Cosmic Chaos by Jiri_One 2023-10-02T01:02:08Z
Much harder than it looks :-) Good use the theme... Twice!! The upgrade management really adds flavour on an old genre.
Foon → Ludum Dare Explorer → Users → Sevansevan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Sticky Turtles! | compo | 96 | 3.45 | 3.45 | 3.65 | 3.65 | 2.54 | 2.87 | 2.86 | ||
| 2024 | 55 | Summoning | The Ballet | compo | 126 | 3.64 | 3.69 | 3.73 | 3.47 | 3.19 | 3.16 | 3.17 | 3.23 | |
| 2023 | 54 | Limited Space | Clearing space | compo | 92 | 3.87 | 3.92 | 3.48 | 4.12 | 3.01 | 3.10 |
Much harder than it looks :-) Good use the theme... Twice!! The upgrade management really adds flavour on an old genre.
An exceptionnal craft for a COMPO, this is very impressive.
Both gameplay and art are superb, you even could fit in a boss battle, nothing is amiss.
For 15 minutes I was playing the start of an indie game, not something crafted in 48h. Hats off to you.
Very soothing music and "bubbles". I especially enjoyed the patterns with mixed colors. Maybe in contrast the "unified color" patterns were slightly less appealing.
Ultimately the slow-pacing doesn't encourage to start again since we know that the game will be too easy (?) for 1 minute. The game really shines when the box gets small.
Very nice looking at very nice twist at combining the two genre.
For my taste, it was a bit slow and I just ended up waiting in the cellar. I understand this is meant to reflect more on the puzzle but still sometimes I just wanted pieces :-)
Soothing.
Some ideas to cheaply turn it into a "game" : - Add a score counter, either number of disks inserted or highest combo - Add a defeat condition, e.g. board with 4 disks = lose - Add a preview for the next disk so that people do not feel too much screwed (might be a bad idea when they realize they are screwed even next turn ^^)
That was an amazing experience, thank you.
I agree that I sometimes peaked at the level number to get a feeling of completion which was a bit lacking.
Another thing that you could add is a semblance of narrative design.
You could probably add to the experience by adding a little bit of "environmental design" with simple, concise sentences about the place. "You start feeling a hot breeze... You're probably approaching the deepest part" "The heat is now insufferable, but you need to continue" "The souls around you are screaming, you ignore them" "Here she is. Even as a ghost, you still love her" "You start the climb. Remember, if you look at her, she'll disappear forever."
Not necessarily every level, but from time to time, to do some rythm change.
About the fact that we may forget what sounds were for, I think it was part of the charm. If however that turn out to be an issue, I believe naming it everytime would break the immersion, but you could say at some point "press numpad numbers to hear sounds and their descriptions" like 1 would be wall, 2 would be door/key, 3 would be boulder, etc. Alternatively it could be "press space to have a reminder of all sounds you've heard so far" or something.
I'm telling all this not to disregard what you've done which really was a superb experience, but in the hope to contribute constructively to this!
This game is excellent.
You're totally right when prefacing that it is "brutally difficult" and you're also right to recommand playing in full screen, which I didn't see at first T.T
The way the biomes are separated and the way they still sometimes have a "side effect" on other biomes is pretty neat.
The limited checkpoint mechanic is really fitting the genre.
That being said, I only passed the first biome before giving up :-D
Interesting game! The best part is fitting perfectly, so it's good that it's rewarded with points. I liked it better when the cat was larger than the box. The numerous cases where it was the opposite where kinda underwhelming in comparison.
The mad guys they did a couch 1v1 game for the Ludum Dare.
No real idea how fun this is while playing alone but I sure enjoyed reading the description of units and imagining how it could change chess... forever.
I'm... Kinda surprised the bishop and knights swapped places? Or is that an oversight?
I enjoyed the dam mechanic, that was pretty fun!
The narrative design was cool, I particularly enjoyed the last "choice" :-)
Pacing might be a bit off right now bit well that was a lot of things to put together, especially for your first Godot game, so congratz!
