Bath Time by DDRKirbyISQ 2018-08-15T01:19:41Z
Very clean (just like the cats now!). I didn't beat it... I don't think I can move my hand fast enough to get through the later levels. Great job!
Foon → Ludum Dare Explorer → Users → Shadoninja
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | π₯ | Chilly Sea Dogs | jam | 4.16 | 4.16 | 3.50 | 3.33 | 4.83 | 4.00 | 4.16 | 4.16 | |
| 2023 | 54 | Limited Space | π₯ | Speedboat Tube Cruise | jam | 3.00 | 2.83 | 2.66 | 2.00 | 3.33 | 3.00 | 3.50 | 3.16 | |
| 2023 | 53 | Delivery | π₯ | Knotty Network | jam | 454 | 3.70 | 3.72 | 3.27 | 3.32 | 3.87 | 3.78 | 2.76 | 3.34 |
| 2023 | 52 | Harvest | π₯ | Buster's Nut | jam | 3.00 | 3.00 | 3.00 | 3.00 | 4.00 | 4.00 | 4.00 | ||
| 2022 | 50 | Delay the inevitable | π₯ | Bussin | jam | 162 | 3.98 | 3.84 | 3.93 | 3.84 | 3.87 | 3.88 | 3.76 | |
| 2021 | 49 | Unstable | π₯ | Pocobot's Obligation | jam | 4.00 | 3.50 | 4.50 | 4.50 | 4.50 | 4.50 | 3.50 | 4.50 | |
| 2021 | 48 | Deeper and deeper | π₯ | Holey Moley | jam | 364 | 3.85 | 3.97 | 3.78 | 4.09 | 4.04 | 3.52 | 3.95 | 4.07 |
| 2020 | 47 | Stuck in a loop | π₯ | Pulsewave | jam | 1108 | 3.29 | 3.25 | 3.06 | 2.85 | 3.72 | 4.09 | 1.96 | 3.12 |
| 2020 | 46 | Keep it alive | π₯ | Brawnfire | jam | 208 | 4.01 | 4.06 | 3.54 | 4.16 | 4.36 | 3.84 | 4.13 | 3.67 |
| 2019 | 44 | Your life is currency | π₯ | 2nd Bank | jam | 538 | 3.45 | 3.26 | 3.13 | 3.23 | 4.00 | 3.97 | 2.76 | 3.39 |
| 2018 | 43 | Sacrifices must be made | π₯ | Roustabout | jam | 196 | 3.81 | 3.76 | 3.79 | 3.14 | 3.90 | 4.00 | 3.10 | 3.51 |
| 2018 | 42 | Running out of space | π₯ | Eventful Horizon | jam | 68 | 4.02 | 3.83 | 4.09 | 3.70 | 3.95 | 3.89 | 2.87 | 3.83 |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Tanxz | jam | |||||||||
| 2017 | 40 | The more you have, the worse it is | π₯ | Too Many Cooks | jam | 3.00 | ||||||||
| 2017 | 38 | A Small World | π₯ | Belaruse Panic | jam | 3.33 | 2.83 | 3.00 | 2.50 | 3.66 | 2.33 | 3.00 | 2.50 |
Very clean (just like the cats now!). I didn't beat it... I don't think I can move my hand fast enough to get through the later levels. Great job!
I finally beat it! First 10/10 humor I have ever put on a game jam game. Good job!
I tried my best to beat it, but got stuck on the obstacle where you have to turn 90 degrees and then immediately fit through a window. Pretty fun!
Fun game! I couldn't tell if the world breaking apart was due to time or if it was event-driven. Not sure which is better. There was one bug that actually got on my nerves. While talking to people, you have the chance to slowly slide away and end the dialog short. This happened to me twice! Really cool aesthetic. I have never seen anything like this stylistically, so huggge kudos for that. Great job!
Hey this was fun! The sound effects get a little weird when you are on the bottom of the map. Overall good job. I think the grid movement maybe should have worked if you just held a direction. That probably would have helped the flow.
