 2019-05-21T09:42:32Z

What a neat puzzle game. Though rather incosistent, the visuals are nice, shame about the lack of music. The levels are nicely crunchy. The ability to step back in time is great.

Minor stuff: - The level select UI isn't very celar - I was just staring at it at first and it took me a while to notice the Level coin, probably the foreground money particles are fairly distracting - I'd prefer non-physics based pushing (just press the directions and animate the block movement - I'd advise against using CTRL in web builds - few jams ago I learned the hard ways that CTRL + W closes the current tab in Chrome. I realise it's not likely to be used along with other keys in your game, but I'd still avoid it like the plague - closing the game is not much fun after all :wink: - pressing ESC/Quit in the web version just freezes it - I'd just remove this from the web version entirely - The game would probably be clearer in a topdown view - I got confused by perspective and though I couldn't finish the level in the way I actually could do so

2019-05-21 11_22_42-Window.png

Furtual Rabbit: a defurred income game by microwerx 2019-05-11T08:52:19Z

Neat. The ludicrous speed seemed about the right pace to be hectic, the slower ones felt too... slow :laughing: The water and brush bars are a bit too similar in color.

CurANTcy by HacksawUnit 2019-05-08T07:41:37Z

Neat, I'm just missing the ability to restart using the spacebar.

Life Merchant by Webox 2019-05-18T08:26:07Z

What a neat puzzlegame with an interesting twist on the theme. The puzzles were nice, though a bit too easy (or maybe there're more levels plan that get harder?) Some seemed to be solvable without the sword. When I skipped the sword when I could do that, but there was no payout for that (an ending or a final stat screen stating how many years you've aged). The character could also age each time they move (so moving too much would lose them the ability to push rocks etc.) Moving into the same spot as a guard without a sword causes a soflock (requires restart).

Anyway, though a bit short, it's a really solid entry.

DEADline by SecretPocketCat 2019-04-30T21:16:29Z

@raoz , @extrone Thnak you guys, for playing. Care to share your top scores?

@yngvarr I know about one particular case at the start in which it's either very tricky or just nearly impossible I'm probably gonna fix that by adding mobing platform below the problematic shop. The first shop is actually guaranteed to offer the double jump ability, which should get the player out of most sticky situations, though some saws might be just awefully placed. As usual, not enough time to properly test it all. I actually wanted to mix it with some premade chunks to make it more varied, but I unfortunately ran out of time. :cry:

DEADline by SecretPocketCat 2019-05-06T20:00:54Z

@gamepopper To be perfectly honest, I wasn't at all sure it would work at all, but I really wanted to give it shot and it came out pretty great.

Not all items are great, but as the current record holder lemme tell ya - the double jump is pretty much essential - sometimes it just gets you out of those sticky situations. I also buy the autocomplete upgrades - tehese help quite a bit.

DEADline by SecretPocketCat 2019-05-06T20:05:06Z

@boltkey Fair enough, but it's not the correct strat. The deadline actually gets faster based on your current score, so if you shop, you gain upgrades, but slow it down a bit, so you can get the score back, but hopefully a bit more easily.

I put that in mostly to at least partially cover the theme. Scoring the player on distance for instance would probably make more sense.

56 is pretty damn good :wink:. That would almost get you into the current top 5 (5th is 60 as of right now).

DEADline by SecretPocketCat 2019-05-06T20:09:55Z

@kodiqi Yeah, the difficulty curve is pretty steep, I gotta own upto that. You missed on the shops then - you are supposed to type buy items. Euro and dollar are the least obscure symbols on the shop items, but that's just for flavour. (Double jump is Yen a have no idea how to type that :sweat_smile: ).

Agree to dissagree I guess - I hate jumping with up. You are also not really supposed to use the arrows but rather A/D and type the words without the need to akwardly shift to the arrow keys and back.

DEADline by SecretPocketCat 2019-05-06T20:11:52Z

@honest-dan I very much enjoyed the steam and some kind of a sandbox to try out the newly acquired abilites isn't a shabby idea. I'm not entirely honest that it would gel it the current score-attacky nature of the game, but I'll think about it some more.

DEADline by SecretPocketCat 2019-05-06T20:16:06Z

@peachtreeoath I'm glad you got the game :thumbsup: I actually thought about trying it coop as well - that might be neat.

The theme is weak with this one :laughing:

DEADline by SecretPocketCat 2019-05-06T20:19:29Z

@snowschu Thank you for playing and covering it. If I continue development, I'll keep you posted.

BTW. I still need to try out The Typing of the Dead.

DEADline by SecretPocketCat 2019-05-06T20:28:48Z

@jjjjason 62 is a great score. I actually have a recording of the 77 - I might post htat eventually.

I'm actually quite satisfied with how the player controller handles with many bells and whisles (grace jump, buffered jump, trigger-based wall jump). It would definitely need a bit of tinkering, but I don't feel that much would be needed.

I'm quite proud of the fade-away idea, though I'd still like to come with a way to use that without the possiblity of letting the player completely screw themselves.

The generation is pretty simple - spawn the next word within, then given a certain chance make it horizontal and/or moving. There are few tiny tweaks and consecutive count-based restrictions, but really not anything special. The saws are just random (which might lead into some really bad levelgen). I'd love to completely overhaul it to chunk based approach - a word is here and maybe there and a saw might spawn in the middle etc. That would give me the opportunity to make the platforming more intering and I could put in some jokes as well - win-win.

DEADline by SecretPocketCat 2019-05-06T20:31:22Z

@bakenshake From the leaderboard it seems you've changed your name as well, so you took the 2nd and 5th I think. Well played and thank you. I prefer the 'show, don't tell' approach. I'll try to think how to telegraph it better.

DEADline by SecretPocketCat 2019-05-06T20:36:04Z

@lyrcaxis Yeah, sometimes it gets nasty to downright impossible - sorry about that.

As for ratings, I've always given more than received, so don't you worry. It just a slow process for me as I tend to spend quite a bit of time with each game and try to give verbal feedback.

You mention bossfights, but I've actually thought about that before. We'll see how that shakes out.

DEADline by SecretPocketCat 2019-05-06T20:38:37Z

@jyrkface @geist-191 @microwerx @miu Thank you for playing and for the kind words.

DEADline by SecretPocketCat 2019-05-06T20:39:39Z

@andidebob Co-op or versus multiplier? Both actually seem somewhat feasible.

DEADline by SecretPocketCat 2019-05-06T20:43:07Z

@jin9310 Thank you. Barely is fine as far as I'm concerned, but the saws, oh the damned saws! :sweat_smile:

DEADline by SecretPocketCat 2019-05-06T20:44:15Z

@feips That makes me feel warm and fuzzy. Your game is in my queue and looks amazing - I'm looking forward to it :wink:

DEADline by SecretPocketCat 2019-05-07T10:49:04Z

@acactus I've addressed the *'jump with up'* idea above. I've not played Smash, so I can't relate to its controls. Good point about the upload - for the postjam version, I plan to make the leaderboard upload fully async.

DEADline by SecretPocketCat 2019-05-07T10:56:59Z

@lyrcaxis Sorry about that. The score didn't get trhough validation as the game sent in partially invalid data. I've marked it as valid (though the final score is actually 96 as enemies that die after you die don't count anymore, though the GUI gets updated incorrectly - I should probably fix that). In the meantime our scores got crushed by @lexyvil , so if you feel like giving it another shot, and I'd be honoured, then please download the fixed version (which also shows just the top score of each player).

DEADline by SecretPocketCat 2019-05-07T10:59:01Z

@lexyvil Wow, what a score! The deadline does indeed go faster the higher your score is, good catch. (Hint, buying upgrades means it goes slower, so if pace is the only bottleneck, then buying the upgrades you like should be the way to go).

DEADline by SecretPocketCat 2019-05-08T19:20:00Z

@ransom Double jump should save your bacon in most cases, but there instances of downright terrible levelgen. I'll work on that for the postjam version.

DEADline by SecretPocketCat 2019-05-08T19:22:32Z

@tomfu By switching you mean switching to arrow keys or mentally switching from typing to platforming? You are the first to mention my silly jokes - either no one likes them or no one has actually noticed.

DEADline by SecretPocketCat 2019-05-08T19:31:57Z

@bakenshake Wow, thank you so much for the comprehensive feedback and for returning to the game.

