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Shaolin Dave

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal🤖Godot Game Jam Starter Template unfinished
202456Tiny CreaturesIf You Give A Mouse A Machinegunextra
202455Summoning(UNFINISHED)extra
202250Delay the inevitable(UNFINISHED)unfinished
202148Deeper and deeperMrs. ScubaManjam18182.692.482.523.812.782.252.562.72
202047Stuck in a loopThe Looper Encounterjam12883.153.243.173.352.882.462.67
202046Keep it aliveDragon Eggs: Greatest Hits Editionjam11763.523.573.713.503.192.242.593.03
201945Start with nothingHelicopter Crashjam10772.612.182.323.162.282.50
201944Your life is currency👥99 Days To Earthjam10382.852.492.933.472.792.172.82
201841Combine 2 Incompatible Genres(UNFINISHED)unfinished
201740The more you have, the worse it is👥Crazy Cat Lady: Full Throttle: Reloaded with a Revengence(?)jam10132.912.672.503.102.622.413.292.73
201739Running out of Power👥Last Bot Standing: Game of the Year Editionjam3243.513.442.923.623.863.162.382.89
201738A Small World👥Around The World in 80 Secondsjam6412.902.552.553.653.652.153.172.94

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by Shaolin Dave

Shaolin Dave leaves an average of 32.2 feedback comments each event.

LD58 — Collector (1)

Virus singularity [Mega Drive] by Samuli 2025-10-10T16:34:31Z ♥ 1

I love seeing games for older hardware, though I don't have the time to learn the skills myself.

LD56 — Tiny Creatures (3)

Misfit's Daycare by RobotChimp 2024-10-07T23:04:07Z ♥ 0

Getting the error: Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag.

Did you build this in 4.2 or earlier by any chance? I think they fixed web errors in 4.3

Escape from Wonderland by ViJeMir 2024-10-07T23:01:53Z ♥ 3

The art is amazing, at least as still images. But in a game, everything is a bit cluttered, it's very difficult to tell what's in on the players level, or the background. What's dangerous, and whats decoration. More defined outlines would help, and blurred and/or lighter color backgrounds. Collission detection wasn't great, but it's a jam game. Turned out better than mine did.

TiNY's GardEEn by ROBOWARRIOR1982 2024-10-06T15:53:55Z ♥ 2

looks neat. i'll check it out sometime after mine is done.

LD51 — Every 10 seconds (14)

Gottschalk by krakadushka 2022-10-07T20:11:38Z ♥ 0

I'm clicking the web player and all I see is a dark screen with a blinking face. Even scrolling around it looks like it's just a huge face and I can't progress any further.

Cure Casimir by Bender Biber 2022-10-07T20:08:37Z ♥ 1

- Couldn't get the pill so first think I tried was jumping up the wall, wound up walking right off the edge of the world. looks like it's a trick you can cheese a good portion of the game with. - I get that the sneeze plays into the theme of the game, but losing control constantly is a bit annoying. Maybe if he sneezed while moving, it wouldn't distract from the game so much. - The character is well made, but it's a green character on green grass so he doesn't stand out much. If he were red or purple, the colors would complement each other much better. - The cloud level doesn't have much of a sense of scale or movement. More scenery would help.

Tentris by bentglasstube 2022-10-07T19:50:43Z ♥ 1

- I like it, definitely as addictive as the original. - Could use a bit more player bias. Not having lines to clear is already a penalty, so having another one just cascades the stress - move visual/audio feedback of the penalty would also be helpful. Trying to play games to test intuitive design without reading all the instructions, the penalties seem more like glitches. It should be clear that what's happening is intentional, and it should be clear WHY it's happening. - I guess you need to refresh to restart?

GHST-PRTCL by LoHii 2022-10-07T19:09:32Z ♥ 1

My impressions on seeing the screenshots and reading the description (before I noticed there was a web build): - WASD, spacebar, and mouse: good simple controls. Lots of games here require a wall of text to explain their mechanics, it's better that you kept yours simple. - Bright characters and obstacles on a flat black background is actually very appealing. It reminds me of classic arcade games. - ... but it looks like the main character deviates from that? I think the player should also be monochromatic, or maybe with two solid colors, but should at least have a design sytle consistent with the rest of the game

Impressions from playing the game: - Well, it said "Write your name", and didn't allow me to. I had to restart. - The left-stick broom attack is a bit weird. It took me a moment to notice that it goes the direction of the mouse. having your attack change direction because you ran past your cursor (which happens a lot in a game requiring you to run quickly around the whole screen) isn't very intuitive. - Seems the attack isn't even really needed because you can just touch the ghosts? I abandoned it entirely on my third play. - Never got a chance to use the right-click attack, I'm not even sure it's real. - The randomly spawning ghosts makes it seem more like luck than skill. Sometimes they spawn in a place that makes it literally impossible to win, A few times I had the wrong ghost spawn directly in my path as I was falling and there was nothing I could do about it. - A little more player bias would make it fun. I say you should grid-arrange spawn-points on the level, never spawn an ghost close to the player, unless it's the next ghost they need, and increase the chances as the time is lower - The controls are actually a bit too loose. Immediate acceleration/deceleration (like you see in classic MegaMan) would be much better suited for a game that requires such speedy precision. - Some of the mechanics seemed accidental, like the wall-climbing. I was also able to ceiling-climb.

Home R.I.P.airs by JoyKangpae 2022-10-07T18:44:13Z ♥ 1

I think I got more of a hang of it the second time. - Arrow/WASD controls are vert intuitive, just curious why instructions only mention arrows? - X and C are a bit less intuitive, but at least there's only two actions. - It might help to make the game more self-explanatory or with in-game instructions? "Press X to fix" popping up over items is better than having to read about it before playing - I have no idea if I used the salt correctly, I was leaving it at the door but it didn't seem to influence anything. Again, a pop-up explaining where/when/how to use it would be helpful. - Randomly occurring events are great, but it gives different players unpredictable first-time (or ONLY-time) experiences. I suggest having the first few events scripted so that jammers can experience and learn the game as quickly as possible, and have the random ones occur later for those who already got the hang of it.

Run Grandma!Run! by Coye 2022-10-07T18:34:45Z ♥ 3

- Loved the simple WASD controls, every jam game should be just as simple to start playing - I'd say go a step further and remove mouse controls from the start and game over screens. just "press any key to start/restart" would work fine. - The circle of darkness seems unnecessary, why have half your view area obscured at all times? Maybe have a semi-transparent area outside the circle so you can at least see SOMETHING there. some camera-post processing affects might work better than a simple circle. - Random placement made the game seem more luck that skill based. I'd suggest invisible GameObjects that can act as spawn points for collectables and items. You could have more of a "smart" selection, like start out every game with the demons far on one side of the play area and the first item close in the opposite direction - Music is good but a bit loud, and having it play through a persistent GameObject would allow it to transition from scene to scene uninterrupted.

RoomZ by John llyod Apolo 2022-10-07T18:13:22Z ♥ 1

Your Mac build is broken. I have a way to fix it, as well as an explanation of what caused it: https://ldjam.com/events/ludum-dare/51/$304157/an-important-notice-for-mac-players-repost-for-51

About the game itself, I actually didn't get very far. I first noticed that the mouse sensitivity was way low and without a way to adjust it, it's pretty difficult to aim. After that, I think I only had enough ammo to kill 2-3 enemies, then couldn't find a way to get more.

Light and Dark by interface 2022-10-07T18:06:53Z ♥ 1

I like the concept for the game - WASD to move, mouse to aim/shoot. Every jam game should be simple and intuitive like this. - Game flow being interrupted by pop-up text isn't great, especially in jam games that everyone wants to experience quickly. - The physics pulling me into the dark in the knife room happened without warning so I thought the player movement was glitched. Visual feedback on these unique effects would be helpful - There wasn't much guidance on where to go, and a lack of visual landmarks makes it hard as well - The clock, while clever, is a bit distracting. Having most of the play area obscured is a bit odd. I think having the whole screen visible with the clock (or just a timer) in the corner would be easier on the eyes.

Rush Hour by SephoWepho 2022-10-07T17:52:53Z ♥ 1

- Music is very catchy - Graphics are really good - Concept is nice and very well implemented.

- The screen zoom was very annoying, the challenge in getting the ingredients was already there, but the zoom makes everything move at crucial times - The multiple ingredient selections seemed less challenging and more tedious. I think by default, each other should have you grab one of the selected ingredients, simulating the normal amount that would be on a real order. At later stages of the game maybe you could mix it up by having a customer want "extra" so you have to grab two of a single ingredient. - skip 's' to skip, why not any key, or click-to-skip? the rest of the game uses mouse controls so no reason to deviate for a cutscene

- keyboard controls actually might've improved this game. imagine if the 9 ingredients were placed in a 3x3 grid so that the game could be played entirely on the numpad? 1-9 places an ingredient on the sandwich, 0 starts over if you mess up, enter/return gives the customer their sandwich. just another way to make the game simpler but more fast-paced, as is probably more comfortable to play. - more visual and audio cues would be helpful. maybe a screen tint when you're about to lose, or sped-up music? - maybe chatter from the customers. voice samples of them actually placing their order in addition to having the visual "current order". or at very least, grumbling as they get more and more angry, sounds of gratitude when they get their order fast. - Just looking at your screenshot I was wondering if it'd look better with a grayscale background, only having the UI be in color?

Bots, Bots, Bots by Link270 2022-10-07T17:33:21Z ♥ 0

Mac version seems to run fine. Graphics and music are great, but the game is overly complicated for a jam. Jammers typically spend a couple minutes on each game so that they can play and rate as many as possible. The best jam games are ones that require little to no tutorial. My personal mindset is to develop it like an old coin-op arcade game: super-easy to learn, super-quick to the action.

Kitten Sittin' by Theo Hussey 2022-10-06T23:23:06Z ♥ 0

Maybe a bit easy. Beat it on the first try, although I did have some close calls. Still, a jam game that's too easy is better than one that's too hard. I didn't see what the purpose of the jump mechanic was. This is actually the first time I've seen a game embedded in the actual LD page before, I think I might have to do this going forward.

Foodmnesia by naplz 2022-10-06T23:16:15Z ♥ 2

First off, I noticed the Mac version of this game has a common issue that prevents it from opening, and I have the solution : https://ldjam.com/events/ludum-dare/51/$304157/an-important-notice-for-mac-players-repost-for-51

The second thing I want to mention, it appears you checked the "other aspect ratios" options in your player settings, without actually modifying your UI to support other resolutions. You should probably uncheck it and just support the standard ones (ie 16:9). The UI cuts off on my ultra-wide, and I have a feeling I'm missing some important information.

I tried playing the game, but I honestly had no idea what I was doing. I could run around, there was a lot of sliding, I could fall on banana peals... and that's it. I saw GUI elements over some food and tried pushing space bar next to them, but nothing happened. Again, I'm thinking some stuff was cut off because of the aspect ratio issues, so I might have to revist your game when I'm on another monitor.