Yeah definitely make a YouTube video of you guys playing it. People can still rate it based on that.
Got 810! Very fun and easy to pickup. The previous-tile-type mechanic is really clever!
The game is cute! The actually gameplay was a bit shallow. Nice job!
I couldn't review it :( My character just jumps non-stop and flies 1000 feet into the air and then drops to his death.
I had fun! Good job for your first time doing any of this!
The upgrades should come much more often! I got 4 full loads back and wasn't even 1/5th of the way to getting my *first* upgrade! Also, one of the pieces of cargo spawned out of bounds and I had to go drop off my haul to get it to reset. I liked the idea. Good job on it!
The link does not work as of 12:24 am MST :(
I got 19 on normal! Interesting concept with the poop trail only getting cleared after you hit the requirement. Good job!
I wanted to have more control over what was happening in the game. This came off as more of a tech demo than anything. I like the little slime guys! The graphics were cool. I liked the glowing tiles and how you explode everything when the game is over.
I tried about 8 times. I got 25 metal, but never got close to the 15 electronics needed. I didn't feel like the drill helped me! very thematic. Good job!
This reminds me a lot of the game Hoplite! You should check it out if you haven't already. I liked the mechanics. Got stuck on level 7 though.
The style of the game is cool! Here are some of my thoughts on the game:
- The music fit well and the sound effects were pretty good overall.
- The WASD controls felt a little strange since the ship can go directions it isn't pointing, but I kind of liked it as I played it more.
- The pacing of the game may be a little too slow. Even if you ramp a game up by the 5 minute mark, you may have lost most of your audience who was looking to get hooked in the first 30-60 seconds.
- I would have felt better playing this if I could simply point and click at the enemies while I maneuvered. Was the position locking of the reticle intentionally done to make the aiming harder?
Great job on the game!
Fun game. Very unique perspective for a tower defense. Was there supposed to be sound?
Good job with this one. The art style was clean and consistent.
The sacrifice theme is only loosely tied to the actual game through aesthetics which was not a very satisfying integration. The effect itself is awesome, but it just felt a little tacked on. I know that is more of an opinion here, but oh well.
I really like the build-up of mechanics and difficulty over the first few screens of each area. You made a fun engine where just moving through the world is satisfying. Huge props for that! That is a hard thing to do. I think there are specific spots in the levels near the end of the game that require too much precision though. The level where you need to do two frame-perfect dashes at the peak of a mushroom jump **in a row** is not a very fun challenge. I knew exactly what I needed to do, but pressing x during a 1-2 frame window twice was just tedious. It felt like I was fighting the engine more than anything.
I don't think you should allow the player to hold away from the wall to drop off. There were multiple times where I was holding away from the wall **to prepare for the next jump** and just fell to my death because of the ability to fall off. Players would likely be fine with just tapping jump to pop off a wall, so this is a case where simpler is better. I am going to reach a little here and say you made that decision to mirror Celeste, but I am going to explain why it didn't feel good: in Celeste, you are never fully attached to the wall. You have this constant feeling of panic as you slide down and it keeps your hands moving as you decide what to do. Since you are fully attached to the wall in this game and can hold up and down to carefully move around, the ability to pop off the wall doesn't have the same continuity.
With all that being said, I gave this game a 4/5 overall. I played through the whole thing and had a lot of fun with it!
@ddrkirbyisq - Doh, you are right... I forgot that there was the sliding state and the climbing state... I guess it has been a while. I went back and played around on it a bit and noticed that having to hold the shoulder button to stay attached to the wall felt really nice. It gave you exact control on when you wanted to drop off the wall.
I went through your game again just now and it feels way tighter! You changed the level I was talking about so yeah, I think we were both talking about 3-4.
Also, even though I forgot about how gripping walls worked (lol), Celeste is one of my favorite games *ever*, so I will probably be one of your pickiest critics on this ha!
Wow this is a masterpiece. Absolutely fantastic job! Some feedback:
- Sometimes you have to hold spacebar and sometimes you don't. I found myself often tapping spacebar, then running away only to catch myself and actually hold it down. Maybe having spacebar be a toggle would have played a little smoother. - I skipped some of the mid-level tutorial text because of mashing buttons to get something done. I didn't quite figure out how the hygiene meter worked as a result.