I really like that you can rush through the first levels to get where things are interesting. Great tension overall.
One more exemple of a great game based on real-life events.
Original controls for an idea that doubly fits the theme! Congrats.
The toy is very challenging starting from the 1st rocket which is a good thing imho because I replayed the heck out of it to put one. I'll probably trying to beat my best (1) soon.
So congratz for creating a game with good replay value.
The windowed version doesn't fit on screen and zooming the page creates very strange behaviour (the game seems rendered in absolute units while the UI is in relative units?), so when I try again it'll be on downloadable version.
Good design and rythm overall ! I liked being a chair. Could benefit from showing the number of moves allowed even in the "place box" phase to do some planing.
Impressive work for an early submission!
[spoilers below]
It's a game that keeps on giving, so far one of my favorite pieces of the jam.
The theme, absent at first, is quickly revealed in a wonderful way. Then the background slowly changing, and some new art elements...
Unfortunately, I believe I encountered a bug that prevents me from going forward. After dying, I got reincarned in a light bubble which does not respond to any known command. I hope you still have time for a quick fix!
Excellent pacing, which is everything in this kind of game. There is always some tension yet is it always feasible, rarely unfair, congratulations.
It's so cray the link is down :)
Unfortunately couldnt run your game. Download seems broken.
I tried launching it from Godot and it looked very nice, but I didn't have some C# thingy.
I hope I'll be able to play it some day!
Very impressive art and overall set-up for a jam, bravo!
The game was very fun at first with joyful choices. Then I hoped I could go on forever. After 100 turns I was like 'ok done let's lose". And I could never lose even while placing dices at random on stuff :-D
That didn't prevent me from liking the game concept and artn and that was fun to play.
Pretty sure I won, I destroyed the rooms around me and the monsters ain't coming :) Now chilling in space, ama.
Congratulations for triple respecting the theme! Limited vision. Limited gameplay area. In space. And you can even limit your space even more by destroying room! So that was 4, I guess.
This really shows that an engaging mechanic, no matter how simple, can work out with simple art and music.
The key is that you managed to give 1- feedback and 2- feeling of progression.
Only thing lacking in my humble opinion is an end screen, to give closure.
I liked the theme and the aesthetics.
I "lost" because I had no money, while I was producing some money, so it was kinda confusing. So next game I full on bank on money and only build goods later. Which I could do without resistance.
The concept is pleasant and I would keep-on playing if there was new and new stuff.
I liked the idea of placing ground tiles, maybe adjacency rules could be a nice addition in the future.
I guess one of your reference title is Factorio, if it isn't then go play it immediately! :-)
I like the way you make "losing" not a punishment and just keep trying.
@sarah-northway I see you're a connoisseur as well.
I like how PuzzleScript expresses itself through my code: "I'll make your whole logic in two lines." "I guess I can do animations but that'll cost extra" "Why do you mean COUNTING?"
@haydads there is no skip button but if you click "hack" you can see all the levels and either delete/modify them or ctrl+click on a level to load it directly.
I wouldn't say it's the intended experience, but it's fun to meddle with PuzzleScript so feel free to go for it :-)
@normality thanks for the feedback. Unfortunately PuzzleScript doesn't allow importing sound.
It does have simple effects embedded but I disabled them because COMPO rules it out.
The code is there actually, you can just uncomment the SOUNDS section if you need them.
That was very satisfying to beat.
Very good difficulty pacing, with a feeling of "I think I'll give up" at the end which makes the whole experience very satisfying.
I also made a puzzle game this jam and I would really enjoy discussing with you the ins and outs of how to approach the balancing and pacing of puzzles, if you're up to it!
I loved the game so much that I have awaken my neighbours quacking T.T
The boss fight design was really well thought as a combination of mechanics, I salute you :-)
Congratz for managing to give the joy of exploration feeling in a compo game :-)
the pentacle level was a nice touch :-)
I'm loving the chara design & animations :-)
Very impressive, map, graphics, music, UI, etc :-O bravo!