1. stats are on the todo list, no question (especially since it can hide the leaderboard uploads) 2. try pressing ESC :wink: 3. I've been thinking about various modes and hardmode was one them - I was thinking varying letter case with numbers and special characters as you have mentioned 4. using similar words for an easier difficulty is an amazing idea (no need for regexp though - simply sorting the words alphabetically should do the trick). I'll definitely play around with this. 5. there's a collision detection for activating springs similar to platforms (if the player's in the way, don't spawn just yet), but while it works in the editor, it's messed up in the standalone version. I'll need to look into that. Hope it hasn't ruined too many runs for you.

DEADline by SecretPocketCat 2019-05-08T19:35:35Z

@gecco-xyz I'm glad you like it, hopefully your wpm count has gone up :wink:

DEADline by SecretPocketCat 2019-05-21T05:43:29Z

@elysiagriffin Thank you bery much for covering the game and sorry for making the game entriely text driven meaning there's not one single button :laughing:

DEADline by SecretPocketCat 2019-05-21T05:51:03Z

@bakenshake Why would you be sorry? Thank you so much for taking interest. I'm sorry it took me so long to reply if anything. Anyway, there are plenty of ways I could take this. I'm thinking I could make a few levels with increasing complexity (think longer words and adding numbers, special characters and some enemies).

As for localization, I've been thinking about that as well, though accented characters might make this weird - I don't wanna introduce differently sized characters - that would visuallly clutter the game unless I take the plunge and try to modify/create my own font which includes accented chars at the same height. The other thing is that getting decent wordlists is hard enough for English and I assume it will be even more of a hurdle as far as other languages go.

DEADline by SecretPocketCat 2019-05-21T05:54:46Z

@tomfu It takes some getting used I gotta own up to that :wink:

DEADline by SecretPocketCat 2019-05-21T05:55:17Z

@mrjoshuamclean Thank you so very much for covering the game.

DEADline by SecretPocketCat 2019-05-21T05:58:10Z

@shunaky @ildfuglen @cheesepencil @wigner-matos @pequenodev @garys @gaming-night @r2d48 Thank you very much, guys and/or gals, for playing.

DEADline by SecretPocketCat 2019-05-21T06:02:38Z

@gamefive Typing words one doesn't understand does make it harder, but English is the lingua-franca, which makes it the obvious choice (it's not my mother tongue either). It would be nice to include other languages or typing systems even, but it's just a jam entry after all :wink:

Most words (with the exception of the starting platform and the shop and its preceding platform) are picke at random.

DEADline by SecretPocketCat 2019-05-21T06:04:36Z

@webox :blush: I'm not sure how many people (that skipped the description) actually realised the character is a caret, so thank you for noticing.

DEADline by SecretPocketCat 2019-05-21T06:08:21Z

@von-himik That's kinda the point, though I'd like to make it more approachable to be honest.

DEADline by SecretPocketCat 2019-05-21T06:12:02Z

@pl4typus You can screw yourself by typing too much ahead which is part of the puzzle and entirely by design, though sometimes due to level-gen, that's not fleshed out well enough, it can be super hard to get out of such situations.

DEADline by SecretPocketCat 2019-05-21T06:17:35Z

@coda-highland Thank you, I'll definitely take that as a compliment even though I didn't like Epistory that much (I do adore the visuals though - the game is just gorgeous). It seems they are actually making another typing game - I might give it a bash to see if I like that one.

DEADline by SecretPocketCat 2019-05-21T06:18:50Z

@gamefive I'm glad to hear and thank you so much for sharing it with others. It means a lot to me.

DEADline by SecretPocketCat 2019-05-21T06:23:57Z

Thank you all for being so nice, for playing it and better yet for providing critical feedback. I'm sorry if didn't get to play your game, I'm currently busy with a new project at work and planning my wedding, so I don't get much time to sleep let alone play games. :sweat_smile:

Lousy Life Lessons - [LLL] by AwesomeAlliterationAlliance 2019-05-13T06:15:46Z

Pawsitively purrfect. The VO is amazing, the visuals are just great and the music is really fitting.

Pressing space to land just before doing so causes a jump which has thrown me a few times. Making the player replay the game just for the ending scene is a bit of a jerk-move in a jam game, but it was worth a replay just to chuckle at the wheeled bull again.

Knight Time by Kodiqi 2019-05-13T13:12:06Z

Neat game with nice clear visuals. I know there're the final stats wich work as score, but I'd like to have a goal (visit this many tiles/travel there etc.). Instead of the alert (which is frankly a bit obnoxious), you could have colored the valid tiles.

Bakemono by Lawrence 2019-05-06T18:36:25Z

What a great entry! The bow feels really good. It's a shame it does just 2x dmg when fully charged. Sniping enemies of is more fun than just spamming, but it doesn't seem to be worth it. The bullet patterns were neat especially cause I wasn't just circle strafing but had to actually dodge at least at the start as the game is a bit on the easy side, especially the final boss - I just just tank the enemies no problem as they were dorpping souls/HP left and right. The upgrades are great and do I wish I could try out homing bouncy triple arrows. :drooling_face: Shame about the lack of music. A quiter version of the main menu loop might have worked.

invertebrae by jjjjason 2019-05-16T23:09:27Z

What a cool game. At first I thought it was just a linear story with good writing, but once it started looping I was thouroughly impressed. The music is super nice as well and both tracks fit really well, though the main loop is pretty short.

Some of the puzzles seem a bit too cryptic and I'm not gonna lie - I peeked into the source a few times. In the end I *lost* some words and wasn't sure where I left them, so I just browsed the rest of the story from the shared repo.

A few minor gripes: - it would be nice if the player could reorder the words after picking them - I'm not really a fan of the 'everything is lowercase' approach - that makes it ever-so-slightly less readable IMO - the player can view the next page of words even when there no words to view yet (the previous page is full)

BTW. You have been busy with rating games, haven't you? That amount of ratings is super impressive.

Bob the Zombie by Sanguis 2019-05-09T18:55:24Z

Lovely entry and those burger enthusiasts sure are nutrious! Visuals are really nice and I love how Bob degrades. The music track provides a good background sound. Unfortunatelly, the audio-mixing is somewhat unbalanced - I had to set my system volume really low in order to prevent my hears being blasted by the crazy loud screaming, which is a shame, as I didn't get to listen to the music much (I'm listeniing to it at least now as I'm typing this and the tempo of the drums goes really well with the eating mechanic). The game is quite funny as well - overall a really solid entry.

BTW. It could be nice if different food/people gave you some stat down/upgrades (jockeys are fast, but speed you up, burger-guys nutrious, but slow you down etc).

Bloodbarn by Honest Dan 2019-05-06T19:03:07Z

Very good looking game with neat UI and very well fitting VO (G key included). The upgrades are cool, but marred by the melee combat, which just didn't feel very satisfying. Attacking with the tables for example were another matter entirely (tables felt OP, but I wasn't able to finish the game so what do I know...)

The randomisation of the resources felt a bit unbalanced. My first run ended with me having around 15 of lumber and iron but pretty much no water.

The postjam version has a death-related bug - the remaming veggies will just keep beeting (sorry, not sorry) the farmer senseless and the game won't return to the main menu.

Pucamuc by Mors 2019-05-12T14:52:40Z

Great game, I just wish the jam version offered a quick restart mechanic - a full run reset for a jam game seems too rough.

Rashness by Saering 2019-05-06T16:15:43Z

Really nice entry oveflowing with juice. The only fairly major ihting is the speed of the projectiles they are jsut too fast to be dodged properly. (Or I'm just bad, that might be entirely possible :sweat_smile:

Bet Your Life by Star Garden 2019-05-06T18:47:34Z

Such a nice platformer with a good difficulty curve and an intriguing take on the theme. The controls are pretty tight except the wall jumping - that feels a bit sudden and weird. Given the fact lives are a limited resource, the pick a door level feels a bit cheap. It's quite easy, but still. Sometimes I'd hear the death sound, but I'd still survive.

MoneyBag by Lexyvil 2019-05-17T21:26:27Z

Great take on the theme with terribly well done physics-based controls. The controls themselves are slightly frustrating, but it goes with the level design so well. The jump over-spring-bounce from the platform sequence is so satisfying every time and it's not even that hard to get it down. And the bag is freaking adorable!