Truly amazing game. Great job guys!
I did enjoy the game once I got in my grove, but it was really hard to tell what was going on.
Comments: - The enemies go full speed right as you enter a room. This led to me often getting hit before I even knew where I was on the screen. - Changing how my character fights enemies with each room was a bit jarring. I got the hang of it after about the 5th try - I think the ranged attack enemies would feel a lot more fun if they had a very predictable cadence to their shots. Sometimes I would wait for a shot before going in as the swordsman, but the ranged attacks would happen to do 2 shots back to back and it would feel unfair to get hit that way. - The swordsman feels a bit week compared to the range characters. Maybe give that class double or triple damage?
This game has a lot of potential. I did not make it through more than like 3 rooms in a row though, so I am not sure what content I missed.
Really cool art. Good job. I don't think I have ever played an LD game that is all hand drawn.
Super fun game. I played it for a good while. I think I got 198 fruit sacrificed. Occasionally, I would give some fruit to the villagers, but the speed boost would only last one sacrifice, so I stopped doing that. The art style is killer here. Great job with that too!
Great job with this one. The controls are a bit funky since you just kind of click and drag with no visual indicators, but it still flows pretty well. The game felt nice to play. I got to level 11 before stopping. It was hard to keep playing without knowing how many levels total there were (I see now that the comments suggest 13). No real complaints overall. This is a solid entry.
The main mechanic is super clever! I laughed out loud when I first realized what was going on. I was super sad to only see 6 or so levels! Great job!
This game was super hard. I think a cool way to help the player is it change the color of the **next** piece that will be converted into the bridge.
A crosshair would have been an awesome addition!. The Music fit well. The laser gun was reeeeallly hard to use. I picked up rockets and never looked back. This definitely brought back memories of my Quake and Unreal Tournament days. Did you use either of those as some of your inspiration?
What an amazing job. This is my favorite LD game **ever**. I even tried some experimental strats since the mechanics were so clean. Here is what I came up with:
FunMechanics.gif
Nice entry!
Yay! I really liked the song! I wish it was a little longer though. The bouncy synth really lines up with the art and gameplay. I am super happy to find some LD games with fun music!
This game is incredible! Very good job.
Great job! I played until I maxed out acceleration and handling.
This was cool! I lost my mech during the Punchout boss and my character couldn't jump anymore, so I couldn't finish the game. I think the mech collection part of the game could have been explored more. The pieces were often all right next to each other. I like the game a lot!
Was the Mike Tyson's Punchout boss inspired by I Wanna Be the Guy?
This is some of the best atmosphere I have ever seen in a game jam game. Great job
Another good one. Great job :)
I liked it! Very simple and fun. I wish I didn't have to start the entire game over when I died though :(
I have been playing games for the past hour and this one was the most fun so far! Good job
I love the art and the animation on the main character. The levels felt a bit odd. I was able to go straight to the main door and power it up without interacting with the world very much. I wish it had sound effects since the art was so cool! The music almost broke my speakers lol.
This is pretty weird haha. I did play it longer than I expected!
A bit strange. It was tough to figure out what to do, but I eventually figured it out. Good job!
Good job! Game was very simple. After 10 seconds, you have seen everything! I lasted over 100 seconds and the timer at the top right was rendering off the screen haha.
I had fun with it! I wish there was some sort of progression during the level. Maybe a way to attack the guy or a timer for how long to survive
I thought this was fun! The one part that didn't feel good was how I lost control of the egg when a shockwave knocked it back. I didn't feel like I had much control because of that mechanic, but I understand why you did it. You nailed the theme and I almost lasted 60 seconds!
First of all, reallllly liked this game. I expect a top 10 finish overall. My one (huge) complaint is this game needed a simple tutorial. I didn't notice the useable card on the right at first. I also thought I could only shoot the chess pieces when I was right next to them.