FifteenRooms by DurkaGames 2022-10-06T22:08:14Z ♥ 2

- First off, thanks for a Mac version. Just a note that it includes a folder called "FifteenRooms (MacOS)_BurstDebugInformation_DoNotShip", I assume you didn't mean to include that. - The description says to not skip the dialogue. But unless I missed something, there wasn't any dialogue? Oh well, jam games shouldn't need stories anyway, best for a quick playthrough. - Speaking of which, it took me almost five minutes to beat this, which is pretty long for an LD game. At first I wasn't sure I'd actually finish it. - One big thing this game is missing is visual feedback. The games seemed to shuffle around at random. Actually animating them sliding into place would let players know to anticipate what they see on the edge of their screen. - Another visual feedback thing, there wasn't much indication of what was/wasn't intractable. Highlights would be good. - The "interact" animation did nothing for the first half of the game, and always played when I pressed "E" for the second half. Having the animation play whenever theres something to interact with, and only if there is, would also be better for visual feedback. - More detail to the animations would be nice - Having to stand in an EXACT spot to interact was a bit tiresome. If the player is within a certain range, it'd make sense to have them automatically move to what they're trying to interact with - Having to use WASD on the menu but using ENTER to select was a bit weird. E should select as well to make it consistent with the rest of the game. Mouse should be usable here as well - Alternate control suggestion: Your character only moves left and right, so what if you made it so clicking on anything intractable will have them do that. Holding on the left/right side of the screen would have them walk that direction. This would make your game mobile-ready. You could keep the same keyboard controls too - On sound design, I liked the ambient sound. It make be feel uncomfortable, but in a way that was good because it fit the mood of the game - The character muttering was a bit distracting. I couldn't tell what was causing it, if I was causing it, if it was a good or bad thing, or even if it was the character making the noise or some off-screen NPC. - The door opening was a bit too subtle. I actually thought it was a sound from a different window on my computer. Also, a lot of people play without sound, so you should probably have an immediate visual cue to go along with the audio one. - On design choices, I think the UI was a bit messed up on my screen because I'm on an ultra-wide. I think you can avoid this by not checking "other resolutions" in your player settings. If you're not going to tweak your visuals for anything other than 16:9/16:10/whatever, you shouldn't check anything but those. - I suggest researching color theory. Purple and grey doesn't look horrible, but complementary colors might make it more appealing. Yellow complements purple very well, so maybe having the backgrounds that instead of grey would help. Or, split-complementary, keep the player and key items purple, and have the backgrounds be a combination of orange and lime. One color for intractable things, one for scenery, maybe?

Pupu Pew Pew by Samuli 2022-10-03T22:10:56Z ♥ 4

Nice to include the source, maybe I can port to Mac and Linux later.

LD49 — Unstable (14)

WOLFGUN by sodaraptor 2021-10-10T23:41:26Z ♥ 1

Looks neat, any chance of a Mac or Web version?

Lapis Vitae (Point&Click Adventure) by MelekTaus 2021-10-07T04:33:10Z ♥ 2

Can't play because I don't have Windows but I'll have to check it out sometime.

I did attempt a point-and-click adventure once, and maybe I'll try again someday, but mine was nowhere near as good as this one looks. Based on the YouTube video, you got the mechanics down good. The graphics I'm guessing are premade assets?

Clammy and the Seven Seas by IanTheBee 2021-10-07T04:29:25Z ♥ 0

Gonna type this up as I play:

1- off the bat I just wanted to say that having arrows move and only one interact button is good. A big mistake I see is games getting way too complicated, especially for a jam. My only thoughts are you should have alternative controls, like WASD as well.

2- Jesus, that volcano scared me.

3- Music is charming. A little relaxing considering a volcano is going to explode, but I still like it.

4- It seems there's some problems with detecting when the duck is on/off land?

5- Took me a while to figure out I had to go down, there wasn't really any indication that it was an option, and the down arrow after that is sort of misleading.

6- The volcano going off every time gets a bit tedious, a skip cutscene option would be nice.

7- The text is too small and pixelated to read. It's also a bit tedious to have to wait for NPC dialogue on replays, or if you accidentally talk to them twice.

8- Okay, beat the game. Not sure how jumping in the volcano stopped it. Was I a sacrifice to Pele?

Anyway, cute game. It took a bit of trial and error and guesswork, but it does it's job. An unstable volcano is an interpretation of the theme I hadn't thought of, and haven't seen anyone else do either.

ROBOKILL by E.E-Wick 2021-10-07T04:10:52Z ♥ 0

Not a Windows user, I'll have to check back if you make a web or Mac build.

Just wanted to say that I do like the concept and the art style.

Reading through the controls it seems like it'd be difficult for me to play anyway, on a laptop with a trackpad. I personally try to make games that CAN use things like right-click, but have alternatives for laptop players.

Deathrail by Hotowlgirls 2021-10-07T04:08:10Z ♥ 5

Kinda jumping back and forth between playing and typing. here are my notes:

1- controls are a bit odd, controlling the entire game with one hand is okay but feels weird. moving with WASD and balancing with arrows might've felt more intuitive.

2- love the music, but it starting over on every reload gets annoying. I'd suggest putting the music on a DontDestroyOnLoad object so the music is continuous even after a game over.

3- rather than automatically restarting, maybe wait for player input?

4- graphics are nice, but the flames chasing the player bug me. They're a certain distance behind the player even after a rail switch. so theres flames coming from where the player never was? I think this would be an excellent opportunity to use a particle system.

5- Pause functionality would be nice.

6- First time getting to the bridge, the game restarted, so I thought I failed to jump on it. Second time I'm seeing a Journal entry (#3, in case there's multiples). The shift in art style made be think I accidently closed the tab and this was a completely different game. Did I win? Did I lose?

7- In the instructions I noticed it said to push ESC to return to the main menu but that doesn't appear to be the case, ESC does nothing in game. It DOES bring the game out of fullscreen mode, so if you did have any functionality I'd suggest using another key anyway (If my game is in browser, I usually like to use "~" to pause/unpause/quit.

Final thoughts: Overall I like it, thought it could use some polish and new mechanics.

YuraYura! - Tidying up the tilting tower! by Cornflowerblue 2021-10-06T05:42:48Z ♥ 3

Typing as I'm playing:

1- Okay, presentation is EXCELLENT. I like the cuteness and layout. The title screen "press start" works good if you happen to be using a gamepad, but using a keyboard it'd be nice to say "press start/enter"

2- I like that the GUI can be controlled with keyboard, so many games force you to click with mouse.

3- Tutorial level is nice, but controls are hidden away in the corner. I'd like to see an addition of the controls showing up, one at a time, front and center, until the player learns them.

4- Good addition of a pause screen, another thing usually lacking in these games.

5- whoa! The difficulty spiked immediately. Level 2 seems like it should be level 3 to 5. I'm introduced to jumping enemies AND level hazards at the same time. Maybe slow down a bit.

6- A couple times it seems like the tilt comes and goes past a threshold to quick. It's frustating being stuck at a point of no return so soon.

7- Level 3 seemed easier than level 2. growing weights are an interesting mechanic, but still one that was really thrown in there without warning or leadup,

8- UFO level was cool but again the difficulty spike was huge, having to deal with a relentless attacking enemy for the first time on the same level where you're dealing with platforming on an odd-shaped level for the first time... it's a bit much. I'd suggest one level with the UFO, then one with the +shaped level, then a level with the two of them together.

I'm calling it quits for now but maybe I'll revisit and retry this.

Split by Zeit 2021-10-06T05:30:25Z ♥ 1

Typing as I'm playing:

1- just general feedback on this page, not the actual game, but I think you have maybe a little bit too much here. I think most just want to click and play asap, and here we really need to search for the link.

2- and the itch.io asthetics, the gameplay window is too big. It barely fits on my laptop screen, and would be cut off with a lower resolution. I suggest finding a custom auto-resizing html template so it'll auto-correct of different resolutions.

3- "kill" and "huge"? I guess that was meant to be "hug"?

4- clicked "huge" and saw a stopwatch, I have no idea what happened.

5- went in the second door, moved a couple times, got stuck, saw the stopwatch. Still no idea what happened.

6- Went in the third room. Clicked two pink objects (the lower one didn't change the cursor so I wasn't even sure it was clickable. Could not click the third pink object in the drawer

7- As I was typing the last note, I heard the stopwatch again. I still have no idea what that means or what causes it to happen. Now I'm seeing a character in a straight jacket. I see no way out of this, so I just closed the tab.

Final notes: Some of the art is exceptionally well done, especially for a jam game, but I don't think much else had as much love. I can't make sense of the narrative, the gameplay, or the mechanics.

Instability by R3L0ad1 2021-10-06T05:17:03Z ♥ 2

Writing as I'm playing

1- pausing on lost focus, a good quality-of-life improvemtn that often gets overlooks.

2- music sounds great

3- upon starting the tutorial i not that A and D allow you to move but arrow keys do nothing. I think this would've been nice, especially during the roping sections.

4- When the anamoly showed up in the tutorial, I ran into it to see what would happen and got stuck, had to restart the page. maybe a pause menu with restart option would be good.

5- gameplay is entirely keyboard input, so it'd be good to have menu input with keyboard also. Pressing any key to retry rather than having to use mouse, etc.

6- gameplay is very nice. i like it. I could see myself coming back to this game every now and then, and few jam games really grab my attention like that

7- difficulty curve is very high. the procedurally generated levels could use some tweaking, like to breaking playforms for a given amount of time at the beginning, then even further for the breaking ropes. Allow new players to get some distance before they're beaten down.

8- Being a precision platformer, I think the game could benefit from jump buffering any coyote time. Maybe tweaking gravity with a slower decent and more hangtime.

9- Many ropes are hanging and you have to swing first. Getting three of those in a row pretty much makes it impossible to progress.

10- Was just thinking that in addition to adding arrow keys for movement, adding mouse click to jump would be good too. This also means their hands will already be on the mouse to click restart.

Final thoughts: Definitely a fun game, looks and sounds great (simplistic in a good way). But with unforgiving controls and randomly difficult, sometimes seemingly impossible, setups, it gets a bit frustrating.

Pest Control by Wyvex 2021-10-06T04:59:37Z ♥ 1

Looks very interesting. Any chance for a web build so us non-Windows people can check it out?

Unhitched Isles by senex 2021-10-05T05:41:47Z ♥ 1

Writing this as I play:

First note, the html file is huge (dimension-wise) and I had to scroll over to find the game window. It does fit on my laptop screen, but I suggest using an auto-resizing html template (I think I sent a couple to you already)

The instructions are kind of small, the font choice is hard to read, and it's especially hard to read on the background. It's important to not sacrifice functionality for style

The layout is also making things difficult, with some visual elements overlapping each other

After playing about ten times, I think I've got the hang of it? It's not very clear what the lose/win conditions are, but I got more of each type of building on the island than the task wanted. I was sort of expecting the game to progress further, but it only gives me the option to quit to the menu.

I like the concept, but it's a bit hard to figure out with trial and error. Mostly I think the game could benefit from some UI and feedback enhancements. When selecting pieices, the name could show up by the cursor with the number of how many have been built, and how many are needed. Maybe video/audio cues when the goal for each building type is reached, and when the goal overall has been reached. As time is running out, maybe a visual/audio cue that it's coming up, and a different (more urgent) cue for when it's coming out and you haven't complete the tasks?

Good interpretation of the theme though.

Nukular by Angrybeard 2021-10-04T17:50:23Z ♥ 2

Writing notes as I'm Playing:

1- Tutorial text is very small, lots of waste screen space. Some graphics would help.

2- Started the game. I think an in-game tutorial would have been more intuitive.

3- For the most part, bad sound is better than no sound. Even using sfxr to generate some beeps is worthwhile.

4- Challenge is brutal and mistakes are unforgiving, game over screen is abrupt and has same issues as tutorial.

5- I have almost no idea what the collectables are doing. I started off grabbing everything, but I think I was suppose to grab blues and avoid reds? Some instruction or audio/video feedback would be helpful

6- I got pretty far using only up/down. I only needed to tilt after my ball got pushed back a bit, and only had to move left/right to correct for that. A more subtle tilt and auto-return to flat would make controls a bit more intuitive.

7- I got a bit better at correcting my mistakes but the difficulty curve still seems a bit high, especially for a jam game. My ball rolled off the edge of the screen and there was nothing I could do.

Was this for Jam or Compo? If Jam, you still have four or so hours, I'd make some minor control tweaks and add a few sound effects.

EDIT: Sound issue was on my end with bluetooth, I tried again. Music is good, I think you still could use sound with the item pickups.

SEXY BOOBY 95 by silkworm_sweatshop 2021-10-04T17:38:39Z ♥ 3

I had a feeling that's what the end result would be. I am curious what would happen if I went to the URL on my computer though.

A bit of sound would have been nice, even if it were just in the minigame.

I like the interpretation of the theme.

EDIT: sound issue was on my end, bluetooth headphones got muted.

Another Brick on a Brick by Richnou 2021-10-04T16:59:05Z ♥ 1

I love it.