My best run is 23s/326g.

money_bag.gif

Small nitpicks: - the music could probably continue playing on restart - I've restarted many times and the music reset was getting on my nerves - there should probably be a threshold of how much gold you can lose per second - a few times I've managed to fall between an obstacle and a wall and by bouncing between them I've lost ridiculous amounts of gold/hp (or at least it seemed like it

BTW. What are the yellow obstacles? Are they bricks of gold or sticks of butter? :laughing:

Force of Nature by Griddolini 2019-05-15T14:53:21Z

A lovely entry, I particularly enjoyed the music (especially the main menu track is really nice). The visuals are a bit disjointed, particularly the 2D shadows and the fire seem out of place. Though some stuff looks neat - the main character and the attack animations are nice and juicy. The gameplay is cool, especially the the swipe attack feels really nice as you sent the buggers flying away (the big ones should probably be just pushed IMO). The controls took some getting used and I'd have preffered WASD movement with key-bound abilities and aim cursor. The are visualisation boxes are cool and all, but it felt slighly wonky. I don't really like mouse-driven movement, though so it might be just me.

Overall it's a really solid entry. I got to wave 7 (around 40-45% of the forest energy level). I'd could easily imagine playing more of it if there were more abilities/buildings and enemeies and if the control scheme was revamped.

TheDescent by geist_191 2019-05-09T18:49:59Z

The visuals, especially the UI are nice I really like the ingame tutorial screen, except the 'This's NPC dialogue' bit - that's kinda condesending to be honest :smile: Shame about the lack of sound.

There's a few things that hindered my enjoyment: - the screen transitions are really slow - coupling it with the sacrificial mechanic further exacerbates the issue - not enough feedback on enemy hit - can't attack when mouse is hovering over the UI

I also got stuck at some point and had to restart my 2nd run 'cause the player screen has moved, but the player stayed on the previous screen

2019-05-09 19_28_19-LD44GameJam.png

Blood and goods by selewi 2019-05-12T13:26:09Z

Haya, fellow typing game devs :slight_smile:

I really like this and I'm getting a strong Darkest Dungeon vibe. The visuals are great as is the music and the coregamplay loop is really satisfying nad more-ish.

- The first 2 encounters could pick from a pool of easier enemies or be fixed entirely (yay spiders) and the harder encounters should probably reward the player with more blood in return. - A lot of the UI could be bound to keys (purchase with 1-3, next with space, Fight with F etc.) - having to use the mouse for half of the game felt a bit akward, but maybe that's just me. - The transitions could be a lot faster, especially the death screen is just rubbing the player's failure in their faces. (This's actually what stopped me from playing more of the game).

I've encountered the Edge-related issue described by @ethan-kennerly when working on my previous LD entry. Putting [this](https://stackoverflow.com/a/44819822/6021966) in an entry point should deal with that problem.

So-called life by Kamila 2019-04-30T21:25:04Z

Took me while what changed in *Harder* difficulty, but once I did, it made me laugh even more. The entry is pretty much a joke-game, but what an amazing punchline - so good.

The upside(down) by Youpeoples 2019-05-06T21:16:50Z

Damn it, I give up - I won't find the true secret ending. At least I'm a smartass, I can live with that. Anyway, lovely take on bullethell with nice inclusion of the theme. Bubble boy feels pretty bad though.

Our Dear Friend by Wildebeest 2019-05-09T18:30:27Z

The ambience is really great - both visuals and music really tie it together and I could get behind the grappling hook, but the lack of visiblity just kills it for me. So many times I've dropped on a snake not realising there'd be one. This feels a bit like dark levels in Spelunky (I absolutely adore Spelunky, but I hate the dark levels - that's kinda the point, but base the whole game on it seems a bit too risky). I quite like the idea of limited arrows, but I don't think it can work very well in longer levels. It's great in Towerfall 'cause you can always pick them back up.

I'd love to delve deeper into it, but I can't see myself not yelling at the screen when dropping on yet another effin' snake.

Slice of Scythe by Miyolophone 2019-05-13T05:43:49Z

Really nice game with the dialogue being the main highlight. The shopping minigame felt spot-on as I usually endup shopping running around like crazy as well.

LD45 — Start with nothing

I Forgot My Sword! by Yngvarr 2019-10-08T06:20:11Z

Neat idea and some nice puzzling, but I'm not a fan of the realtime/block-pushing/provoking mechanic with grid-based movement - I've been killed many times by moving one block more/less than expected. and repeating the same part I've already done in a puzzle game is not super fun for me. An undo button would be great but I can see how that's not likely to be added in a jam. When 2 minos smash together, I'd expect them to both die. Otherwise, I'd like to know which one of them is the survivor.

I can't rate, so hopefully this comment will suffice :wink:

LD47 — Stuck in a loop

Hide and Seek by DDRKirbyISQ 2020-10-06T07:47:00Z

Man, I was looking forward to some of your music. I'm afraid this spooks me too much. I guess that's kind of a good thing? It's really good, I'm not just not one for horror.

Having the eye shutting and hiding actions do the same thing confused me quite a bit. Especially the first time I hid under a table I thought the game bugged out.

This Party Sucks by Yngvarr 2020-10-05T22:13:56Z

When I saw the description I though it would be a rhythm game. :smile: Great visuals and an awesome take on the theme. The controls are something to wrap your head around. It's hard to dodge if you can just inch forward and move possibly at an angle to the projectile. I also thought I would travel faster the further away I got from the centre. I twice got a crash when I retried (in both cases after several attempts).

BTW. how is Godot working out for you?

Fort Loop by deepnight 2020-10-05T18:47:23Z

The visuals are great including the satisfying slashes, I just wish I had there was some combat to support them. I noticed the mention of LEd in the itch description and it looks really cool, so I'm gonna give that a look.

Paper Hell by Lexyvil 2020-10-05T16:32:39Z

I'd like to file a complaint - the sun does wear sunglasses.

LD48 — Deeper and deeper

Diggy the Dig by Yngvarr 2021-04-30T08:50:48Z

The bone jump is neat, though it feels a bit finicky given the player has to jump twice, but it might work well for long as opposed to high jumps. Using enemies as platforms is just great. Shame it's way too short. I was really looking forward to using enemies as platforms while doing the catch-bone jump. The horizontal movement correction is nice, though I was missing coyote time (or maybe it's short enough that I didn't notice).

Nail It Deep! by one-seed-fruit 2021-04-29T05:22:43Z

That's one huge nail given the score is in meters :smile: Was playing the web version on mobile. The animation speed felt inconsistent, but when it got super fast, it certainly made me smile. On mobile it would have been nice if the control area was flipped to the top, because this way I was obstructing the view of what's coming with my finger (and my fingers aren't particularly fat and the screen on my phone is quite tall :sweat_smile: ). Overall, neat game, got to 130m I think (or might have been 180).

Edit: tried it on the desktop (still web) and the speed ramp up there is way faster (way faster than the gif at the top). I actually prefered the gentler rampup on mobile. Also, the audio channels seem off - when going right, it's just the right channel, but there's both on the left.

The Pit by fullmontis 2021-04-28T15:38:33Z

This was my first clear. I had to do it again just to make sure it was not rigged. 2021-04-28 17_25_55-The Pit [LD48] by fullmontis.png

Would have liked to see the distance and time on the death screen (just to know by how much I lost). Anyway, neat game. Not sure what strategies others used, but I just YOLOd down fullspeed 'till I had just 1 heart and then slowed down to a reasonable pace to survive.

Holey Hell by managore 2021-04-27T14:51:57Z

So gorgeous! Reminded me of Circa Infinity (which I was thinking about previously due to the theme but I wasn't able to come up with an interesting sping on it).

Depth by SaraJS 2021-05-03T15:35:30Z

Really neat, though I stopped playing 'cause of the long restart. If dying would just immediatelly jump to the point after the first block (which is like 10-15 s?) I would still be playing.

DDR: Dive Dive Revolution by Tyrannas 2021-05-03T15:58:57Z

Really neat, though I just couldn't make it thru the 3rd pattern, not even after trying the postjam version. But I'm quite bad at rhytm games so I guess that doesn't tell you that much anyway :sweat_smile: At first it took me like 5 tries to actually realise how the game worked. I kept thinking that the first pattern change was actually the only one I was supposed to match.

DDR: Dive Dive Revolution by Tyrannas 2021-05-03T17:16:30Z

I went back just to notice the arrows are mentioned at the very start with the arrowkeys being pretty obvious. Now I feel even dumber :sweat_smile: Just using those arrows from the start screen for the first pattern for a few repetitions would probably work. More obvious feedback on missing and/or hitting a pattern could help as well I think.

One-Butt Alien Corridor by PeachTreeOath 2021-05-03T16:25:49Z

Damn it, so close to the next level! :laughing: 2021-05-03 18_15_18-One-Butt Alien Corridor by PeachTreeOath.png

Really neat overall, though I wish the current unit would be highlighted and the units could possibly show their number/hotkey or the UI could be closer to them. I also kept messing it up, possibly 'cause I expected them to be in the order of movement (so right to left). Also the aim felt to slooooow. I get I was supposed to decide which area to cover, but it still felt a bit silly.

