Long's Long Layover by Jason Lothamer 2023-10-03T22:39:33Z
Very simple and interesting concept, great job to all! The levels were designed well, and the game was very optimized for a 3D web game.
Foon → Ludum Dare Explorer → Users → Sevadusk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Helmet Man | jam | 467 | 3.50 | 3.73 | 3.54 | 3.81 | 2.89 | 3.05 | 3.67 | 3.18 | |
| 2024 | 56 | Tiny Creatures | Skyfall | jam | 534 | 3.56 | 3.50 | 3.53 | 3.16 | 3.14 | 3.61 | 3.36 | ||
| 2024 | 55 | Summoning | Necroform | jam | 1046 | 3.11 | 3.09 | 3.23 | 3.82 | 2.78 | 2.82 | 2.56 | 3.19 | |
| 2023 | 54 | Limited Space | Night's Bastion | jam | 973 | 3.07 | 2.95 | 3.50 | 3.52 | 2.78 | 2.84 |
Very simple and interesting concept, great job to all! The levels were designed well, and the game was very optimized for a 3D web game.
Very polished puzzle game, feels like a full game. Great work!
Very solid entry! I love when mechanics are the focus of games, because I do the same lol. I hope you continue working on it, because these types of games flourish when you don't have only 2-3 days to do everything. Only thing I didn't see was a strong connection to the theme. That and tossing all the controls to the player at once like me isn't a very good idea xD. (Edit: Wait, Starfold and Starfield lmao nice I didn't notice that one)
Hey I just played this game! Took me 2 tries because I was trying to shoot the animals in the first try lol. The graphics, audio, and humor were the best parts of this game. I also liked the screen shake and visual feedback. Great entry!
This was a very interesting mechanic, I was able to get 4 of the 5 deliveries. Going up and down was pretty difficult for me. Something that could've been done was to have the controls relative to the player instead of the global space. Ie. If I'm going up with w, I'm always going up with w. When the rotation is in a certain interval, maybe swapping those controls would've helped make the game feel better. Right now, it plays like inverted controls setting and its hard to get used to that feeling. You made me want to make a space game, this was such a cool concept. I'd imagine if you had the time you would 100% make it better.
The shift to attack the buttons was quite a clever idea. Great tutorial haha, if you can't dash into play you can't complain that you don't know how to play. I got like 14 enemies on my first try.
Solid entry! I like the animation that plays when you start the game, and the mechanic is pretty cool. Next time, try to integrate the tutorial into the start of the game, and people are trapped into doing it haha!
I just played the game, got to around 5-6 levels completed then got stumped haha. This was a pretty cool idea, you just had to turn very early and had no room for error. That too, I haven't seen an unreal engine jame game yet, this was the first. I used to work with unreal engine a lot before godot, huge respect for being able to get this done in the timeframe. Also nice reference to Need for Speed haha.
Had to give you a 5 star in every category. I really loved how you implemented a progression system that was very understandable. I managed to beat the last level by bouncing off those slow triangles in the middle, and the enemies threw themselves into outer space ahah. You did a great job of introducing mechanics one by one and everything was really good. The music was ok until I heard the drop into drum and bass, and that was so epic. Very well done!
Very solid game! I made it to B-sides, it started out easy, but it got challenging pretty fast haha. The sound design was very good and the music was amazing. The game was all round very nice!
I had this feeling halfway through, that I was making two completely different games haha. The crafting/gathering game, then the weapon usage part. I originally had the option in there to skip the resource gathering part, but I ended up making some changes to it that I liked so I kept it. I barely spent time on the combat/levels part, or I would've made that system a bit more fun. I plan on doing a lot of simplifying and polishing post jam to make the game more cohesive :D
Yea sorry about that xD, I spent like 3 hours on the combat phase and tuned everything down to just stat check or easy mode. An unbelievable amount of time was spent on menus and edge cases, still don't think I made them intuitive enough lol. Glad you had fun figuring out about the systems!
Very nice concept, but it would be very nice to get an indicator of where the talisman will land instead of guessing and hoping haha. Thank you for submitting!