Could use some sound though, even sfxr would be helpful. Audio cues for when your block is about to drop would increase the play experience a lot.

Also, lack of rotation does add a bit to the challenge but I do feel the game would benefit from it.

Another thing I just noticed, It'd be good to have one small platform underneath the ground area. Like, one block length on each side of the platform. This would allow players to overhang one piece safely and give them and added strategy, but one they have to balance risk of.

Unstable Spaceball by Linus Szokody 2021-10-04T16:37:58Z ♥ 3

First game I played this jam. Writing as I play:

1- I clicked the "how to play" button and immediately notice that the screen has a lot of unused space and the text is very small in the center. I'm thinking a UI-scaling issue?

2- I happen to be playing this on a laptop with a clickable trackpad. I notice the instructions mention both left-and-right click. Controlling could be difficult, I'd suggests alternative control (ie if I could use use r-click or spacebar)

3- Listening to the tones in the background, they sound good, very relaxing. I might play this while I sleep tonight.

4- Completed level one with no issue. Premise is simple, controls are intuitive (so far). I like it!

5- Started the next level and the music abruptly restarted. Is this a Unity game? I'd suggest having the music okay from a DontDestroyOnLoad singleton, so it'll be persistent between scenes.

6- Level 3, I just realized the meter in the center of the screen is UI and not some sort of platform. Now I see it's purpose

7- I'm realizing the UI at the end of each level has the same issue as the "how to play" screen, could use screen real estate better.

8- Also, clicking anywhere to go to next level would be more intuitive than having to click the specific button.

9- Music turned off while I was writing comments, maybe the track should be looped?

10- Noticed the screen blur as stability decreases. Nice touch!

11- Accidentally found that you can relaunch the ball while it's already moving. Good mechanic that could come into use later, maybe a level that teaches players to do this (assuming there is one but I just haven't seen it yet)

12- It seems the stability fields repel the player while the instability fields pull them in. Another nice touch!

13- I'm failing the same level over and over, and I can't remember what level I'm on. On-screen level counter would be nice

14- Trial-and-error seems to be the way here. Maybe hints after a certain number of failures?

15- Wondering if there could be audio indications of instability in addition to the visual blur?

16 - Stuck on another level, and I think it's because I forgot the r-click stop mechanic until now. In-game instructions and reminders would be good.

17- Just noticed that the instability field rings are moving inward. Since they repel the player, I'd suggest reversing that animation.

18 - Still stuck on the same level as from 16. Now thinking I need to relaunch in midair to get over a wall, but it's very hard with trackpad. I'll probably give up here and try again later when I have a mouse.

19 - Notcing that even when you fail it shows how much stability lost. We already know it's 100+ so probably don't need that there

20 - Thought of another mechanic. Instead of losing the moment your stability runs out, what if there was a delayed reaction? Like, you couldn't launch anymore, but the ball would shake and glow and explode a couple seconds later? If your inertia from you last launch gets you to the finish line, stability returns. That way players could go all out on a last-ditch effort, rather than already knowing they'll lose.

Good job!

LD48 — Deeper and deeper (48)

How to Swim! by backurio 2021-04-29T02:11:18Z ♥ 1

Good concept but I don't have the patience to figure it out, even when I got the pattern down the character always seemed to be rotating counterclockwise, and correction was pretty difficult.

D. Per & Dee Per: Treasure Hunters by gamesplusjames 2021-04-29T02:06:21Z ♥ 1

I love the character design, and the animation technique was very effective. The voice acting was cute and music very relaxing as well. The controls were a bit too cumbersome for me, the weird procedure just to hold the shield up never became natural to me.

Deep Space Janitor by kristof 2021-04-28T19:47:27Z ♥ 2

When I saw the title I was wondering if it'd be related to "Space Quest". Game is just the right length for a jam game. Graphics, while simple, did their job. The sound that was there was good, but a little more would help (even am ambient humming, noise coming from the ships machinery, to set the atmosphere). At least with my mouse, the sensitivity was way too high. I'd try to slightly turn and would do a 360. It'd be helpful to have an options menu for adjustments. I like that the enemies would chase you when you got close. It's a step above the most basic AI but more than you'll typically see in these. Last suggestion I'd have is something to emphasize the time/distance passed between levels. Like maybe a fake loading screen between levels that shows the ship on a map of space, and show how far it's gone during that time? Windows on the ship that show different anomalies outside could emphasize that you're no longer in the same place.

Deep Cover by Silas Reinagel 2021-04-28T16:43:09Z ♥ 2

I just last night thought "man I should have made a game about going deep undercover", glad to see someone else had the idea earlier and implemented it better than I could have. Character designs are gorgeous and very impressive for a weekend jam. Music was very fitting as well. I was wondering if the character Mr Trilby is a reference to the character from the Czho mythos, he's dressed simlar and iirk that character also had a cane. I definitely wasn't expecting to run into two different people I'd told contradicting lies to, that was an interesting twist. Managed to beat it on my second try, just barely, second mission was easier when I anticipated possibly having to fool two people at once.

SPERMA by the neon shark 2021-04-28T06:03:28Z ♥ 1

Congratulations on creating a challenge out of something that stupid teenagers do on accident all the time!

(I know we were all thinking this when we heard the theme, didn't think anyone would actually make it)

Music was very catchy. I think my main complaint would be the controls, I didn't even notice the instructions to use the spacebar, and just happened to hit spacebar on accident when playing and realized "oh hey, my tadpoles are cooperating now!", otherwise I never would have won.

Redeeppedeer by toasteater 2021-04-28T05:19:47Z ♥ 2

Definitely a unique take on the theme, and a unique game in general. I love the concept, but think I don't have the patience to spend too much time on it. I think I've about a week in and not sure if I'm even progressing or not.

Mermaid Deep by mech_alina 2021-04-28T03:43:56Z ♥ 1

The controls were a bit weird, I'd think a mermaid underwater would have more freedom of movement. I didn't move with a moving platform on the first level, but did on the second? Also, I was killed by what I thought was a piece of trash that I should avoid, there wasn't really any visual cue on what you should touch and what you should avoid. The music is very nice. I love the pixel art and character design.

Lava Runner by ShaggyFox 2021-04-28T03:34:15Z ♥ 1

Beat it on my 3rd try with 3 extra crystals. Controls are good, didn't need any instruction to figure it out. Main issue was that on my first playthrough I though the stones weren't breakable and assumed I hit a dead end. Secondly, the lava doesn't flow realistically. I tried to strategically reroute it by diggin down, retracing my steps and going sideways. I also tried digging big rooms that I assumed would fill up before the lava professed. Neither strategy worked, but I think that would have allowed for some interesting gameplay. Sprite work is excellent. Sound is basic but does it's job well.

Swarm! by Ghost_Wave 2021-04-28T03:16:46Z ♥ 1

Interesting concept. I didn't read any instructions but it still only took me a couple moments to pick up the controls anyway, and I think I did alright. The most confusing things were the traps having different layouts then whats on the keyboard, and the recharging graphics being small and blending into the scenery. Maybe a more obvious visual cue and sound effect when a trap is ready to be used could help?

The Pit by ehtd 2021-04-28T03:07:12Z ♥ 1

First - just wanted to say good job getting a Mac version uploaded. Yours is the first I could download and play without having to fix using terminal first. Also, I appreciate you building in esc-to-quit.

I liked the spider models, and the general atmosphere was good. Visual and audio feedback could work, when I was clicking I didn't see or hear anything that suggested I was shooting. The "gunshots" sounded like a failed UI event. Also, there was no feedback that anything was being hit until it just disappeared. Last, I'd say maybe have in-game instructions, I only now noticed the oage says that B is to turn on/off lights. This is a good start though.

Cavin' by HeylloPotato 2021-04-28T02:59:06Z ♥ 2

First off, sprite work is excellent. Second, the first level tutorial text was good, allows the player to learn in-game, and the controls aren't too complicated. But the third screen got me. I only figured out that you could shoot a second worm while still moving from reading @ehtd 's comment above. Even then, I never sucessfully landed and walked to the rest of the area, I always end up so close to the spikes that the next step kills me. A tutorial level that taught that mechanice alone would have been nice.

Jelly fall by mockthebear 2021-04-27T22:51:25Z ♥ 0

I was expecting some mechanic of the jar breaking if you fell too far, but either that's not there or I never fell far enough. You've opted out of graphics and auto so I guess you didn't create that. The controls were very well done, very easy to just pick up and play. The difficulty curve might've been a tab steep, but not too bad.

DigOut by Chiller 2021-04-27T22:49:23Z ♥ 1

At first I thought it was just a breakout clone, but the advancing line of bricks did add an interesting twist and somewhat incorporate the theme (though the gameplay could've worked the same, just flipped). It runs well. I usually like when a breakout clone has some sort of way to control the ball's trajectory, like the angle changes if you hit it towards the edge of the paddle instead of the center?

Rooting Deeper and Deeper LD48 by fuzzypurplepixel 2021-04-27T22:06:42Z ♥ 0

Deep roots was a thought I had as well, but I couldn't figure a way to implement it. Two main concerns. First is that once you get underground, that's all your going to see for the rest of the game. Such a bright colorful title screen, then the rest of the game is brown. Perhaps seeing the tree between certain rounds would be more satisfying then the "tree health" UI bar. Second, it seems easy and repetitive. I removed almost every rock, three health was at zero, yet I kept going and going. I eventually lost on purpose just to see if it were possible. The music is nice and relaxing. The root generation looked interesting.

Blue Cheese, Lunar Descent by clemonades 2021-04-27T21:48:24Z ♥ 2

Controls were pretty good, up-to-jump took a little getting used to but it was okay. I noticed a couple glitches. Sometimes when grabbing fuel it'd just shoot straight up, never to be seen again. Never broke the game, just looked odd. Also since I skipped instructions on the first play, I stopped to read them before my second... and wound up dying on the title screen before starting the game. But overall it was really good. Sound was nice, graphics especially were beautiful, and most importantly the controls were accurate and responsive.

Endeavour by leekanarchism 2021-04-27T21:39:12Z ♥ 1

Music was nice, graphics were good, I REALLY like the mechanice of landing on planets and transferring to a rover, and the circular gravity of the planet was a neat touch. I did get stuck inside the first planet I found, it looked like there was a square object I should push but it was wedged in and wouldn't budge. I think the into is a bit too wordy for a jam game, best to get to the action as quick as possible.

Quick Scrap by Vimlark 2021-04-27T21:28:14Z ♥ 1

My favorite game on the jam so far, first that I'd actually pay for if it were commercial. Most intuitive controls, I've been playing a couple minutes and already developing stratgies to time my burst for maximum efficiency. Sprite work and sound are also outstanding. I'm not sure if I set a new record on the first level or if that time is just my personal best, but I think this game would be a perfect candidate for online leaderboards.

Bit Dungeon by KroyIsYork Games 2021-04-27T20:13:03Z ♥ 2

The pixel art is very nice. Music is great, though it didn't start until my second play. The attack range was a bit too short, and pressing left arrow to attack was bit confusing.

Trapdoor in the Garden by InitialPosition 2021-04-27T20:09:35Z ♥ 1

I noticed sound settings, but didn't actually hear sounds? The menu interfaces were a bit wierd, I get "Back" starts with "B" and "Tutorial" starts with "T", but menu navigations should be based on keyboard location, not lettering. The game itself was nice. Controls were nice and responsive, objectives were clear, good difficult curve. I loved the pixel art, the little wizard dude is pretty cool.

River, Carry Me Away by Noire 2021-04-27T20:03:04Z ♥ 6

Visuals and music were amazing, and I appreciate a simpler interface that needs almost no explaination, but the pacing is a bit slow. I thought the game was broken after waiting a few minutes and not noticing anything happening.

Can you Dig It? by petitpois 2021-04-27T19:55:33Z ♥ 1

Got to 109m on my second try, couldn't get close again. It was pretty fun but the sudden teleports were a little jarring. My recommendation would be that when the player hits the ostacles, freeze time, highlight the obstacle that was hit, let the player see it disappear (or not, if it isn't suppose to), lerp them higher up, and then restart the timer.