Abyssonaut by thomas-olsson 2021-04-29T19:12:50Z

It took me quite a few tries, but I escaped with the huge pink donut (and like 3 measly coins). Anyway, the game is gorgeous, the music is great and throwing and kicking feels really nice.

BulletWell by SecretPocketCat 2021-04-29T21:05:28Z

THX for playing and leaving nice feedback everyone.

Also sorry to everyone who played it before yesterday-ish and got damaged out of nowhere - I fixed a bug with dmg colliders staying longer than they should and similarly, on some resolution the scaling was off, so the top spikes weren't visible, so I'm sorry if you got murdered just by going up.

@matthewrobo @ryannielson I don't like super stiff movement, but the I might have overdone it with the inertia given it's a bullethell.

@thatanonoword Sorry, the random dmg should be fixed now. Were you dropping frames? I was missing the catches when I was recording thru the unity recorder, which was droppig frames quite a bit.

@thatanonoword @tyrannas @kromeboy @thomas-bringer The shooting after the bucket rotates was a design decision to make the player switch between shooting and catching (so they just don't catch and shoot out immediatelly). But it's clearly not the best way to handle that. What I think I could have done is either catch without pressing anything (ideally sucking in the bullets as mentioned by @ryannielson ) and the shooting, which would disable the catching, but would be way more responsive than the forced rotation. Oh well...

@joskerdu I'm glad someone noticed that. :wink:

@peachtreeoath Yeah, turtling at the bottom 4-ish tiles from the side is probably the best way to go. I wanted to add in SuperCrateBox weapon pickups to change things up, add actual score to the game and also to make enemies drop HP to incentivize riskier play.

@yngvarr Good to be back and finally ~~finish~~publish something again. The spikes are only on the walls to be fair. Originally I had them on every platform, but that was just ridiculous. I'm quite pleased people like the enemies getting obliterated by the spikes. THX for the video, that's super nice of you. (BTW. the -997 HP should be hidden - spikes do a flat 1k of dmg - but I found it slightly funny, so I just left it in :sweat_smile: )

@one-seed-fruit THX for confirming the :penguin: build actually works :) Yeah, I should have certainly added better feedback for the catching.

@okamit I don't think I'll go for an actual release, but I'd like to take this and make a better version (with the stuff mentioned in this post), but rewrite it in a different engine (in Rust with Bevy) as a learning experience. Could be fun.

BulletWell by SecretPocketCat 2021-05-02T07:56:14Z

@paulhocker The feedback for catching is not great, I should have certianly focused more on that.

BulletWell by SecretPocketCat 2021-05-02T08:33:27Z

@matthewrobo I'm definitely not gonna argue that the current controls are great. I think the movement code (not rotation) is just 1 line IIRC. Honestly, terms like _floaty, stiff, tight_ etc. are not helpful at all, 'cause these are just subjective feel terms. No inertia is definitely a better description, so I'm glad you mentioned it, but I don't appreciate the prescriptive tone of your 2nd comment.

Just 'cause you prefer direct one-to-one input-to-movement approach doesn't make it the only 'proper' way to go. And this's not about realism for me (obviously none of this stuff is realistic and actual realism rarely makes for a fun experience), but I just don't like the sudden stop-start movement of direct input mapping. To me, it looks and feels bad. I realise that's a very subjective description, but so is your description of euroshmups.

It's about expectations, really, and learning the controls and how it's reflected in the rest of the game. I do prefer a slight messiness to the whole thing - less bullets with slightly less control, which is clearly not what you were looking for and that's completely fine, but it doesn't make your way the only correct one.

I'm gonna reiterate - the controls are not great and I'd have definitely liked to have more time to work on those, but I wouldn't likely have done the direct input-movement mapping.

BulletWell by SecretPocketCat 2021-05-02T12:16:58Z

@pancelor THX for playing, the stream was super chill. I definitely had plans to do more with the enemies, but my time-management wasn't great :sweat_smile:

Tooth Toss by MadNukin 2021-04-28T05:37:17Z

As has been mentioned, You can softlock yourself. I managed to softlock myself after the final boss, which kinda is a softlock bait tbh (so it was a bad ending I guess :smile: ). I had the instict to try R, but you mention somewhere it restarts the current lvl. The music is great, the visuals could be more coherent - the grass tile just sticks out a lot and the sprite PPU doesn't match as visible in the screenshots.

Other than that the game is wonderful, especially mechanically - the throw and movement are just really satisfying.

Undermined by Alex Davies 2021-04-30T21:09:48Z

Wonderful game that gets really intense and I had quite a few clutches, but around 40 it gets too fast for me (I took my best was 46). Really like scoring by destroying the ground blocks, the only thing was I was never sure what would be the blocks that would get destroyed (if they were on the same level at least).

BTW. are you using PlayerPrefs for the volume settings? I remember having problems with the WebGL build which is supposed to save to IndexedDB, which wasn't working for me, so I just created a wrapper around localstorage (and I'm actually not a fan of the whole PlayerPrefs API and saving stuff to registry on win either, so I save to a JSON to FS. I could create a github gist if you want. It's nothing groundbreaking (not sorry :smile: ) but it gets the job done.

Ocelot Safari by pancelor 2021-05-02T12:12:54Z

Really neat and the ocelots are just super cute! I might have gotten lucky, but getting the gem was pretty easy once I got the hang of the tools, though I felt bad about trashing the jungle like that.

I actually wish there was some time pressure except the day and cycle, 'cause I just left the matches at the start, prepped a bunch of wood there and every night just strolled back to chill by the fire, rinse and repeat. The wait thru the night got a bit tedious after a few days and I wished I could just sleep thru the night when I was by the fire. The only other thing was I just couln't get used to the machette slash pattern. The pickaxe corner pattern made sense, but the machette one felt kinda random.

Crust by exopunk 2021-04-29T20:22:16Z

So freaking good. The movement is a tad too slow, but the grapple feels really great, so the movement was an issue only when there's wasn't anything to attach the grapple to.

Pit Dungeon by Nutella.Files 2021-04-30T06:00:18Z

The game is nice, though there's a few things that would make it better. Ever seen The Art of screenshake by JW of Vlambeer fame (RIP)? Knockback would be a nice feel thing, but mainly the enemy projectiles should be slower to be actually dodgeable but also less accurate. For that reason I wasn't enjoying some rooms at all as it was mostly just kiting. The boss was great however. Also not sure if the weapon rng was bugged for me or not. I got the charged shot once, but then I kept getting the Ankh for the rest of the game and I actually let the boss kill me for about 3 times to get a different weapon.

LD49 — Unstable

The Witch Exam by puppetmaster 2021-10-04T21:18:57Z

Itch is giving me a 404. Maybe it's just a draft?

penguin.exe by Yngvarr 2021-10-04T21:56:44Z

Not much game there to be honest, but what's there is super charming. I had to actually screenshot the boot screen to read the whole thing. BTW. I'm not sure whether this's a stab at Win, Linux or both :laughing:

Baserackcanball by HacksawUnit 2021-10-04T22:26:08Z

Insanely juicy, really love the visuals and the core loop.

The 1 player layout is too cramped, though, the hit area could be a bit more generous and the system that prevents the ball keeping vertically sometimes redirects the ball into super hard to catch angles.

LD41 — Combine 2 Incompatible Genres

QuickDraw TCG by CMLSC 2018-04-24T14:34:57Z

At first I thought the cards could be be played immediately, but the more I played the more I got into the micromanagment side of things. Are there extra VP/score cards? I never got offered one. Either way, this's a super cool way of including deckbuilding. You've earned yourself a follower :wink:.

Got to Day 2 1/3.

Shutin by Ava Skoog 2018-05-15T19:34:59Z

I don't like horrors (or real life for that matter :laughing: ), but this was actually really captivating and the tax guy scared the living hell outta me. The peephole + the knocking is extremely paranoia-inducing, in otherwords, the mood is incredibly on point! The visuals sell the whole expirience. There's artifacting (like double edges), but that might have been on purpose as it somewhat enhanced the style. The only knock against the look would be the red vignette. If it were blurred, it might have been better. The controls take a bit of getting used to (rotating using the arrows as opposed to the mouse) and felt super slow, which once again, is probably as intended as getting to the door took some time and I was getting anxious even though I knew it's just the pizza guy.