This game was awesome, I managed to complete it on seed 1 LOL. Then I tried seed 99999999 and I don't think that was playable lol. It crashes when you put in letters, don't know if that's on my side or intended. Also I think the rocks need some sort of faint red outline for visual clarity sake because by the time you see the rock you probably can't escape it. The procedural generation tech is very nice. I see you opted out of the music, but even if you didn't make it, it added a lot to the mood. Great Entry!
Looks like you didn't use one of the premier game engines which is impressive. There could have been more upgrade variety, and I was a bit clueless at first, but I understood later. Thank you for submitting!
Pretty nice graphics and a great game! My one critique here is that there definitely could have been some feedback when the weapon hits and/or how much health an enemy has left somehow.
The sound effects were so funny and the visuals were very nice. Pretty cool game you have here!
The art was insanely well made and the summoning mechanic was very cool. I wanted to test what would happen if I go all the way to the left and down and it teleported me seamlessly which was pretty cool. At first I didn't realize that the enemies would draw agro to me if they were in the circle, but I figured out afterwards and watched them fight. Some sort of ramp up on credits you earn so you can purchase stuff faster would be a nice suggestion. The game overall was very good!
I'm especially surprised you got all that card art done in 3 days. I got to 42/43 on the 12th summon AHHH. The first time I played the game, it didn't really click and at first I thought the cards had a mana cost but I understood they were point based later. The more I understood the game, the more I was really interested in the concept. This is a really solid entry, thank you for submitting!
This game was very nice. I loved the mechanics you implemented with the gliding and "sliding" XD. You can basically platform infinitely high because the mechanics are OP together, but I loved that. The mood that you set is the best thing here, but every category except the theme was stellar (lol).
This is a very cool puzzle game, it was extremely polished and for 3 days I don't know how you guys managed to do all of this. Really nice submission!
This was a pretty cool turn based game. The balance is something else though XD
The puzzles were designed really well and I loved the concept!
This is a pretty interesting concept, and the mood and humor set in the game loop was great. Thank you for submitting! I didn't really see much wrong with anything here, and the art was great along with the polish.
The art style and visuals were incredible. Took me a while to realize what I was doing, but overall I really liked the mood you set here.
Screenshot 2024-10-08 220707.png
Game was great! One issue I had though was differentiating between dropped fish and spikes since they have the same color.
The shaders or method you used to get the slicing, the bug remains, and upgrades filling up look so cool. The game is very very satisfying. It is slightly repetitive after some time, but balance is understandable for a jam game. Also, the slicing would be better if the increased swords didn't miss in the middle as a QOL change. Overall, this is a top game for sure. I can't understand how all of this was done in 3 days!
Pretty cool game with a lot of nice art. I like how everything is automated and it seems pretty hard to get everything working so congrats on finishing. Some Ui could be improved and the gameloop could be a bit better, but overall nice job!
This was a pretty nice take on the theme, and I liked the game loop. I can't really find much to improve on here. Great work!
The level design / building art was really cool, but the lack of sound hurt the game a bit. Sometimes bugs could be squashed right next to the inspector, and he wouldn't notice which was quite funny. However, this was your first entry and this is really really solid. Congrats on the entry!
This game is really polished, and the cutscene was very professional. The gameloop was very fun, and there isn't much I can say that is wrong with it. Great entry!
Screenshot 2024-10-12 184743.png
The art was really good, especially loved the variety of mechanics explored in the levels. I also liked the dancing butter at the end of the level. A victory screen for when all levels completed would have been a nice touch, but regardless, this game is amazing.
For a compo game, this is crazy. The art definitely took a long time with all the sprites. I feel like game appeals to some people over others and it was slightly tedious for me, but I get the vision. Great entry!
The levels were designed really well, and the controls were smooth, but the transition from level to level was too bright. I had fun, but I felt the theme and innovation took a few hits as I didn't really see them being standouts in this entry. Regardless, great work!
The art style was really cool, and the music made this game have this sort of mood to it. Felt like an endless dreamscape which was pretty cool. I can't say there was anything wrong with this except for preference with puzzles / art style for some people. Also, those easter eggs were great additions and added to humor. Great entry! Screenshot 2024-10-09 234908.png
The art style is really really good, but it wasn't clear what some rat variants did, and it was kind of just running at enemies with numbers. The polish on this entry is really great though. Good entry!
The amount of quality voice lines is incredible. Storytelling, art, and audio were the strong points of this game. I feel like this could be a released game too. Nothing negative to say here, really great work!