Sunken Dungeon by Pascone 2021-04-27T18:25:24Z ♥ 0

I'm playing on an ultrawide, so some of the UI elements were misplaced for me. Also, the mac App file is corrupted (common issue nowadays) and I had to fix it with a terminal command before I could play. I've found that rather than uploading the .app, putting it inside a .dmg first prevents most issues. Loved the graphics and sounds. The gameplay was a bit tough at first, but some of that might've been because of my onw UI issues. An in-game live tutorial would be more intuitive than a menu option.

Earigator by alec 2021-04-27T18:18:18Z ♥ 1

Pretty fun. The graphics were good, the music is amazing.

Pokefish : Gotta flash em' all ! by Legolula 2021-04-27T18:12:37Z ♥ 2

I tried hitting return to take pictures but it seemed nothing happened? Other than that, controls seemed really nice. Graphics are good. Love the music.

Into the Abyss (Deeper and Deeper) by JoskerDu 2021-04-27T18:09:00Z ♥ 3

I liked the graphics. The sound, while simple, did help with the atmosphere. I kept dieing because I ran out of fuel, even when there was no fuel to collect? It was hard to guage how far away the pickups were, I kept finding myself trying to grab stuff that already passed. A larger window of time to grab and some more visual feedback would be nice.

Minedeeper by korfi 2021-04-27T18:04:05Z ♥ 2

Love the graphics, the circular playing field is a nice innovation, controls are simple, intutive, and responsive. Yeah, seems like a winner.

GodMode by Landerack 2021-04-27T18:01:46Z ♥ 1

I'll have to come back to this when I have time to setup a controller. In general, it's best to make jam games controllable with only mouse and keyboard. So far I must say I like the look of the graphics.

Find The Page! by Rouge_dragon 2021-04-27T17:57:11Z ♥ 1

Well, this definitely wins for innovation, never thought I'd see a game like this. I guess I sort of "cheated" by using my browsers "find" functionality, but I consider it a legitimate strategy.

Into The Depths by Jason Wilson 2021-04-27T17:50:32Z ♥ 1

Hey, I also made a scuba diving treasure hunter game! I like the graphics, they have that retro charm. The shooting controls were a little tough, sometimes harpoons didnt shoot and i thought i was out of ammo, but i didn't see ammo counters, and they'd start shooting again after a few moments. I'd also suggest different jumping/swiming controls. For a game that's mostly swimming, maybe holding space would be better, or holding right mouse button since we're already using the mouse anyway? occasionally a squid would take only a couple hits to kill, sometimes a lot, and I'm wondering if the enemies are pooled objects that retain their health?

Eva Power Plug Nap by Smelly Games 2021-04-27T17:39:19Z ♥ 2

I couldn't keep all three in the sweet spot for more than a second or so at a time, so I'm not sure if I was actually playing correctly. I didn't even notice the stuff on the right side at first, or how it was affecting the levels, and briefly wondered if I'd missed a rhythm aspect of the game. I feel I could get the hang of it after a few playthroughs.

Beautiful blob by Hestrateja 2021-04-27T17:06:30Z ♥ 1

The follow-the-mouse controls were surprisingly intuitive, then a little frustrating as the hit detection was so sensitive and movment needed to be very percise. Still, I managed to win after I think 10 playthroughs. I suggest some work with colors and focus to separate important visual elements. At first I thought the bubbles were killing me because the mirrors seemed like part of the background. The player, ostacles, and background should all contrast each other. I was excepting some sort of metaphor, like he was sad about being ugly because he was "shallow" and when he was "deep", beauty wouldn't matter. I did have to chuckle at what I think is a spongebob reference? Is the face suppose to look like sexy squidward towards the end?

Groggy by GalactGames 2021-04-27T16:55:20Z ♥ 1

For a stick figure, the main character was actually pretty detailed and cute. I liked that you even gave him a little useless jump, I don't know why but it just added some life to him. I'm not sure I really got the narrative of the game, I was just messing around and next thing I knew, I'd beaten it. Some sound, even if it's just ambient noise, would really help with the atmosphere. Maybe start with a calm breeze, then a barely audible monster breathing, a jiggle of the door handle.

Conspiracy Dive by wizard sino 2021-04-27T16:50:23Z ♥ 0

It's not loading for me, I see the Unity loading bar but nothing happens. Did you update the build somehow? Which Unity version did you use? Anyway, I'm leaving this comment to remind myself to check back later.

Dungeon Painter by IanTheBee 2021-04-27T16:40:37Z ♥ 1

Love the concept, the hidden level that you have to uncover is something I've toyed with by never sucessfully implemented, reminds me of a game I grew up with on the C64 called "Jumpman". The jumping controls were a little wierd. Space to just would be nice, or right-click since we're already using the mouse to paint anyway. I think there could be some more mechanics to balance risk/reward. Like maybe if the player had a limited amount of paint? or had to wait for recharging? That way they'd want to conserve paint or take their time, and wisely choose where/when to shoot. I also think it'd be cool if the paint was leftover from your last life. Like, a new character comes in and has to follow in the previous one's footsteps. So your goal would be to complete the levels in as few lives as possible, but each lost life leaves paint for the next one to make it easier? Just some suggestions, it's a very good game and I'm actually keeping a tab open to play again later today.

Journey for the Records of Remembrance by jasontherand 2021-04-27T15:51:40Z ♥ 2

FYI the game also doesn't work on Safari, but I got it to work on Opera GX. Controls were intuitive, but getting out of the dialogue box took a moment to figure out. Only on my second playthrough did I realize I needed to hover close to other planets, but again it was pretty intuitive. The UI is pretty good except the edges of the screen are obscured, inlucing the ping icons. Maybe the UI should be separate from the play area, instead of underneath it. I love the premise, story, and humor. However, especially for a jam game, it's pretty wordy. Most jam players just want to get to the gameplay asap, but I was also afraid of missing improtant information if I skipped all that dialouge. Graphics and sound are great, and I love the theme interpretation.

Little Lost Sheep by Hydezeke 2021-04-27T15:13:50Z ♥ 2

Screen Shot 2021-04-27 at 9.12.30 AM.png

Got this error when trying to play the web version. I might come back to check the downloadable version later.

The Forgotten Halls by vfqd 2021-04-27T05:51:36Z ♥ 0

I downloaded the Mac version, and while it didn't immediately work, I was aware of the issue and was able to fix it.

I liked the graphics and mood, but I couldn't really figure out what to do. I found out how to click a space to build an alter, and then, nothing. It looks a little different on my ultra wide than on the screenshots, but I don't think I'm missing any UI elements.

I'm thinking I'll bookmark this one and come back to it later.

Mac users having issues, please read this: https://ldjam.com/events/ludum-dare/47/the-looper-encounter/an-important-notice-for-mac-players-repost-for-48

The Space Between Us by LaneDavis 2021-04-27T05:38:20Z ♥ 4

The graphics and sound were excellent. I'm really impressed that all this was accomplished during a jam, even by such a large team (though sometimes just cooperation with a team is a challenge in itself). Definitely got some "Among Us" vibes running around fixing a spaceship. One issue I had, probably not very common, was that the UI didn't scale to my display, because I'm playing on an ultra wide. I was able to see enough to play, but some stuff was larger than it was suppose to be and got cropped from the screen.

Padrum Trudge by TheMentalSheep 2021-04-27T04:39:01Z ♥ 1

The pixel art is amazing. The gameplay was a bit confusing though, I noticed the game instructions don't tell you how to jump, I found that on accident. Its seems weird to have an action for right-click while left-click seems to go unused. I got stuck in the first area, restarted and reread the instructions and realized I'd forgotten about spell casting, but then I had to sit though the text intro again. I suggest always putting a skip option in. Still didn't get past the first area but I think I'll come back to this later.

Deep Voice by mdotedot 2021-04-27T04:30:48Z ♥ 1

Well, that's definitely innovative! Didn't work for me, though. My flying pig dropped like a brick.

Jackhammer Joe by Wall Jump Games 2021-04-27T04:28:13Z ♥ 0

Sorry to say both the Mac zip and dmg are broken. I even tried to fix it using terminal but it's not the usual problems. I might install parallels this week so I'll come back and check out the windows version later. btw, you should park on this page what versions are on the itch page.

Stabalot by bw_devel 2021-04-27T04:22:57Z ♥ 0

Good theme interpretation. Very interesting gameplay mechanics, I like it when a game comes along with an experience I've never seen before. I actually stopped mid-comment here to test something, and realized that the same minigame starts wether you hit the enemy or they hit you. I think it'd be cool to have both an offensive and defensive minigame, maybe a failure at one gives chance at the other, like a counter-attack?

I'm So Deep by liammasters 2021-04-27T04:13:10Z ♥ 1

I actually thought of the same interpretation for "deep" but couldn't think of any game mechanics to apply to it. I'm not sure how you pulled it off either (if I did know how, I might actually be able to beat this one).

Afraid to Turn by rhoff95 2021-04-27T04:09:14Z ♥ 2

I liked the interpretation of the theme. Haven't played a werewolf game in forever, so that was a nice unexpected surprise. I beat the game on my forth playthrough. On the second and third, it seemed that throwing the rocks only made the wolf come out quicker. Even in the last playthough, I threw a rock, it started chasing me, so I let it follow me all the way back to the wizard.

Georgina and the End of the World by Rainsong 2021-04-27T03:57:20Z ♥ 3

I think this is the first game I've played with any sort of narration, so that's pretty cool. I wasn't entirely sure if I was playing correctly, the page mentions it's "buggy" (btw was that a pun?), the last screen I played was the same as the first. I couldn't play a second time as it seems the game loses focus, and my inputs affect the page instead of the game.

Disaster Dig by alpharock6 2021-04-27T03:47:56Z ♥ 2

Music is nice and calming, I like the graphical style. I was surprised when I pushed up and the little tank guy flew, there wasn't really any visual cue that he could float. I've played more than 10 times but run out of fuel every time, even after I figured out what I'm suppose to do (I think), I don't have quite enough fuel to get the resources and return, and sometimes the random generation seems to make it impossible to get resources at all. I suggest some easy tutorial tasks and more clear in-game instructions.

Deem by AdamPhoebe 2021-04-27T03:40:45Z ♥ 1

pressWhat.png The resolution is too low to read, couldn't start the game. Might just be an issue on web, it maintains the low resolution even when in fullscreen mode.

Deep Dish Delivery by shaner421 2021-04-27T03:35:57Z ♥ 5

I like the graphics. The controls could use some work. I noticed that you can push O during the dialogue and still roll, even roll off the cliff, and hover in air. Also, the instructions don't tell you how to jump, I found it on accident.

LD47 — Stuck in a loop (46)

Directive 399WH by ygrichman 2020-10-20T04:14:57Z ♥ 2

I have an idea regarding the text bug but this is just a guess. I'm thinking you're using a custom font that's not included in the game, and therefore not on the computer of the people playing it? If this is the case, put the TTF files for your custom fonts in a "Fonts" directory inside "Assets".

I've Been Busy Being Dead by instrex 2020-10-12T20:20:17Z ♥ 2

This is great. Sounds are good. Gameplay is nice (esp when new items start getting added). There were a few times I got "caught" and it seemed unfair, like the detection was off. I think it could be helped with multiple collisions for the humans or sensitivity to distance (if they see you, but you're just at the edge of their view, then they'll be unsure and come closer to investigate). But overall it's really good. I especially loved the character design and animation.

Looper - The Last Mission by Coding4rtist 2020-10-12T17:52:48Z ♥ 1

Great graphics, fun gameplay, goes well with the theme. I've like to see this expanded on. I did have an issue with fullscreen on my ultrawide, I think your anchors/scaling aren't set up the best (ie i'd guess the leaderboard names are ancorded to the right center, not the right edge, so it's vertical scale is off) the game over screen is pretty abrupt so I never know what i did wrong, it happens so much just as i'm killing the target that i feel like i've experience a glitch. in post-jam, maybe have a slow-mo replay with bullet traces? but overall it's a great game, I'll check back later.