Overall, it definitely stands out amongs other entries for me it's the winner in the mood category. :thumbsup:

BTW. On my 3rd try I just barely made it to Day 5 :smirk: 2018-05-15 21_19_57-Window.png

Bloody Battle by dib 2018-05-01T12:23:19Z

Getting some Nuclear Throne vibes here, especially with the revolver and the worms (although I could tell they are slightly different). The gory aesthetics and the eerie music go together really well and create a nice atmosphere. The destructible terrain is cool, although I'd rather see the characters digging thru rather than just shooting through it. (Then again, that could get tedious).

Gripes/suggestions/nitpicks (take this with a grain of salt as the game seems overscoped as is - you've done a lot for just 3 days): * meatier/bassier sounds (especially gunshots) * the shotty shoots just 1 pellet? That's not very satisfying * the green goo-shots should probably dissappear when the player gets hit by them * where player shoots and the cursor seem to be offset by the gun position (so I'd assume the cursor should be offset by what the gun nozzle is offset from the center of the character)

BTW. What are the mixed/combined genres?

Elite Beat Zombygons by Archimagus 2018-05-15T20:22:22Z

Gameplay-wise I'm getting some strong Necrodancer vibes and does it play great! :heart_eyes: The amounts of polish is outta this world and the settings, especially the calibration are such a luzury in a jam game. The music is killer, I especially like the Chaos track. I also lover the enemy HP visualisation, although it took me a while to realise the multiplier affected the damage I dealt. I might have been interesting if the multiplier affected piercing instead of damage.

As others mentioned, the spawning is a mark against the game, but other than that it's great.

Lucky Towers! by FormalCloud 2018-05-03T23:16:43Z

Really nice visuals and super polished entry.

I was wondering why you didn't allow players to spend cash on the slots machine. Also, a faste slots animation/skip button or even auto-roll would come in handy.

Heartless Ninjas by King Kujito 2018-05-01T11:59:49Z

The idea of sneaking through your own defenses is super cool and it's a nice touch that the player can sell their units. (Potential cheese - place units to slay enemies and then remove them at the very last minute (at least remove from from 1 path) for the merchant to just breeze through. The music sets the setting really well.

Gripes/suggestions (on Chrome, Win 10, decent specs - i5, 8 gig of RAM, GXT 950M): * the run animation was super buggy for me and it rarely worked * the merchant mode was running poorly - low FPS * lack of feedback from the towers - I'm not at all sure how effective my towers were as some enemies passed through and some just kinda dropped dead * arrows for camera control were pretty annoying * does the merchant mode have to be 3D at all? I'd probably prefer to have it topdown, but that might be just me

The foundation is great. If you work on it further, it could really become something special. :thumbsup:

Heartless Ninjas by King Kujito 2018-05-01T12:32:21Z

@king-kujito No worries. I just hope I don't sound too critical - the more I like something, the more I tend to critise it and come up with my own designs :sweat_smile: If you decide on doing an revamped version, I'd love to see the result.

As for the Animator - I have to get into that myself. I pretty much use dotween for everything, which can get messy quite easily and I should probably look at the default Unity toolset to be able to mix and match...

Tejuru (Tetris & Jump & Run & Digger & Unicorns) by larzan 2018-05-03T20:26:49Z

I had a few criticisms and then I noticed I could destroy blocks by hitting space - that solved a bunch of them :laughing: I'm such a dummy...

I love the building and climbing combination, but I crushed so many poor unicorns due to muscle memory (and I don't even play that much tetris)... I found the weight mechanic fairly confusing, but other than that I had a lot of fun. :thumbsup: (Except that newline sound - that's the bane of my existence. It crushes my soul and decimates my eardrums).

FAST CRASH by tweedle 2018-05-01T09:04:40Z

Great looker and the music is stellar. Have I mentioned I adore the soundtrack? No really, it's amazing!

Suggestions/nit-picks: * the game felt slow - maybe the questions could just stay at the top and the car could then go much faster (the billboards were great, but at the cost of slowing the whole thing down) * the cost of firing could be lower - half the cost of actually getting hit seemed a bit excessive * the trivia could be less US-centric - I know it's just weird outdated laws, but still

Fowlcard by asyzruffz 2018-05-01T08:43:05Z

Cool idea a the owl is so beatifully OP :owl: :punch: but the there's seems to be no reason to do do anything else but to play the cards immediatelly. With a bit of redesign, it could provide more depth. Also, the artstyle maight be too cutesy for the wolves and snakes (I know it's pre-existing assets, but still).

2018-05-01 10_37_03-Fowlcard by asyzruffz.png

FootBulls by goffmog 2018-05-11T15:10:20Z

Moognificent use of the theme :laughing: The bulls are super cute and the gameplay loop is pretty enjoyable.

Suggestions/nitpicks: * a grid on the field would be nice * shouldn't the range of the ball be limited in addition to chance of shooting in the given direction? * different players could be different animals (given starting set of stats) and then making the team would play a big role (plus with more animals there's the opportunity to horn in more baa(d) puns)

Remote Bot by Yngvarr 2018-04-26T19:21:53Z

Loved this! (And I'm saying this even thoug it took me ages to finish). :thumbsup: :thumbsup: :thumbsup: :thumbsup: (All my thumbs up)!

Is it inteded for 'run' to cancel 'up'?

Also, I unintentionally cheesed the final key by jumping too early on the second jump, hitting my head on the ceiling and fall to my death, but pick up the while falling by just brushing the platform from the side. Maybe it could be just a bit more to the right to prevent that?

P.S. -p 144t seems super secure :laughing:

Jeff From Accounting by Almax 2018-05-03T22:53:07Z

I was looking forward to this one and I wasn't dissappointed. This's spectacular in pretty much every category.

Nitpicks: * the vocab could be bigger

Hot Meals by Thygrrr 2018-05-01T07:06:50Z

Played it with my GF and it was a lot of fun. The scope of the game is really impressive, the music is great and the dynamic split-screen is really cool.

Suggestions/gripes based on playing 2P * we were really missing a goal arrow (Here's the stove/next checkpoint kinda thing) * my GF is not much of a gamer, so she had a lot of trouble coming with the wonky physics, though - maybe that could be tuned down a bit? * the cooking an racing could be more intertwined (run a lap after each ingredient?) * I'd love more player interaction (place stoves at different sides and allow players to steal ingredients from each other)

Hot Meals by Thygrrr 2018-05-01T09:08:52Z

@Thygrrr Oooh, that last bit sounds cool and nicely thematic. Well, I still think there's a lot as is.

Giving you a follow and looking forward to what you can come with for LD42 :wink:

Keyboard Army by PeachTreeOath 2018-05-07T23:05:56Z

I Really like the Little Red Riding Hood and the track. My favourite thing must be the 'type' tutorial - that's just genius. I'd appreciate if there were more info about the cards in the tutorial, but it's quite intuitive.

Suggestions/nitpick: * uneven difficulty curve - I had no problem getting thru lvls 1 and 2 on my first try, but I can't get thru lvl 3 for the life of me, which is a shame, 'cause I'd like to see what's next, but I have been trying for the past 20 minutes at least * It would be nice if I could select what goes into the initial recruit deck

Even though I was terrible at it, I enjoyed it a lot, so I might give it another bash tomorrow.

Twine Walker by RockhopperGames 2018-05-11T15:35:37Z

I usually avoid reading when playing, but this's a cool idea and definitely fits the theme - more so than anything else I've player probably. (My favourite part is still the splashscreen though, had to screenshot it to read it :smile: ).

DUNK EM UP! by lukbebalduke 2018-04-30T21:00:53Z

Wow, it's hard to believe you were able to cram this much polish in just 2 days and the dunks feel just oh-so-satisfying!

2018-04-30 22_47_19-DUNK EM UP.png

A few gripes/ideas: * getting dunks on the red/purple guys seems way too easy * going anywhere but the bottom floor seems pretty much like a no-go after the 'shrooms get going (there could be more exits, but the shrooms would spawn jsut from the top?) * there's little motivation to throw the ball from afar rather just getting close and personal (maybe longer throws should reward players with more points? That seems thematically fitting)

I was also wondering how much would it benefit and/or hurt the game to make the enemies damage the player on touch (so the player would have to have HP or something along those lines), but could kill them by jumping on them. Then the player could still maintain their multiplier by jumping on the shrooms if they happen to throw the ball away, but would risk getting hurt.

Gravity Chess by CaptainPilot 2018-04-26T21:35:40Z

Great game, everything felt very intuitive except the stone blocks. At first I thought I couln't pass through those at all, but then again, lvl 15 meant it had to be possible, so the point is probly moot :smile_cat:

Combo Maker by TheMadPangolin 2018-05-01T15:54:43Z

Took me quite a while to get used to the controls, but once I did, it just clicked.