SO many 3D models for 3 days. I'm seeing a lot of insect/spider/mouse games this time around haha, but regardless the game is solid. Great entry!
Really nice concept. I don't have many negative things to say, great work!
Screenshot 2024-10-23 211305.png Edit: Just got all the stars! I think the difficulty balance of the levels was really good and introduced new creatures well. The art is also really nice. Great entry!
Nice mood and ambience this game set. Making a point and click adventure in such a short time frame does seem like a lot of work. I think some of the UI and art could use improvements, but the art had a special feeling to it so it's actually pretty good already. Overall, solid entry!
Very nice platformer with some funny moments. Definitely set a nice mood there as well. Don't know whether you considered it or not, but checkpoints could prevent a bit of the frustration people face. Sometimes the platforming mechanics also felt inconsistent but that also could be part of the design. I find it quite impressive you made an asset pack and used it yourself to make something within 8 hours. Great entry!
The art in this game is crazy good. It feels a lot like slay the spire, and for 3 days this is very impressive. I like the balance / difficulty and the occasional humor in the cards. There are a few minor bugs like listed above, but overall, the main thing this game is lacking is variety. That is not something you can do in 3 days alone, so the current state is very understandable and amazing.
I think the art styles don't mesh well enough with each other, the core gameloop didn't seem too original, and there were a few bugs around. Regardless of those flaws, the game had a solid vision behind it, and it is a 3 day jam so this is still pretty decent. It is a cool platformer and that's all you need. Great entry!
Game plays a lot like rocket league with a new innovative mechanic. Some QOL changes and you have a stellar game. Great work!
Screenshot 2024-10-09 021133.png
The boss before you play as it vs. after lol. The boss fights were really good, and the art is great as well. Showing the HP of the boss would have been nice. Aside from a few QOL stuff this game was really good!
@guerrier32 - wow, I did not know such a high score was possible. Insane score, well done!
@wendel-scardua - the slow movement is from a previous precision-based gameplay loop, and after seeing a few people play I got the same feedback. It's definitely something I'm looking to change in a later update. Using the mouse to control the lane is a great idea, and I'll experiment with that in a bit.
@p0l4r - I thought this would work out well balancing wise, but yea I have to iterate further. I have some changes in mind :D
@rynti - It does feel like E is what the game is balanced around, and I think some way to get back health may fix that. Along with a few other changes I have planned. The Audio settings are from harsh lessons from my previous jams XD
@sharky3188 - Definitely a bit too quick lol
@jake-g - I want to explore chain reactions a bit more as it feels most satisfying. Maybe I'll look into health restoration on combo among other things.
Thanks for the valuable feedback!
The lighting and graphics were really cool. I felt the controls rotated you too much and were hard to control, but overall nice concept and execution. I got about halfway through and decided to call it at that. Great entry!
This was a really fun game, and I really loved the attacks. It felt very easy, but that can be forgiven. Great job!
Solid work, but I felt like the ordering system was a bit clunky and unresponsive. Regardless, super nice art and great entry!
This game is really polished and has a nice art style. I found some of the fights get repetitive, but overall, I really liked it. Great entry!
Pretty interesting typing game, and the UI/graphics were really cool. You provided instructions at the start in the form of a wall of text, which I rarely believe works. Some more in game controls on what to do like labels on the floor would be better to guide new players. I liked the scoring screen as well. Nice work!
This was a really innovative bullet hell, and although more of an interactive tutorial would have helped, this game had a lot of great ideas that worked well together. Great entry!
This was an insane concept. Async games are challenging to pull off, and the fact you had all the nice art there too as a solo developer is great. The only thing I would say is missing is more gameplay elements, but the core concept is explored beautifully.
I really like the shaders and track length procedural generation! The controls were a bit confusing at the start, but understandable the more I played.
The UI level of polish for 72hrs is crazy. Usually for UI based games like this, the mechanics bloat difficulty to a point of being overwhelmed, but the final product ended up quite nice. If anything, balancing and tutorializing would be helpful to take this game to the next level.
I really like the water shader and physics. The movement was a bit hard to grasp at first, but I got the hang of it eventually. I got to around 2mins time and enjoyed the game
I found the gameplay a bit repetitive, but the art style was really nice.