Loopy Flight by Macmist 2020-10-12T17:04:33Z ♥ 1

Found the best strategy was to stay about 25% from the top and stay still, only slightly adjusting when you might be on a collision path.

Orbital Rescue by ZebraInFlames 2020-10-12T16:55:35Z ♥ 1

Love the concept and the gameplay style is really good, but could use some work. I found myself just tediously waiting around a lot of times. The gravity was a bit wonky at points, I was sitting on one planet then suddenly started drifting off of it onto the other planet with touching anything. There were times where I think I could have used the last bit of my gas to land, but I think I would have lost anyway? I was drifting far too slow to wait and see if it'd let me win anyway. But the concept is good and with a little polish this could be great game. I see you're working post-jam so I'll likely check back.

Enigma Cubes by Taroleon 2020-10-12T16:43:48Z ♥ 0

Very innovative play style, great graphics (ran fine in webGL btw). My only thought for improvement is that maybe the graphics are TOO good and realistic for a puzzle game, there isn't really a contrast between active/inactive elements. I'd suggest going with a much lower pallet and use some color theory to emphasize on specific elements.

Legendary Orbit Golf by pschichtel 2020-10-12T16:28:11Z ♥ 1

I like the concept of the game, and would love to see it fleshed out. Couldn't really figure out if I was playing right or not, even with the in-description explanation. I was on my forth play before I manage to hit without getting stuck on the first planet I came across. The instructions would be better in-game. I think you touched on everything else with your known issue notes. One final thing: You've reused graphics and music, so you should opt-out of graphics and audio voting.

Loop Something Something by mbrezu 2020-10-12T16:18:36Z ♥ 2

Very interesting game. Probably the most innovative that I've played. At first it seemed overly simple but as the new title types came in it really opened up. I like how you made one-button controls work so intuitively.

Only really have a few suggestions: - Show the players acceptable tetrominos on-screen during game. - Maybe have powerup earned from specific tetrominos? Like, a line one shows up in a separate window in the corner, and if they specifically make that one, it'll double points?

A Night Around the Fire by arron-fowler 2020-10-09T17:25:08Z ♥ 0

Wow. Typically controls are over-complex. Sometimes they're so simple that they they can't provide what they need. You managed having perfect one-button controls. Wasn't sure how it fit the theme at first but I did just pass the campfire again, so I guess if I keep running I'll see it a few more times. Its a minor thing, but I love that you can start the game early, makes replays very easy. Graphics are good. Sound is great. My only complaints are that the music is a veryshort loop so it get annoying really quick. Longer music might help, or it could fade out in tense moments when you're hiding and the aliens(?) are looking right at your hiding spot. Also sometimes it was questionable where the character chose to hide, seemed to run away from the close spot I intended to one much further away.

Anomaly by Mat Stevenson 2020-10-09T17:15:46Z ♥ 1

Great concept, great art, the ambient music was very fitting. The game ends pretty abruptly though, I didn't notice health going down, and when I realized that, I couldn't really figure out how to increase it.

GHOST FROM JAIL by Gilad Bar Ilan 2020-10-09T16:31:31Z ♥ 1

Congrats on your first submission.

Wanted to suggest a couple things: Your description is way too long. Most of these games get played for one or two minutes, it definitely shouldn't take longer than that to read the games backstory, and typically the backstory isn't needed anyway (tbh I stopped reading and just played the game). I aim to only put the controls and maybe some hints in the description, assuming I don't have time to just put them all in-game.

Speaking on in-game controls/hints, you should wait for a player keypress before progressing.

On the positive side, I love the graphics and character designs in the game. Sound/music was good as well. Controls were simple but solid.

Lily The Bee by Vivien Fargette 2020-10-09T16:22:26Z ♥ 2

Mac build needs to be fixed with a Terminal Command before running (anyone want specificys, look at my feed, I made a post about it).

I did not expect a narrative about addiction in a cute space invaders clone. Graphics were great, music and sound too.

Track Day by Remzo 2020-10-08T20:04:09Z ♥ 1

Okay, this is probably my favorite game of this jam so far.

The single-screen is charming, the chaotic nature of so many cars in a small space becomes pretty fun after a couple plays. Graphics are good. Theme is perfectly captured in a not-to-complex way.

My criticisms are, the startup timer is slow and frustrating. There could be a wall to make sure players don't go way too far off-screen. The inability to back up makes navigating out of pileups pretty tedious.

But overall really good. Again, my favorite so far.

Link the Fire by MeowMeowLitClub 2020-10-08T19:31:05Z ♥ 1

Graphics are absolutely beautiful, but goals are confusing/

Sometimes it's inevitably. by DAk001 2020-10-08T19:20:50Z ♥ 1

Graphics look good, but I honestly couldn't figure out how to play.

[LD47] Falling Asleep by Dark Dungeon Studio 2020-10-08T19:06:40Z ♥ 1

Cool concept, definitely unique. Controls took a big getting used to. I liked how the falling person could knock stuff free and you'd have to start again. I love the art style, but was thinking it's great for the dream but not really the "real-world".

Some notes: - Loading bars and unnecessary as it all goes by too quick. - You might need to consider your UI layout a bit. This might be a rare occurrence, but I'l playing on an ultra-wide, so when I fullscreen it winds up cropping instead of letterboxing. I typically drag my editor windows into all sorts of weird shapes while play-testing to make sure it looks good on any display ratio. - There were times I'm pretty sure I successfully clicked but I didn't grab anything, I'm wondering if collisions need tweaking. - I don't think the spacebar is really needed. One you remove either mouse button, checking to see if you're holding two combinable items would be good. - The game's over quick, but the process to retry its a bit long. - Once I restarted the game and only three items were falling, I couldn't possibly win.

Creed by dimlight 2020-10-08T16:00:41Z ♥ 0

How I envy your art skills. Wish there was a Mac or Web build so I could play this, it looks pro quality.

Soundcloud The Concert: The Game by beats 2020-10-08T15:58:41Z ♥ 1

Love the concept, but gameplay was a bit unforgiving. Durability of the tool seems to go down on it's own. Grabbing the powerup AND getting to the mech AND happening to be there when the spark is present is very difficult. I played about ten times and only managed to fix the the mech once by pure luck. Sound was simple but effective. I liked the character design a lot.

Void Climbers by mumaitron 2020-10-08T15:50:02Z ♥ 2

Love the concept. The controls are a little clunky. I kept trying to click a block on the edge of the play screen, and wound up clicking outside the screen instead, losing control. I think it'd be more intuitive if the player could click anywhere in-between themselves and the wall and have the rope extend until it finds a wall. you could find the attach point with raytraces. The music was good, graphics were great (especially the player character) and again, the game concept was great.

Stucker by Animaster 2020-10-08T00:26:42Z ♥ 1

Can't play without Mac or Web build, but wanted to say the graphics look great on the screen shot. The squash and stretch is a clever animation technique that more should learn from.

DeliveryTruck by Cerins 2020-10-08T00:25:21Z ♥ 1

Nice puzzle game. I did notice that some of the later puzzles seemed a lot easier than the older ones, but I managed to get through all of them. The play field seemed to be cropped at the edge of the screen, you might want to make sure all playable tiles show up entirely on-screen.

Return 0; by IkerNoya 2020-10-07T19:45:14Z ♥ 3

Unfortunately can't play because no Mac/Web build (but I see you linked Source so maybe I'll build the Mac version myself when I have time, I'll do a full review and send you a download link when I do.) Impressions based on the screenshots/descriptions: Graphics look good, and I like the cloning idea. I noticed in the controls you uses 1,2,3 to switch weapons, but I'm thinking it'd be more intuitive to use the mouse wheel, or right mouse click.

Tranquil Grove by Juutis 2020-10-07T19:41:13Z ♥ 2

The constant ticking down with every movment had me feeling anxious at first, but after repeated rest and getting more of the world opened up, it became a bit more enjoyable. The artwork looks pretty but maybe a more limited palette could help draw attention to key locations/items. Sound and music are good.

Don't Shoot Yourself by Maxwell3000 2020-10-07T19:34:54Z ♥ 2

Great concept, bit the challege spiked really quick. I thought the asteroid would protect me from the first enemy's attack but it seemed no to? There was a lack of defensive mechanics so most times it seemed like I was trading hits with the enemies and racing to drain their lifebar. Still, it really is a great concept and I'd like to see it expanded. The music was the catchiest I've experience this jam so far.

Clockstop Jane by inanimatecarbonrod 2020-10-07T19:26:14Z ♥ 2

Cool concept, but I think you could ease the players into the mechanics a bit more (ie first level have the switch right next to the door, add jumping platforming in the second level. large scrolling level for the third, etc) Definitely something you can expand on, though. You should do a post-jam version.

LĂ–Ă–PS by Tamail 2020-10-07T17:15:47Z ♥ 1

Nice take on tower defense mechanics. I wasn't sure what the top row of upgrades did. I might have to give it a second go to determine the best way to arrange the equipment.

Jump 'n Loop by invader 2020-10-07T14:43:27Z ♥ 1

I was surprised when it jumped to a new planet. Maybe the game could start with an establishing shot of many planets then zoom onto the first, so players already know theres more and don't immediately think the first is the entire game? Music is really good. I like the characters design.

Resurrection by etrealjunior 2020-10-07T14:36:24Z ♥ 0

Nice game. The first level had some times where it was literally impossible because the birds came all at once and too close to each other, a little frustrating when you get to 5 seconds and that happens. Third level was very easy compared to the first two. Normally I don't like monochrome graphics but in this case it works out a bit better, I found it very pleasant.

deertective (deer detective) by Samelgamedev 2020-10-07T05:20:55Z ♥ 1

I like the detective style, searching for clues. Gameplay really didn't match the theme. I really liked the humor, the dialouge was pretty funny. The character designs are gorgeous.

Beyond Death by Trypants 2020-10-07T05:14:02Z ♥ 7

Graphics are great. Controls are perfectly simple, I love them. The concept is good, and I like that you can use your bodies to get past obstacles that previously killed you (unless I'm wrong, you NEED to do that at least a couple times to win?)

Hamster Simulator by snowinn 2020-10-07T05:09:58Z ♥ 1

Good concept, and I love your technique for getting the graphics. A little more visual feedback and gameplay variety would be nice.

iLoop - the 2D endless runner game of a robot stuck in a loop :) by melvinng 2020-10-07T05:06:51Z ♥ 1

Congratulations on your first jam. I noticed you opted out of graphics and music/sound, did you not create those yourself? Anyway, I like that it's simple and casual. That's exactly what jams need, something that can be enjoyed in a few minutes. It was a bit simple with only the jump button, there were times where I HAD to skip food because I would have hit an enemy at the same time, maybe some horizontal movment could add some strategy to the timing challenge.

Hyperloop hell by Aterlamia 2020-10-07T04:58:19Z ♥ 1

Don't see many adventure games in these jams. Artwork was really good. Music was pleasant, it little calm for what was suppose to be a drastic situation, but still good. Other sounds might've been helpful (phones ringing, doors opening, actually hearing the gunshots, etc). A different choice of font, too. I could barely read anything except the highlighted words. Also, the two guards talked way fast, I only got caught up on the narrative when I answered the phone the second time.

ME! vs the unrelenting alien invasion by Human Writes Code 2020-10-07T04:49:17Z ♥ 1

Love the concept, and of course, the Aliens reference in the screenshot. Any chance of a Web or Mac build?

Dungeon Escape by Thorn 2020-10-06T21:29:53Z ♥ 2

I see you linked the source code, I'll try porting this to Mac this evening. I'll send you a link.

CircleRun by PvPlayz27 2020-10-06T21:04:55Z ♥ 2

Gameplay is pretty good, was an addictive challenge. Music was simple but actually fit very well/

Some suggestions: - The entire bottom half of the screen is negative space, I think the player should be a maximum 25% from the bottom so they can see more of what's ahead of them. - Returning to the main menu after each level made me think the game glitched and restarted, maybe just go to the next level. - The level automatically restarting is a bit jarring, maybe "push any button to restart" would be better - The levels could use different visual styles. Even different colors would be good. - Some sort of bonus for completing in fewer loops would be cool. Players will have incentive to take risks and replay for better scores.