2018-05-01 17_49_42-GameMaker_ Studio.png

I remember seeing an WIP post about this and I was looking forward to and I certainly wasn't dissappointed - what an amazing entry :heart_eyes:

Turn-Based Invaders from Space! by HacksawUnit 2018-04-24T11:53:12Z

It seems to be a bit too RNG-based, but other than that it's great.

Also, same as @faze - almost had it, but not quite

2018-04-24 13_36_02-Turn-Based Invaders From Space! by HacksawUnit.png

Seems like an AI loop? Also, Construct threw a js error at around that point

2018-04-24 13_37_05-Turn-Based Invaders From Space! by HacksawUnit.png

Cocaine McBain - A Farm Rush Adventure by Goat Toaster Games 2018-05-01T08:03:40Z

Super polished and the visuals are simply great.

2018-05-01 09_55_04-Made in GameMaker Studio 2.png

Suggestions/gripes: * Restart just the day (maybe that wouldn't apply if this was a regular endless runner, but if you want people to finish your game during LD, you shouldn't probably make it harder than neccessary for us) * nothing stopped me from just pressing A + D so I didn't have to focus on whether it was a crop or an animal - it could be on a timer or you could force the player to click it for a different kind of distraction * this's probably just me, but my eyes started to hurt after a while and that never happens to me (I couldn't say if there was motion blur on day 3 or it was just my eyes) - I have finished it in the end, but I couldn't have gone for much longer if I haven't.

Super Dashball by SecretPocketCat 2018-04-30T22:31:42Z

Thank you all for you lovely feedback. If I haven't rated your game yet, I'll get to it. I'm slowly, but surely getting through the list. If I don't leave a comment, I have or will rate it, but I tend not to leave comments unless I have some suggestions or criticism to give.

@CaptainPilot Originally the direction was random, but then I just lowered the speed, but kept the direction so the player would see where the bullets would hit.

@Rajtar I hope you get to try out the multiplayer. I do consider it the meat of the game and don't forget to share what you thought if you get to try it out.

@Mazzletov If you are on Win or Mac, try the standalone build. That let's you rebind the keys.

@riordan Initially the player was able to dash from stand-still, but there was a bug with the direction of the dash, so I removed the option and unfortunately didn't have enough time to reimplement it before the jam ended.

@BlakeMcDeezy :blush:

@LemonBalmGames Correction - I even made a singplayer mode :smile_cat: The multiplayer came first and then I was deciding between working on an AI or putting in singleplayer and other stuff with the remaining time. BTW. I do know Videoball, but I still haven't gotten around to play it.

@digitaldude555 I like to give the players the option of risky play, so I'm glad you respond to it well.

@DraperDanMan Thank you. I tried to play yours, but it was offline. I'll try again later.

@wrexialmt Yay for multiplayer feedback! Glad you've enjoyed it. I do consider it superiour to the singleplayer, but I'd like for the bullethell to come though a bit more, actually. I might do that in a future release with a closed off map so that players just have to survive, but there's still the option of choosing other, less hectic maps. What do you mean by *'the scaling of the player up/down for “no obvious reason”'*? The map-clipping and scorescreen were fixed (hopefully).

@Langotriel Sad to hear on stream you hated the dash controls that much. I'm wokring on a post LD version, which might be easier to get used to.

@king-kujito You can't force an e-sport. Would love to try though :laughing:

@joltjab You cheeky bastard! :clap:

@Yngvarr, @Jin9310 Please don't forget to report back once you try out the multiplayer :wink:

@mainghia95, @Saibotk, @asyzruffz, @acoto87, @tweedle Thank you. :smiley_cat:

Super Dashball by SecretPocketCat 2018-05-01T12:42:01Z

@groverburger The controls (well, the dash) might get some getting used to. I'll try to simplify that in a post LD version. Thx for giving it a shot.

@Mak3c Glad to hear that and do let me know how it played out with more skilled players. I played with my GF and she did alright, but I can't be sure how critical she actually was this being my game and all. I played it with a friend who plays mostly twitch-reflex-based games (FPS mostly) and he was actually beating me shortly after trying it out for the first time :laughing:

Super Dashball by SecretPocketCat 2018-05-03T20:38:57Z

@larzan Thank you for trying it out. I'm working on a postjam version and one of the main goals is to more the controls more intuitive.

Super Dashball by SecretPocketCat 2018-05-07T21:10:46Z

@rainysolar Thank you, creating the bullethell yourself is kinda the point :wink: (and you at your own mercy by making it too hard for yourself by creating way too many mostly vertical bullets etc. The current postjam version actually adds a shielding mechanic which helps the player to survive for a bit longer and/or destroy some bullets, but that needs further tweaking and playtesting.

@KingofWhaWha Glad you enjoyed it. I don't test the final jam builds enough it seems (and mostly do Editor and Win build testing), so this flew right by me (thinking Unity would actually catch and not propagate some of these basic shortcuts). Thank you for sticking with me and trying out the standalone version. BTW. it's just me, no other guys, I'll consider that in the future (although I'll probably do my 3rd LD solo as well).

@PeachTreeOath Thanks. 50 points ain't actually that bad as the top legit score (not leveraging any glitches and design flaws) that I know of is 77, which's mine. Laser League looks pretty cool, I'm gonna add that to my bucket list.

@saoi-games I remember seeing you stream, but thinking you do just VR games, so I didn't even submit. Seeing your comment is a nice surprise and I looked up the VOD and greatly enjoyed watching you play. I actually considered adding a variant based on your initial understanding of the rules/gameplay, but then decided against it as the goal is to keep the rallies as long as possible (and then as hectic and bullethelly as possible) and scoring the points would go against that. Of course, you can still play as a goalie and when I playtest with others I tend to do just that and do so fairly aggressively, but I think that's just upto players and adds a bit of depth/'strats', at least I hope so. I shouldn't have overlooked that browser shortcuts problems (as mentioned above). I (somewhat) fixed that in the web version by rebinding it to Enter (Return). I consider the dashing to be fairly important for the game, so if you ever feel like giving it another shot, you should now be able to do so with the same setup. On the other hand, it's nice to see you had fun even without using the dash. I'm (slowly) working on a full version with more levels and I do intend to add support for more players (maybe even 6 if I add bigger maps) both as deathmatch and teamdeathmatch. I'm also toying with the idea of semi-randomised level layouts as you mentioned in the stream - that's a swell idea! If that sound like something you'd be into, then I wouldn't be opposed to a [follow](https://twitter.com/SecretPocketCat) (I don't really tweet that much). Anyway, thank you for playing and your critique.

@Yngvarr Awesome! There's something beautifully evil in pushing others into their demise, isn't there? :smiling_imp:

Super Dashball by SecretPocketCat 2018-05-12T17:19:32Z

@illabom, @peta ,@goffmog Thank you :blush:

@rockhoppergames Videoball is on my (superlong) list of games to try out. As for the artstyle, it was more of a skillbased decision as no experience in making art is my actual bottleneck in that department.

Super Dashball by SecretPocketCat 2018-05-15T22:11:36Z

@ava-skoog Thank you, I actually think the collisions in this (jam version) are still a bit dodgy (teehee). I'm working on a postjam version and I'll try to further improve on that. Oh and thank you for playing the standalone version (the Player 2 typo is fixed in the web build, so that's how I know :smile: ).

@honest-dan I had a blast watching you stream. Cheers, mate.

@Shelvid Thank you :blush:

Super Dashball by SecretPocketCat 2018-05-16T16:06:39Z

@ava-skoog Unless you had a browser/OS bug, I'd reckon you've encountered the issue caused by a recent Chrome update. My game actually doesn't start on load, so it shouldn't be affected by that. (I've tested it after the dreaded update). Strangely enough, both my gamepads work alright in the webbuild. Overall performance however is more of an issue, especially collisions in my case...

Blitztris by ThatFrankGuy 2018-05-04T11:53:25Z

Really great entry - the core gameplay loop is really cool and fun. I adore the visuals and you picked some amazing tracks to go along with it.

2018-05-04 13_30_33-LD41.png

Nitpicks/suggestions: * more player feedback would be nice in regards to the bullethell parts of the game. If could tell in advance which blocks will fire projectiles and in what patterns, it would mean I could a plan in advance a bit better * I still don't get when/why the camera sometimes zooms in * when the player picks up a lot of blocks, the camera could be even more zoomed out (in the current version I had to stay at the bottom and hope a bunch of projectiles would appear) * the rotation controls are weird * twin-stick controls would probably make me play it even longer :sweat_smile:

I usually don't shill my game when commenting, but since it's arcady and bullethelly as well, I'd appreciate it if you [gave it a shot](https://ldjam.com/events/ludum-dare/41/super-dashball), especially the multiplayer mode.