I tried the fixed version and some of the deaths still felt a bit random. Some spawnkills and other angler "it's time for you to die" moments, but you nailed the atmosphere.
@colisan yea other than that the game is amazing, it's only a few balancing issues holding it back. Balancing is always that fine line which is so impossible to get right within jam time frame esp 48 hrs.
Just gave it a shot, I really like the concept! The environment is massive and there is so many 3d models that set a great atmosphere. The physics behind getting the grappling hook to work must have been a pain, but I still had some trouble with it lol.
I played through and managed to get all 4 weapons. I liked the doom inspired gameplay! At first, I had to double check the description and press E to open the elevator, and then I occasionally had the camera flip on me when I moved it around smaller areas. Other than that, I like the level design here
I really like the art. I also tend to mix 2D and 3D elements, and this game does a great job of combining them to make a relaxing game.
The intro really reminded me of the lord of the rings. This is a great recreation of the mobile game ads lol. The camera was moving at a static speed, when the characters were able to go as far as possible, it didn't feel right. The fog mechanic with the trapdoors is fine, but it definitely needs to be clearer with how crucial it is. Everything worked great for me aside from those things, so nice entry!
This is a really polished rhythm game, and the fact that you had a team of 8 is awesome. Most of the time was probably eaten up agreeing on a concept and communicating with each other, so the game you ended up with is very impressive.
I really like the art and atmosphere. The procedural generation you implemented for level generation was pretty awesome as well. Other than a few issues with controls, the game is great!
This game has a nice and simple gameplay loop. It looks like a lot of effort was put into the graphics, and it worked out nicely! I would have liked to see more gameplay elements to make the game more fun and original.
The concept and mechanics you implemented make for a very nice minimalist game! Took a bit to get used to the interface, so the tutorial helped.
This 2d/3d style of game is pretty much a BadPiggy classic. I also like the scoring on the end screen. I don't think it connects much to the theme, but the game feel was really nice.
I really like the difficulty level of the game, and the graphics complement the gameplay well!
I like pink underwater submarine combat! The atmosphere was really nice, but there are definitely some improvements that can be made. The collectible has too small of a collection radius, I think it should have some sort of magnetic effect that eases that short radius. I also would've liked more action-gameplay elements, maybe different weapons that add more juice to the gameplay and etc.
Deleting project files is safe if you use a source control like github or plastic_scm, but I wouldn't recommend ever deleting your work like that. Congrats on submitting!
Looks like a lot of fixes you are making haha. Lots of creative art and gameplay here. I like autobattlers, so this was fun to play! A bit more juice and speed up would add some nice polish to the game.
@ausstein its embedded into the intro, npc will ask you for your name. I didn't think of that when I made skip intro an option. Also, usernames with spaces won't register.
@ausstein yoo that's a really wild score. I appreciate you taking the time to do that
@ausstein yea, I already have gravity increase based on depth in there. I just capped it at a certain amount thinking it would be too much, but that ended up creating a slow and capped difficulty ramp up. I can also add more risk to the take it slow approach by adding some sort of enemies/threat, but I didn't have the time nor did I think it was a good idea to implement that many mechanics haha. I appreciate the feedback!
@rhoka That's some really valuable feedback, thank you! I'll consider these points. You scared of @ausstein? 😇 fr though, it becomes a grind after 10k, post jam balance/content patch will help (edit: there is another high scorer now XD)
@ausstein oh that's weird I'll look into that, 46k is crazy too! The post jam patch should be out by today. I'm making a ton of changes to the movement system so it should be fixing that bug and the level of grind. (Post jam patch is pretty big, will be up soon)
just published the post jam patch, the changelist is on the itch page
- here is a quick rundown:
- overhauled movement system
- new levels/rooms
- new and useful upgrades
- revamped art - sfx - vfx
- time limit on certain rooms - before being consumed by the void
- new, more challenging, mechanics
- an official ending
- username can now be changed in settings
- misc bug fixes and redesigns
The mouse sensitivity and character speed were a little off-putting to the atmosphere, but the concept was nice! There was a lot of great 3d models and textures as well, and the team overall did a great job of making a unique game.
The ui elements, sfx, and overall charm are really top tier. I love the atmosphere you guys set here, and the only thing this game needs would be more polish.