LoopHole by PixelMoose Studio 2020-10-06T20:54:17Z ♥ 1

Graphics were cute. The auto-shooting threw me off a bit, I'm wondering if it's actually necessary for the game. I did like the progressing difficulty in enemies.

Hall of Repeat by Monkosum 2020-10-06T16:24:35Z ♥ 1

Fun game, reminded me of Smash TV. Music was a bit mellow for something so violent, but it serves it's purpose. Characters were simple but cute, which actually provided a charming contrast. I know animations take time, but having a bounce or squash/stretch while moving could've made for a walking anim.

Forgot to mention: In-game controller prompts would be helpful. Your GUI in the upper-right is covered by itch.io's buttons, but I was able to drag my window into a rectangle to move them off.

Froot Loops Delivery Job by InefficientChunkOfCode 2020-10-06T15:50:41Z ♥ 1

Very cute design, and a very interesting puzzle mechanic. Controls were very intuitive, probably should have instruction integrated in the game instead of on the page (I know sometimes people run out of time for that, though)

From That Monday by Weeqee 2020-10-06T15:46:07Z ♥ 1

Cool concept. The interface was a little confusing, so the UI could have used some changes (ie a permanent "speed up" button by the treadmill instead of the rollover cursor change). Maybe some audio feedback to signifiy stuff, stomach growling when he gets hungry, etc.

Stuck in a Timeloop by Stefan B. 2020-10-06T06:24:00Z ♥ 2

I liked it, though I couldn't quite figure out how the ghosts were useful. I think I'll come back to this one when I'm more rested. Did you use a custom web player template?

StarHamster 64 by Zashers 2020-10-06T06:02:01Z ♥ 2

Okay, I love the StarFox reference. I also was using an SF reference with real animal pictures in another game, so it was funny to see someone else have the same idea. This is my 8th time participating, I've played hundreds of games on LD, but this was the absolute best way to naturally explain the controls and premise to players. So good job on that. On the downside, mouse controls in an embedded window always mess up for me. Pointer goes outside the window and you lose control. I tried to fullscreen it to avoid that and the image stretched weird (that might be my fault though, I'm on an ultrawide).

Just in Time by Pietrek 2020-10-06T05:54:17Z ♥ 1

Love the "prince of persia" mechanic of time reversal, much more polished than simply having him return to the beginning with not explaination. I only realized after playing that there were controls in the menu. In the future, it's probably better to incorporate them into the game. I actually listed mine on the title screen. But your controls are good enough I could figure them out without looking it up, so that's also very good.

ASTROGAMEIA by HOM BRE 2020-10-06T05:47:39Z ♥ 0

Graphics look good, impressive for a first-timer. I really couldn't figure out what to do. I pushed all the buttons to cancel the alarm, and that's it. Didn't know what to do with the egg, pot, or pan, and couldn't find anything else to interact with.

Stuck In A While Loop by Sven Lowry 2020-10-06T05:40:30Z ♥ 0

I like the concept of a logical loop, I never thought of that. Any chance of a Mac or Web build?

The Daily Grind by meadjix 2020-10-06T00:51:51Z ♥ 1

i’ll play this when i get back to my computer, i like how detailed it looks.

LD46 — Keep it alive (95)

Save the FOX! by Euforia Games 2020-04-29T19:13:47Z ♥ 2

You should look up the game design concept of "coyote time", no platformer game should be without it.

I'm assuming you're using a ray to change an "isGrounded" varibable for jumping. It seems that detects the branches but not the fox, so landing on top of her prevents you from jumping.

The tutorial was blank, nothing ever showed up, it just eventually loaded the game.

I played about five times, every time the fox immediately got attacked by an owl and killed. I was on my fifth try before I saw an apple, but she was already dying.

On my tenth play I got to 0:54 but shoving the fox off of branches until she was at the bottom, but she'd immediately run into the owl as if she wanted to be killed.

The music is great quality, very calming, but probably out of place for this game. The graphics are beautiful, like REALLY good, but I think that time would have been better spent on polishing the gameplay.

platformEGG by Tricky_Fat_Cat 2020-04-29T03:48:32Z ♥ 1

On the critical side, I have to say the controls are very cumbersome. The jump having immediate momentum both left-right and immediately falling without hangtime made it very difficuly. e to pick up and shift/m1 to throw was odd, i mean they could have been the same button right? I also think the level should have ended when you got to the end holding the egg. Everything else was great though, loved the graphics and audio, I especially liked how the view zoomed out on larger levels.

HEAL ME PLZ by Pietro Ferrantelli 2020-04-29T03:41:39Z ♥ 2

Humor was great, sound design is some of the best I've seen this jam, if not in every jam I've participated in. Graphics are amazing as well I really appreciate how quickly it gets to the action, games typically don't need stories but I'm grateful that you told this one so efficiently. For critical feedback, I'll just say that the movement control was a little unintuitive. I think WASD would have been just fine.

Solais by dragonxvi 2020-04-29T03:36:21Z ♥ 0

Well, seem a lot of "keep the flame alive" submissions this time, but I actually really like this one. It's interesting that you have to put yourself into situations that will put the flame out and recover correctly. I'm not a fan of the pico-8 platform but if there was a game to get me into it, this would be it.

Tiny Fragments by Daniel Moreno 2020-04-29T03:29:38Z ♥ 1

Definitely an innovative gameplay style, I don't think I've ever seen anything like that before. The music was okay but a bit grating pretty quickly, so thanks for the silencing option. Graphics were good but a bit small, bigger tiles put closer together might've looked better. More visual feedback besides the lock would have been good for immobile tiles, like maybe make them in black-and-white? Or make the borders look like chains? Just some thoughts. The gameplay was excellent, perfect easy-to-learn-hard-to-master style.

Keep It Alive by danman9914 2020-04-29T03:16:28Z ♥ 1

First off, I played the Mac version. It didn't work as supplied but I was able to fix it with Terminal commands. I can give you the fixed .app in a .dmg file If you'd like. The game only played in Windowed mode, I would have liked a fullscreen option. The game itself was very good. The controls were simple but intuitive so it worked out. Player animations were just as complicated as they needed to be. I won on my first time, but I have a feeling I barely did, so the challenge is there or at least the essence of it. I didn't quite catch what I was saving in the end... some sort of llama king? Anyway, good job.

Mothership by Marcionix 2020-04-29T01:01:43Z ♥ 1

Graphics look good, very impressive for a short jam. Unfortunately can't actually play it. Are you able to make a web build?

ALIEN RESCUE by Imphenzia 2020-04-28T03:21:10Z ♥ 0

Okay , this is my new favorite. First time playing I thought it was impossible to win because I had no control over the alien and the car immediately pushed him off screen. After that it worked as intended, the alien landed somewhere where I could get to him. Love the music and sound. Animation and graphics are good. Not sure if it was intentional or not, but the way the walk animation and music syncs it seemed as if the alien was dancing across the roads.

EDIT: Okay, I thought the character looked familiar. I just started following you on YouTube like two days ago!

Anyway, that issue with the alien being knocked off screen has happened to me many times, once when I was at 239 meters! I think you should fix that, maybe have physics turn off for a moment after the car has pushed the alien for a while, so he falls under the wheels? I found some more glitches, If you don't walk at all, apparently the alien will continue past where cars are spawning at fall off the edge of the world. If you follow about a screen behind the alien I think he'll be safe from cars and you can sort of cheese the game. Also I noticed if you walk south you fall off the world forever, and have to reset the game. I was thinking that this shows you're calculating gravity all the time, I think you can save resources by turning on gravity when you get hit but moving 2-dimensionally the rest of the time.

Nature of Fear by Omickron 2020-04-27T21:27:45Z ♥ 0

The game started off strong, the movement and attack controls were intuitive. I loved the dark and surreal art style. The only thing I noticed from the first part was that the spider's health bar was going to the edge of the screen, maybe over, so I felt like some of the UI had been cropped? As for the second room, I really wasn't a fan of the object search. There should be some visual feedback on what I'm looking for, I just wound up clicking everywhere, accidently skipped over the reveal of some peices, and only found the last one on accdient. I tried to go back to the dark as told, but couldn't, and then I was told "Congratulations, this is the end of the demo" or something. I never faced the spider again, I guess this is a glitch. Good start for a project but it does need some updates.

FIREGUARD by Puszkee 2020-04-27T21:12:25Z ♥ 2

The throwing mechanic was a bit odd, a couple times I accidentally threw sticks off into the distance, a limited range would've made sense. It also might've made sense for you to be able to melee attack enemies, holding a flame against them instead of throwing it. I could still attack even after dying, simply deactivating the player or at least the components controlling his attack when he died could prevent that. Graphics were good for the most part, I'm guessing you just didn't have time to finish the main character. Sounds and music were perfect. I liked how you had to add sticks to the fire, but also sacrifice the fire to make your stick into a flaming weapon.

Surge by Veralos 2020-04-27T05:44:48Z ♥ 0

Can't play it (Mac user here) but wanted to say the character designs look cool, and while unnecessary I do think it's interesting/pretty awesome that you made a networkable multiplayer game.

Droplet Dodge by Alaska 2020-04-27T05:42:55Z ♥ 2

Nice sound effects and music. Graphics were simple but effective, possibly more effective BECAUSE they were simple, but a tad more color could help (maybe the spikes could be purple too?) It was way too easy to cheese the enemy by simply staying in a corner where he couldn't reach me, and only moving to grab the fruit. Maybe add something to force the player into moving around? Also, the play area was tiny, any way you could get it to expand to full screen?

Save us by Curtis Pelissier 2020-04-27T05:31:06Z ♥ 1

First, this just overtook my previously-claimed "most unique concept". Music was relaxing, the small amount of graphics were amazing (quality over quantity, right?). The interaction was mostly pretty intuitive.

Bees Like Trees by MuchosWaffles 2020-04-27T05:26:08Z ♥ 2

Nice relaxing music, models were good, i like the concept, and the round world was good (I've considered doing something like that as well). The interface was a bit hard to figure out. I restarted the game and then couldn't plant seeds afterwards. Some of the UI elements went off-screen.

Antourage by GuyUnger 2020-04-26T07:52:28Z ♥ 3

The web version crashed on load for me, just played a sound affect over and over and soft-locked by browser. Your Mac version doesn't work, but I managed to fix it. Here's the disk image: https://www.dropbox.com/s/yrei8mgpp2jiehf/Antourage.dmg?dl=0 Graphics and sound are amazing. I like both the concept and the execution. Controls/UI could use a bit of work. WASD was suppose to move the screen but sometimes moving my mouse to the edge moved it as well, sometimes not. I also couldn't find a way to pause/quit/restart the game. The game crashed as I was starting my second play. I definitely thing you should polish this up a bit and keep working, it's pretty good.

LD46 By Kinto by Kinto 2020-04-26T06:25:03Z ♥ 0

Gameplay was a bit confusing. After not figuring it out I decided to read the controls, it says "just move the mouse" but there has to be more to it than that? I can't seem to get the blade pointed in the right direction, and sometimes an enemy can kill the duck from offscreen. I'm not one to talk about sounds, because I also ran out of time and just had to throw two in at literally the last minute, but in the future we both should plan ahead a little more than that.

Love the graphic style, everything looks very cute and funny.

I notice the aspect ration is like a phone, are you planning on porting this to mobile?

A Tree by ditam 2020-04-26T06:16:36Z ♥ 2

I immediately started dying each time, there's something here I'm not seeing. The graphics were nice. The GUI was alright, but I don't see a reason that the upgrades needs to be a popup menu, a separate place on the screen would have worked.

Keep it Going by PatrickJR 2020-04-26T06:10:13Z ♥ 1

Definitely has a unique charm to it. The mechanice was almost perfect, thought it was a little hard for me to time it right. Not sure if more visual feedback is needed or if I just suck. The cheering sound was great, you blended the states together really well.