Blitztris by ThatFrankGuy 2018-05-11T16:58:45Z

I was revisiting some of my ratings and I forgot to rate yours after leaving the comment. (I usually try to sum up my suggestions and gather my thoughts before rating and then this happens...) I'm glad I noticed and the error has been rectified. :wink:

The rotation seems to be taken from the mouse position, but without being converted into world coordinates (so screen coordinates), at least it feels like that.

Also, where can I find the awesome 'jazzy' track? (I've checked the tracks mentioned on your itch page and I'm currently downloading the massive music pack but I'm afraid I won't be able to find it in there...)

BTW. my top score is now 476, which is, funnily enough, exactly 100 higher than my previous best.

Blitztris by ThatFrankGuy 2018-05-13T07:04:14Z

No worries, the same thing happened to me, possibly even twice and I still sometimes get bugs 'cause of local vs world positions... :tired_face:

Actually, I meant this track https://www.youtube.com/watch?v=aTajM_nH1E0

Also, I found a new tiny bug (feature?) - bullets are removed on pause (you can see it happen at the very start of the video and then around 8 secs ).

Blitztris by ThatFrankGuy 2018-05-13T21:13:34Z

Yay, that's the one :heart_eyes: Glad to be of sevice, your game deserves it anyway. Plus you managed to find the time to play mine in multiplayer, so I owe you one anyway :wink:

Cardcade by Simon Rahnasto 2018-04-29T13:33:03Z

The intro's sick and the scope is super impressive, although I'm not a fan of kiting and the card throwing tends to lean into that kinda gameplay. Also, some cards could be just an instant play instead of a throw (mana recharge) and the teleport felt kinda useless due to the duration of the throw, although the throwing kinda makes sense in that scenario.

Shuffle Knight by Lun8 2018-04-29T20:20:07Z

You guys should rate more and also advertise this release way more - there's a lot to like here, especially the screen-wrapping is super nicely done. The core idea's amazing, the visuals are great and the music is not too shabby. :thumbsup: :smiley_cat:

Here are my nitpicks (in addition to those mentioned in your original post): * the platforming is way too floaty and not very enjoyable, especially for precision-based jumping * the player should probably lose the sword on death, at least until they 'finish' a screen (the way it's the player may happen to fall to their demise and yet get the sword and still keep it scot-free * if it's going for more of a puzzle-based approach, leaving RNG out-of it would probably be a good idea - a few times I was just 'refreshing' the cards to get the specific I wanted

I could definitely imagine this being a cool puzzler, each level providing a few given cards (and requiring to smash an orb once or something like that).

Midnight pulse by Szekeres Szabolcs 2018-05-01T16:27:30Z

I died so many times 'cause I was dreamily looking at the awesome background. It was fairly challanging, so it took me quite a while to complete, but never got frustrating.

Nitpicks: * I encountered 2 volume related issues - once after dying the track jsut stopped playing (or was silent, can't say), so I obviously had to restart 'cause of the sick track and another time the volume seemed to changed slightly between respawns * I was not super keen on guessing when to jump 'cause the terrain was in the way or the camera was too slow to catch up to the ball.

Stirfry's Rhythm Rave by joltjab 2018-04-30T16:45:54Z

I tried so hard, but I'm just trash at rhythm games (even though Necrodancer is my one my all time favourites - I'll probably never beat Aria...). The movement and platforming felt good and getting it right must feel amazing, but I never managed to do that unfortunately :slight_frown:

So from a newb's perspective * a more pronounced beat visualisation than the heart would be great * more leeway in terms of hitting the beat * a meatier, bassier track would be probably easier to hit

Think Before Escape by acoto87 2018-04-30T15:42:50Z

I was looking forward to try out this one and I wasn't dissappointed. The idea was great as well as the execution. :smiley_cat:

Now for the nit-picky stuff: * ghost jumping would be great * jumping with a gamepad didn't work for me in the WebGL version - instead of a long jump, the character just kept doing tiny jumps (but that might just be the device (Logitech F310) - it worked great in the Win version) * some screens felt a bit too 'position-dependant' - I had to wait quite a while for the moving platforms to get into the right position (especially the very last screen) * the base sfx volume is too loud * the timescale could get faster during the enemy turn, but that might get confusing

Chrono Blaster by CG_Fred 2018-05-08T06:35:32Z

Super impressive for 9h, but I wish you actually had the full 3 days to cram in way more. As it stands, the earlier levels are there just to get used to the controls and pose no threat unlike the ones with moving enemies, which are super fun.

Suggestions/nitpicks: * strafing would be great as well as being able to look around (a newly fired bullet can be in the way) * does it have to be 1st person? Since it's turn-based unlike Superhot, 3rd person could work and might feel 'more strategic' * different AI, that tries to dodge * can AI characters shoot themselves?

SeaDogs by NotSpaghettiGames 2018-05-09T05:41:25Z

That's one harsh captain! I got 1100, but usually way less than that. The visuals are really nice and I like the idea of a micro-managment stealth-ish game, I just wihed there were more to do/manage.

Daxua by mainghia95 2018-04-29T13:51:25Z

The visuals and animations are great with the only thing kinda breaking it being the slowly 'gliding' cut-off body parts and the music is amazing, though I'm not a fan of the guitar riff thingy. The boss was kinda easy too cheese.

Tennis Hero by JeffChen 2018-04-24T14:00:06Z

Hi, fellow bullethell + racquet-game player (I got bullethell + squash 😜).

The look of this one is amazing - especially the lighting seems magnificent and the UI is a joy to look at. IMO the controls hold it back from greatness from being much more fun. Normal arrow movement + mouse aim would probably be nicer.

Honest Dan's Trout by Honest Dan 2018-05-11T16:12:44Z

Wow, this's super cool and the amount of polish is nuts. The best I got so far was 880, so I've no idea how/if can someone get 40k... (Unless the player can hit a perfectly straight ball, keep it to the side and just tetris away or some players got the bug mentioned in the description).

Suggestions/nitpicks: * more space at the bottom would be nice as the ball can be somewhat unpredictable * would be nice if the blocks collapsed after the ball creates a space inbetween * when the player moves the paddle into the ball at the last second it results in the ball going down away - being able to save the ball at the very last moment would probably feel baller (teehee)

Skirmixer by DraperDanMan 2018-04-30T16:50:34Z

Is it offline now? :frowning2:

F.I.S.T.S (FIRST PERSON IDLE CLICKER SHOOTER HORROR TOWER DEFENCE SURVIVAL) by dimaswift 2018-05-03T22:28:51Z

Not much of a clicker and more of a QTE game for a short while. I wish there were 'more of a game' since it looks so good and the upgrades/perks are pretty damn cool. But it was pretty nice to just alt-tab out and then return, upgrade and watch the carnage for a while.

BTW. the player can't seemingly die, dunno if that's by design or not.

Motorhell by Shelvid 2018-05-15T20:40:11Z

Oh boy, such a shame you had only a day - this had so much promise, great visuals and core-gamemplay, but damn those controls killed it for me :frowning2:

I got to arena 2 I think, but I'd probably go longer if the spawns weren't so unfair/random and if there was an alternative control scheme.

Sumbot Fighting! by blu3bird 2018-04-30T20:01:29Z

The lil' bots are freaking adorable - love those guys! I Played it with my better half and while she was not very keen on it, I was. What a shame there's no sound.

I'd have liked: * components/instructions not disappearing on letting go of the action button, maybe just putting them on the floor (and saving it for later) * ~~possibly a shared instructions pool~~ mentioning to players they in fact can steal instructions from each other (I raised the fun rating once I noticed it's indeed possible :thumbsup:) * being able to run around the whole arena, no just around the bottom * basic controller support, at least for 1 player (as some cheap keyboards can't take in more than a certain keypresses at once)

These are just minor complaints. Other than that, I like the game a whole lot and it's possibly my favourite multiplayer entry (well, other than mine, obviously :stuck_out_tongue_winking_eye:).

BTW. I did not get what genres it covers, so I skipped the theme rating.

Dungeon Solitaire by Lex 2018-05-15T20:12:37Z

After seeing it on @honest-dan 's stream and I had to give it a bash and I'm glad I did - what a great, fun game!