I think the problem with the stones is that you have to *hold* E for some time to activate them, not just press. Anyway impressive amount of content, I couldn't reach the end :-)
It's always amazing how good rythm and difficulty can make a simple design addictive, congratz!
I really liked it, I could have spent much more time on it if losing restarted the puzzle, not the whole game unfortunately :-(
Very impressive "AI" manager :-O Unfortunately RNG screwed me very hard. I believe you used only 5 out of the 7 tetris pieces so that made creating a cluster very hard. You could use a bag-style RNG to ensure that you draw the pieces evenly over a game. But perhaps it was also a concious decision to make some pieces more rare than others? Or perhaps I just misunderstood :-)
@online-play yeah sorry I kinda come from the hardcore puzzle niche :-( ^^'
@co5monaut backstage / in hell. Choose one. Sorry for the difficulty 3:-) you might have missed the final animation(s) then :-O
@nadia-pixel thanks for the feedback! I'm eternally torn apart between clear instructions and leaving some discovery for the player. Curious what others would think too :-)
Soothing music, devilish gameplay. I believe some constraint, either time or number of move, would spice the thing up :)
capture.png
Found some help with my friends :-) Crisp game except for that ^^
@geckoo1337 yes it's easy to reproduce, you have to press two keys at the same time (left + down for instance) and that dupplicates the player :-) (I guess this might be keyboard dependant since some do or don't register multiple simultaneous inputs)
Not sure how to recover when the program crashes? So I guess I didn't understood everything :-(
the tail-whip is dope and the SFX works really well, it does seem this control scheme has potential!
putting the physics on the coins turned out so great! Both for effects but also returning them. That made it quite fun. The rythm got kinda stale but it's honest Ludum Dare job, well done
Needs lots of APM =) that's nice! A timer of some sort (refreshing when someone crosses) could make it quite addictive :)
Impressive amount of features! Hard level, lacking an undo button maybe?
After a few minutes, I got almost invincible, which made the game stale, but that was an okay experience nonetheless!
This is what Death Stranding should have been
89! Then too many monsters that stack on gems I couldn't do it T.T
Simple game, nice graphics!
Interesting to see the dialog options appear one by one... It's like an internal RPG dialog :-)
Made >100 steps, discovering mecanics was kinda fun. Is there an ending? What "classic game" are you refering to? :-)
I love the conceptual adventure, I would love to delve up to the end but having to restart everything when I fall felt like too much the 3rd time :-( A checkpoint at every "box collected" would have made me continue. I still may get back to it cause I loved the atmosphere
The concept is somewhat fun, I might have played it till the end if the upgrade rate was like 5x faster!
@liquid yes you can get all of them! But I admit it's pretty tricky, so don't feel obligated, and leave the cave whenever you want :)
Good luck @koolruz ;-) You're right, an "undo to last turtle" is well-thought ! Very tricky to do in puzzlescript though ^^
@koolruz I have good news and bad news: it's not totally over... You still need to get out of the cave actually :-)
If you enjoy these kinds of puzzles feel free to visit the rest of my creations on https://sevansevan.itch.io/ :-)
@koolruz thanks for the kind words :) I'm surprised because ||I usually do areas in the following order : left right left up right up|| so I guess you found a different turtle order :-)
@liquid thanks for the encouragements :) I feel like this levels kinda covers the mechanic already, not sure I'll do additional ones :) But now that I think of it I guess you can always do better puzzles with a portal gun mechanic... O:-)
@basmet haha actually the "ending" depends on the number of turtles... (Which is kinda strange I admit)
Amazing game for a compo, very impressive. I'm a bit sad you didn't deliver an ending for it, I'm sure you would have delivered something exquisite :-)
Great color choice! Also it's nice that it has an ending, it made the experience "complete" for me.
Fun graphics, nice!
Fun concept even though I kept dying super early ^^