Your Pet Alien by AdonisDevs 2020-04-26T02:24:05Z ♥ 1

Graphics are good, I was a it concerned at the lack of controls instruction but that turned out to be okay. I have no idea how to tell when the mother will show up.

Open Fire! by Amazura 2020-04-25T09:02:07Z ♥ 2

First I wanted to say... I like that you put the HTML5 tag on your cover image. Trying to track down games I can actually play as a Mac user, I wish that everyone did that or it was incorporated into LD somehow. I'll have to remember to do that next time.

As for bugs, my "Q" shooter died the first round but continued to talk for my whole game.

Also (this is common with these games) your fullscreen button doesn't scale the game. I guess you used one of Unity's default HTML template? They have better ones that will scale with the window size, I think the one I used was just called "A better HTML template". Just a quaility-of-life suggestion.

For the gameplay, I wasn't sure exactly how much you were suppose to tap the buttons, at first I thought you were suppose to keep the bar right in the middle, but I guess you're just supposed to go as fast as possible all the time? I guess that's why two of my guys died right away.

Maybe the game would be more interesting if there was a "target" area in the middle you had to remain in, and going outside that means you "miss" the opponents.

Anyway, I do love the concept and almost the entire execution. The graphics and music are pro quality, among the best I've seen in LD, ever. Good work!

Royal Decree by Furqaan 2020-04-25T04:15:58Z ♥ 1

Sprites are really good, but I notice you opted-out, did you make them or use another source? UI and controls could use some tweaking, the "start" button blends in with the titles screen, the "how to play" button is practically hidden. The "continue" button for dialogue seems unnecessary (why not just continue with any click or button press) and I also didn't get why you needed different buttons to pick up food and drop it in her box. Those minor issues aside, the gameplay was fun. I love how the interpretation of the theme wasn't so direct, it makes it humorous.

The Empty Cone by Acr515 2020-04-25T04:03:32Z ♥ 1

I did not read the description, so I was really caught off guard by the monster attack. That was a great touch! Graphics and sound are great, concept is really cool. I guess my only criticism is that the making the ice cream is tedious with the stations being so small and so close together.

Super Smash Berries by masterkrepta 2020-04-25T03:31:40Z ♥ 1

Ported it to Mac for you: (EDIT: Mac users can download it from his itch.io page)

I like the concept, and I like the name reference. I think there could have been a bit more visual feedback. I think it was a glitch, when it asked me to select a character (I guess I died?) my old character would still be standing in the same place. Bot bomb-throwing one was the only one I could attack without trading hits.

The 3d art was the high point, those character models are really good.

Branch Out by Thermacon 2020-04-25T02:59:09Z ♥ 0

Could use some UI work, there didn't seem to be any reason for tbe build/stop button. I'm playing on 5k monitor and it doesn't appear to be scaled so all the buttons and stats were tiny. Not sure if it's a glitch or not: Based on the instructions I thought that more leaves would mean more sun, but in my case more leaves made the sun stat drop quicker. Aside from those issues it's pretty good. The branch and root building mechanic is something I've never seen before.

Dragon Egg by Heiach 2020-04-25T02:12:34Z ♥ 1

Reminds me of the game "Penguin Land" on Sega. I think you could fix up the physics and collisions. sometimes I'd breathe fire between two tiles and not hit either. Sometimes the egg would barely touch a ledge and be caught or barely miss a spike and still break. It'd be cool to have a circle collider on the egg so it'd roll if it's right on the edge of things. Concept is good to work forward on, sound and graphics design were really good.

BTW my game is called "Dragon Eggs".

Cloudy With A Chance Of Pain by ProdigalSon 2020-04-24T20:32:19Z ♥ 2

Okay, I'm not going to exaggerate, this is the best game I've played so far.

I always want to focus on negative feedback because I think it's the most helpful, but I'm having trouble finding how to criticize this. I love the art style, the music was great, sound was absolutely hilarios, UI was good, gameplay was very intuitive and needed almost no explaination, even more complex mechanics like lightning striking the puddles and fire damage were easily learned while playing.

It'll just throw out a random idea... what if after a while there'll be a random wolf come out dressed as a sheep, the "wolf in sheep's clothing" to throw players off who are used to looking for white sheep and black wolves? Just a suggestion, the game is still great as-is.

Feed The Fire by Nuanda79 2020-04-24T07:45:37Z ♥ 2

The flashlight mechanic was good, having to recharge it was a nice touch. There was a bit of humor with the "bad" fuels and other random stuff that would pop up. The graphics and sound were both really good.

ReOrb by aayush 2020-04-23T19:08:17Z ♥ 1

The first two times I didn't really understand the shop, and didnt buy anything at all. It seems the only option to win is to buy one barrier. It's all you can afford besides an extra empty slot, so maybe the first level should actually walk you through buying that one barrier as a tutorial, and not let you start the game without it?

The music was very high-quality and pleasant to listen to, but not very fitting with the game.

Graphics are perfect.

I loved the concept and mechanics. My only thought is that it was a bit weird trying to "pojnt" by barrier at something but always have it off-center because i had an odd number of sections, or when my barrier died trying to position the others by an offset-angle. One partial solution would be to have a permanent visual part of the rotating gameObject pointing to the mouse to give visual feedback. Even better would probably not use a mouse to rotate, though I understand that you couldn't rotate as quickly keyboards and most people here aren't going to be playing with analogue joysticks.

Comboboy by Peter Jonsson 2020-04-23T18:52:36Z ♥ 1

This came recommended to me, but unfortunately I don't have Windows. I was going to try to port your source code to Mac/Linux/Web but I'm not sure what system it is. I use Unity, it looks like this is GameMaker?

Critical Freight by Nathan Wiles 2020-04-23T04:56:47Z ♥ 0

Unfortunately I can't play this game on Mac, screenshots look good though. I wanted to say I appreciate you sticking with standard FPS controls.

SMT V final Boss leak by sadsmile 2020-04-23T04:53:50Z ♥ 2

The UI on this was great, I've barely seen any turn-based RPG battles on LD and this was the only good one. It was a bit confusing why there were so many of the same options. I played for a bit but had no idea if I was making any progress at all.

Keep Dano Alive by Blue Pin Studio 2020-04-23T04:45:35Z ♥ 1

FYI your Mac version doesn't work. Most Mac games are breaking now because of security issues with .zip and .rar files, and it's pretty easy to fix, but yours has something besides that and I wasn't able to figure it out.

Seeking Past by DylanPiserchia 2020-04-23T04:42:51Z ♥ 2

FYI, like many others, your Mac download is corrupted and won't open. I've been following this issue and managed to fix it on my end, but a lot of users won't know how to or just won't take the time.

Samurai Slow Down by CreamyBacon2 2020-04-23T04:36:51Z ♥ 3

This art style really caught my eye, unfortunately I don't have windows. If you have the ability you should really make a Web build.

LAST HUMAN by GuitarBro 2020-04-23T03:41:42Z ♥ 2

Neat game, like the graphics/sound, I didn't realize there were procedureally-generated rooms at first, so that was a nice surprise.

Turtle Daddy by dummydojo 2020-04-23T03:12:27Z ♥ 2

For some reason it's not loading for me on itch.io Tried 3 times, I see the Unity loading bar but it never fills. Other games are working fine. Are you updating right now?

Cable Guy by sorko 2020-04-23T03:10:10Z ♥ 1

Funny concept, I like the reference to LD always going nuts when it's under heavy load. Resetting the time with new servers was a good "checkpoint" system. platforming mechanice were basic but good enough.

Suggestion in case you plan on updating this, maybe you could work the cable into a mechanic for movement? Like you can use a cable as a rope to reach certain areas?

For Ducks' Sake by Rolph 2020-04-22T07:59:16Z ♥ 4

I only have two real criticisms.

- for mouse-based shooting, it was very inaccurate. I'd expect 360-degree aiming but it seemed like 8-directiom? - also with mouse aiming, it's too easy to accidently click outside the game and mess up. Games like this should only be played in full-screen.

Aside from that I love it. Sounds good, gameplay is intuitive, graphics are amazing (not sure if it was on purpose or not, but I love that the main duck is the same color as the ones from Nintendo's "Duck Hunt"... was he getting revenge?)

Keep It Alight by Lamasaurus 2020-04-22T07:37:41Z ♥ 1

I can fix your Mac issue and provide a replacement download so that others won't have to jump through the hoops, would you like that?

Dad's Breath by Jungle 2020-04-22T07:33:24Z ♥ 3

Unfortunately as a Mac user I can't play this. Too bad, screenshots look great! I went ahead and voted on graphics even though I can't experience the rest.

The Dragon's Curse by Aditya Kumar 2020-04-22T07:30:56Z ♥ 2

Music is nice and calming, the drawings are absolutely beautiful. Gameplay is a little lacking, sometimes not even offering choices (I actually would have skipped on those berries). Normally I don't like Jam games to be too wordy but this fit pretty well.

Lich Clicker by Fictions 2020-04-22T07:25:50Z ♥ 2

Gameplay was a little odd. I clicked so frantically that I skipped over one of the story choices. I guess that's what a "clicker" is though? I love the arts style though, and the animation. Was that a handdrawn character that was scanned and 2D rigged? Very nice!

Social Distancing For LadyBugs by mehrdadsh 2020-04-22T07:21:40Z ♥ 1

Got 1335 on my first try, is that good? Was a little concerned about the lack of instructions to start, but got into the game and it was very straight-forward and intuitive (as it should be). Great for your first submission!

Disco Boy by Llamallove 2020-04-22T06:43:43Z ♥ 0

Aww, I was so excited to check out your game but its windows-only. Nowadays I normally build for Web first, and all stand-alone secondarily. It's very convient not only for people with all OSes, but also those who just don't like installing a bunch of new apps.

Seafood by fatPenguin 2020-04-22T06:40:23Z ♥ 2

First impression, character is really cute, pretty much pro quality. Music is good, very peppy. The first text box I see is VERY small. I'm playing on a 5k iMac so maybe it's a canvas scaling thing, Like you chose to have it a constant pixel size instead of scaling with the display? The replay/exit buttons didn't work for me either, I manually had to quit out. Gameplay is simplistic but nice. Once thing I learned from a game I previously made with GamePad support, is that no one here uses GamePads. It's best to design your game around mouse/keyboard and just have GamePads as a nice to have. Still, I played with my keyboard and it still played very well, definitely better than most I've played these past couple days. All in all, good job!

Pennywise Crossing by kromeboy 2020-04-22T03:40:29Z ♥ 1

LOL my wife is literally playing Animal Crossing in the next room, I'll have to show this to her. First thought, the 3d model looks simple but stylish. The opening text is way too small, especially with that hard-to-read font. I noticed it doesn't get bigger when i full-screen so i think it's just a canvas scaling issue, something that you could updated technically as a "bug fix". The round world looks cool, I was wondering if you actually used a sphere for the ground or was it a camera effect? Tank controls are a bit awkward. A couple levels in and I'm not sure there's any opposition in the game. My favorite thing is how you incorporated Pennywise because of "It" being in the theme, there's a lot of potential for funny stuff there.

The Last Guardian by civmaniac 2020-04-22T01:53:30Z ♥ 1

@fatpenguin - and please let me know if it works for you. I've tried packing the game into a .dmg instead of a .zip to keep it from being corrupted, but it needs to be tested on more machines to confirm.

A tale of Rebirthism by Pomo 2020-04-22T00:18:57Z ♥ 1

Cool controls/mechanics. Only bug i found was that after i died, some of my projectiles remained on screen and blocked new shots. The dialogue was great, but did drag on a bit too long. Especially with jam games, i want to get into the action immediately. Good job.

Doomsday Deliveries by Human Writes Code 2020-04-21T23:37:48Z ♥ 1

macCantBeOpened.pngI seem to be getting this error with a lot of Mac downloads, so you're not the only one. Just wanted to pass it on.

A Night In The Dark by lectvs 2020-04-21T23:32:58Z ♥ 1

Best of the "campfire" games I've played so far. The graphics, while minimal, are pleasant and do their job. I totally wans't expecting that red-eyed axe killer, not sure if there's actually anything you can do to beat him.