The movement is great except there's a bit too much lerping when stopping (at least it felt like that) and the running gets reset on death so the player has to let go of the button and press it again. The card icons are swell and the visual feedback lovely. I think, though, a black and white only treatment could suit the stickman visuals better. Overall it's a great entry.

P.S. I managed to rate the game just 1 minute before the deadline :laughing:

Gun Hero by soloinabox 2018-05-03T21:05:20Z

I'm trash at both FPS and rhythm games - what a game for me :laughing: The sheer number of tracks is super impressive and they are nice and match the aesthetic really well.

I was missing a penalty for missing (teehee) the notes - like a small score decrease or something along those lines.

Sneak To The Rhythm by BlakeMcDeezy 2018-04-29T14:21:11Z

Great entry, the only thing I'd have liked would have been more rhythm-driven gamplay as this really felt more like a puzzle game than a rhythm one, but I'm pretty damn bad at those so maybe it's for the best :laughing: (Or maybe it's just 'cause I was so bad at tapping to the beat that I ended up just holding it al the time.

Tetratower by kokirisandfriends 2018-04-24T18:53:10Z

Great mashup, the artstyle reminded me of Tricky Towers a lot.

At one point the tetrominoes were floating in air without falling on the enemies (the crashed through the bottom layer). Is that by design?

One-Sec Bullet-Hell by rainysolar 2018-05-03T20:53:25Z

My top score was 930. The visuals and sound are combined really well. I just wish there was the ability to aim, maybe locked to the usual 8 directions not to make it too easy.

Just Relax by plufmot 2018-05-15T16:24:08Z

I'm afraid your game was hit by the [recent Chrome update audio problem](https://www.pcgamer.com/a-google-chrome-update-breaks-the-audio-in-numerous-web-based-games). I fired the game up in Firefox and the audio worked nicely.

The game is nicely relaxing, although I'd appreciate if the beat was more pronounced - I had trouble predicting when the character would jump just based on the track. The physics is also a bit wacky.

Match Gunner by Random Thoughts 2018-05-03T22:00:04Z

I love this one! :heart_eyes: Took me quite a while to realise how to get the specials, but once I seemed super obvious. I got 3630 on Normal.

Suggestions/nitpicks: * the music sometimes stops playing on restart * it would be nice if the game continually sped up a bit (or new colours were added or some other additional difficulty) (I know about hardcore, but I'm not good enough for that).

The Cards You're Dealt by Raindrinker 2018-05-01T15:06:26Z

After getting stuck and restarting the game I started a long run and at the start of level 10 I thought: 'I wonder what does the skull icon/btn do. Does it end the game? Yep...' :laughing:

2018-05-01 16_56_25-The Cards You're Dealt.png

Thus my only complaint is that you could directly tell the player they can restart using the button, but that's probably on me anyway. In any case, a great entry. I'd welcome trashing/discarding, but that would probably make me even more OP (or trash vs pick new card could work).

The Secret Ingredient is Love by Miqui Gaud 2018-05-03T23:25:20Z

What the? I'm feeling uneasy about actually liking this. Should I be?

Beat Warriors by Von Vista 2018-05-01T09:29:23Z

I really like both the concept and the exection. I got 30-ish on .3x speed, 'cause I'm bad. (64 on .1x, but doesn't really count).

Suggestions/nitpicks: * maybe allow players to get git a few times before losing - this felt too harsh * a controller version would be cool - this kinda expects the player can touchtype * I got what seemed like random speedups after hitting a few notes which made the character go a lot faster (after slowing down when hitting the first note) - was that intentional? * the collider for hitting the notes felt a bit off, but that might be just me or input delay * the main track was great, but the scorescreen tune started to get on my nerves rather quickly

On The Fly by qkjosh 2018-05-01T06:58:35Z

The game's gorgeous and the SFXs definitely make up for the missing music. Some of the answers made me LOL.

I played it with my significant other and even though she doesn't play that much, we thought the gameplay loop was fairly shallow maybe if there was something at stake. BTW. does the debris actually do anything?

Flappy Blocks by Radical Dog 2018-04-24T12:36:56Z

This's the flappybird mechanic put to good use, although it gets frustrating maybe a tad too easily. Also, the blocks sometimes seem to start so low, that they drop on the bottom level immediatelly.

Best part for me is probably the story since the writing's hillarious.

Oh, and Zig and Zag are the worst! To hell with them...

Fallen Leaves by LemonBalmGames 2018-05-01T09:58:33Z

Nice use of the assets - the worlds is quite pretty and it was a good call to remoe the the footstep SFX. The final character has got some nice dialogue.

Suggestions/nitpicks: * the movement feels good except when stopping after running for a while - then it moves in that direction and then stops abruptly without any lerping or anything so I either just worked my way though without stopping at all (which felt great) or just tapped the keys to nudge myself in the right direction * would have liked the option to pick up some other (random) stuff which would make me actually try to remember and think about the riddle rather than just look for whatever I could find

City Surgeon by Bitoddgames 2018-05-03T22:20:09Z

Killing 249 people? That's OK. Dropping the house into the ocean? Can't have that! The game is hillarious, the music is really nice and fits the gameplay really well and the visuals are truly great.

Nitpicks: * pressing ESC to show the cursor doesn't seem to work * the controls coupled with the angle are a bit of a hassle (which's probly the point) * the crane/house sometimes bugs out and flies all over the place for a few seconds * gotta agree w/ the others - want more than just 3 levels

Need for Coin: Island Hoppers by saoi-games 2018-05-07T22:07:47Z

I'm not a 'Sonic kid', but I had fun regardless, especially in level 8. The assets were curated and utilised really well - the visuals nicely pop a and the main track goes with it really well. I'm not sure what part of it is 'Press your luck' exactly.

Suggestions/nitpicks: * as others have mentioned, reverse would have been nice * sometimes the car 'jumped'/got ejected on block 'seams' (at least it looked like it was related to collision issues) * I got stuck in something and had to accelerate to jerkily move for a while to continue (happened to me in the bonus level) * a less harsh damping/stopping on crashing into something could be cool

Type n' Jump by Richard N Silva 2018-05-01T14:17:07Z

> Most players finish the game in 10 minutes and over 200 commands!

Ha, I ain't no average player! Kinda... :laughing: (I just wished I made in like 9:59 or something like that). 2018-05-01 16_12_19-Type 'n Jump by The Jucas, Eduardo Scheffler, Richard Silva.png

Anyway, this's an amazing entry. The level of polish is great and I love that you took the time to add in typos of the commands as well. :thumbsup:

My only complaint would be unnecessarily loud base audio.

Type n' Jump by Richard N Silva 2018-05-01T18:44:10Z

@richard-n-silva I'd give another shot but I got too many game to play. You know how it is... :sweat_smile:

Jammer Tank by Jonnymentero 2018-04-30T16:20:00Z

This's a great deal of fun, but it's quite hard. I couldn't get past the platforms after getting the rope shot and I gave it a lot of shots (sorry, but not really), but I just couldn't.

One problem I had was the ability to lock myself in using the rope shot by getting stuck on a platform below the point of impact. I could free myself after shooting around blanks like crazy, but putting the rope on a timer or allowing the player to cancel the previous one by shooting a new one would be much simpler.

Can't Get Along by filipdufka 2018-05-03T19:59:37Z

Hello, fellow Czech devs :smiley_cat:

The visuals are top-notch and that glorious versus screen tops it off. Both me and my better half found the movement somewhat confusing, which's proably due to the view. Also, the the score seems to be the total tally even after restart (which is reflected in herb's carrot being grown right at the start - the carrot is a really nice touch BTW).

Baka-Pipes by overpoweredteam 2018-05-11T17:28:06Z

What was the record again? :smirk_cat: 2018-05-11 19_21_19-Baka-Pipes.png

The visuals just ooze style, the music the great, there's a lot of polish and the idea is pretty damn solid.

Suggestions/nitpicks: * the difficulty curve is nuts * it would be nice if killing the lolis gave back some energears or if the pieces didn't take damage (although I'd probably prefer the first) to be able to battle the ever-increasing number of them

BTW. Profane looks cool :heart_eyes: , givin' ya a follow.

Jet Boy by Harry Light 2018-05-01T15:28:55Z

Agree with the rest that the 1st boss is the hardest for me (at least the first version). I got to boss 5 (or rather the 2nd variant of Boss 2).

Other than this difficulty spike, the entry is amazing, especially the music and how everyhing was 'juiced'. You've earned yourself a follower.

Draw --> by Joshua Levin 2018-04-24T12:10:16Z

Cool idea, especially, I super like the "filler" cloud cards, that's a nice touch and the initial tutorial is welcome addition.