Final Interrogation by Gamer Fates 2020-04-21T23:31:50Z ♥ 1

I love the concept of detective games and I wish I'd thought of a ransom situation for my own, it's a very good twist on the theme.

Bodyguard by AlphaQ 2020-04-21T23:03:46Z ♥ 2

really good for your first time!

a lot of times it seemed the enemies killed themselves by walking into boxes i hadn't touched. the only time the boss died was when i accidently killed him (oops) and the only time i died was when a glitch crushed me with my own box.

I'm surprised i haven't seen more bodyguard submissions. i suggest you build on this concept after voting is done.

Beelieve In Yourself by TheInkSkeleton 2020-04-21T22:57:57Z ♥ 1

I first notice that the opening story is cut off of the screen. This is a simple GUI fix and techinically is allowed after submission, so I suggest fixing the canvas scaling. Also, it seemed the arrow keys worked but WASD only allowed rotating (@maja-saalamon give that a shot).

Music is good and relaxing. Graphics are good, but sometimes it's hard to find out what things are supposed to be.

All That Remains by JustCreative 2020-04-21T22:51:55Z ♥ 3

At first I didnt see how it fit with the theme, but keeping the "memory" of humanity "alive" was a very good twist. The floaty movement was great for a space game, but i kept wondering why i'd naturally float "downward". The dialouge was a little wordy, but the quality of that opening cutscene was great.

I played through twice, i guess there's no difference in the endings?

Isle of Light by Lexi89 2020-04-21T22:41:25Z ♥ 0

Love the graphics, sound, and general atmosphere of the game. The controls showing up after you get the bottle wasn't very intuitive, so I'm glad you put the instructions on the page right under the player (and especially kept it simple!)

Keep The Social Distance by DrSomma 2020-04-21T22:19:20Z ♥ 1

Interesting gameplay concept. I could see the working with a Lemmings-type game where you need to monitor many suicidal NPCs.

Hostage Escape by Maksym 2020-04-21T22:15:49Z ♥ 1

The position/rotation wasn't percise enough for me to get past the first level with two barrels, but maybe I'll try again later.

I never heard of a "reverse" tower defense before but I love it. Graphics/sound were really good.

Protect The Torch! by Marin0104 2020-04-21T22:05:09Z ♥ 2

bonerland.png Heart this comment if you know the reference! (J/K)

I love the graphics and sound of this game, and the concept would make a good game.

I can't really do much because it's a bit bugging. I couldn't push F to place the box, so I fell in the pit and died, then the box was set inside the cave, then I died again, and now everything's piling up and I can't do anything.

Please @ me if you update with bug fixes, I'd really like to try this out.

Hope by Darylsteak 2020-04-21T21:49:31Z ♥ 0

Graphics look nice except a bit small, the font was very hard to read, and text kept popping up that i didn't notice until the next scene was loading. Sound is really good. I like the interpretation of the theme into keeping a train running. I unfortunately havn't gotten to experience much because loading is a bit buggy. It took four times just to get the page to load (probably nothing you can do for that), but as I started playing i entered a door, the screen went black, and then nothing. I'm about to give it another shot.

Missing Pieces by Abu Sabiq Mahdi 2020-04-21T21:25:55Z ♥ 2

The play area was a bit too small, it was hard to click on individual tiles. I loved how the small area within the void made me feel isolated, but I think that could have been expressed by having a wide shot at the beginning/end and zooming in for gameplay. The second level came off as a bit tedious, but it wasn't too bad.

I absolutely LOVE the visual theme, it's incredibly cute. Despite my minor complaints it's a very charming experience.

Goddle Royale by yigitserin 2020-04-21T21:17:49Z ♥ 1

I can see it's still a work-in-progess but a very good one. I like that you focused on mechanics more than one visual, but what you did have finished is really great!

I noticed the start button overlapped some stuff, minor GUI glitch that's common in Unity. Also, it seems that no matter what attack I had selected it'd just strike lightning.

Karmagotchi - A virtual friend by PronomicalArtist 2020-04-21T21:13:14Z ♥ 1

overall the best-designed tamagotchi i've seen so far. i love that the character actually interacts with objects instead of only animations and stat manipulation. my only suggestions are having the buttons present all the time, no need to have them hidden in a sub-menu, and make the stats more clear. Not only were they small, but I didn't have any insight into what was bad/good. still a very cute game, good job!

I am pet by Frazilpop 2020-04-21T21:01:46Z ♥ 2

Love the music, it was so pleasant that I didn't mind letting it play in the background while I got some stuff ready to mail. Graphics are great too. The tamagachi-style has only been done a couple times before, this was one of the better ones I saw.

Keep the Party Alive! by rrsmtz 2020-04-21T20:34:32Z ♥ 0

Total score +282, is that good? Finally a game that isn't literally keeping a creature or a fire alive, first "party" game i've seen so that's definitely innovative. Sound would have been helpful, just some murmuring to signify chatting and sound from the stereo would have been great.

Mr. Fluff by Nazorus 2020-04-21T20:28:35Z ♥ 2

This is only the third tamagotchi-sytle game, and the second to have mixed genres. Survival shooter is definitely an interesting blend. About thirty seconds in I needed to see if you could shoot the bunny. Yep. Had fun shooting zombies, but he died of dehydration. I didn't notice the visual cues and didn't even realize he needed anything. Second playthough I tried clicking buttons and I realized how to tell what he needs.

Keep Blue Dot Alive by agegorin 2020-04-21T20:23:46Z ♥ 1

If you keep the pointer far away from the dot, it auto-fires, not sure if that was intended. Moving the cursor out of the window stops tracking, this game should really be played in full-screen. once I had four enemies coming from four directions, it was impossible to not get hit 3 times then!

Sounds are great. Graphics are simple but effective, the visual cues were effective.

Jake, Zack, and Chad's Day Out by Historymaker118 2020-04-21T20:19:16Z ♥ 2

Love the concept. Art style and music/sound are greaty, among the best I've seen in LD. Controls were a little awkward ("F" to interact took some getting used to, most games use "E") I also had no idea how to drop objects, I couldn't pick up the shovel to dig a hole because I was holding the dead lemming. There were a couple bugs. The fridge didn't work when I needed to get the meat, and when I needed to get the veggies it gave me meat again. Computer didn't work on second playthrough at all. Fix those minor problems and you have a perfect jam game here.

LD46 - Grower (not a shower) by boboman 2020-04-21T06:39:08Z ♥ 2

First of all, love the name! Interesting interpretation one the concept. I might've found a couple bugs, I stopped growing at level 10 and there was no endgame event. The snow cloud got stuck on the left side of the screen so I didn't have to deal with it at all after about level 3.

Lights Out by Shafournee 2020-04-21T06:33:04Z ♥ 2

I like the idea. I've mostly been seeing interpretations of campfires being kept "alive" but this being something that you don't just feed, you carry with you and protect, is very nice. They game is a bit slow-paced for my taste but I liked the concept and mood.

Boid Survivor by Pumpkikin 2020-04-21T06:27:07Z ♥ 1

Just wanted to let you know, you're link says this is for Windows only, you might have some Mac and Linux users passing this up because they have to click the Windows logo to find out it's not window-only.

Slime Mama by Jack Kaloger 2020-04-21T06:25:09Z ♥ 3

Good use of the theme, very cute character designs!

Space VIP: The Needyon Ambassador by Rein 2020-04-21T06:22:56Z ♥ 0

Good interpretation for the theme.

The Race Against Death by Salmonmeagar 2020-04-21T06:17:48Z ♥ 1

In general I like games that keep the controls simple, so thanks for sticking with simple WASD. I actually really like that you used a stearing-type control for this. Seems strange but it still worked out. I loved the aging character and changing scenery, too.

Wavering Divinity by Brandon JS Lea 2020-04-21T06:14:14Z ♥ 1

Good spin on the tower defense concept.

Human Apocalypse by Fathy Basha 2020-04-21T06:10:59Z ♥ 1

Couldn't open the Mac app. Too bad, this one seems interesting. I can't vote on the game as a whole, but I did vote up on Theme and Innovation as I really like this idea of protecting a baby zombie.

Lifeline by Begocio 2020-04-21T06:07:53Z ♥ 1

Well, never thought I'd see a game where you play as an EKG.

Love the concept, love MOST of the gameplay (it's a little confusing at time, but I do like the variety and challenge of the procedurally-generated game)

I both love and hate the visuals. In-game they give the whole thing a lot of character and really add to the astheic. For the menus and usable AI it really becomes a "style over function" thing as It's so hard to read basic menu prompts.

Fix that tiny issue and you have a near-perfect casual game. I bet you could tweak this into a good mobile game.

Haiku, and the Mother Virus by Mister Morris Games 2020-04-21T06:02:08Z ♥ 0

Normally this type of monochrome art style turns me off, but this doesn't seem to bother me as much (maybe because it's not the usual Game Boy green?). Still, I'd suggest some research into color theory. I saw some videos earlier about how the Hollow Knight creators used colors.

Colors aside, the graphics and character designs are great!

Graphics aside, I love the gameplay. The simplistic but responsive controls make this an easy game to get into, and the action is frantic but still fun.

Shadows of Drakthur by igizzy 2020-04-21T05:57:01Z ♥ 1

First suggestion I'd have is to not have the turrets block the mouse. I couldn't figure out how to repair the ship because I kept clicking on the guns instead of the ship section underneath it. I think changing that would fall under the allowed bug fixes.

Second suggestion would be to make the GUI text more readable. I couldn't read how much currency I had most of the time.

Aside from that I really loved this game. It's an interesting concept and gameplay style that's easily approachable.

Pizza with a Pulse by slimabob 2020-04-21T05:49:12Z ♥ 1

Hey, just wanted to let you know that your mac version isn't working. Google drive takes forever to zip it up, and it must be corrupting it somehow because after downloading/unzipping I just get an error message saying the app can't be opened.

Bouncy Battlegrounds by Sergei 2020-04-21T05:44:12Z ♥ 1

Certainly is a new gameplay mechanic. I could see these controls for something like a slingshot, or rolling a ball. I think it'd be better if opposing units were more visibly distinguishable, but you can definitely build this into something more.

Oblivious Olivia by daichifob 2020-04-21T05:40:27Z ♥ 1

I always find the "second-person perspective" games to be an interesting (and challenging) concept. I main ones I think of are Pac-Man 2 and Gumshoe. This is pretty well done. I like the simple mechanics, makes the game very easily approachable..

Passing Flame by FallingFlatStudios 2020-04-21T05:37:02Z ♥ 3

Finding a lot of games about keeping fires "alive" instead of an actual creature, didn't think I'd find a game where you're doing both. The little first guy reminds me of the characters from the original Donkey Kong. I played a couple times but didn't get very far, I'm sure there's some sort of pattern to it all but I didn't last long enough.

DODGE IT by Welliton 2020-04-21T05:33:38Z ♥ 1

I can't believe it took me so long to encounter a game about pandemic! This is one of the most unique games I've played during this jam, and it'd diseptively simple at first. I love that you used standard and basic controls so this falls into the "easy to learn, hard to master" category. Great design!

Save Dave by Kirbloid 2020-04-21T05:30:22Z ♥ 1

I considered making a "virtual pet" game but decided against it. This is the second one I've played tonight, but it's definitely more unique than the other or any of my ideas. I love the contrast of the cutesy game with the "real" violent threat. My only complaint is that the interface isn't very intuitive.

BUBBLE BOY by NEKORUMA 2020-04-21T05:27:15Z ♥ 1

I also considered making a "virtual pet" game. You're is much more polished than mine would have been, I like the contrast between the simple game-in-game graphics compared to the detailed console it's on.

At first I thought I was looking at the title screen, and realized while looking for the start button that I was already playing. Just a minor setback, I was able to jump right in and catch up./

CORRUPT TUNDRA by keanutah 2020-04-21T05:23:06Z ♥ 1

I'm not sure if the graphics were because of limitations or a styilistic choice, but I like it. At first it was confusing, but then the abstractness of the ice monsters actually made them kind of scary. My only criticism is that the game is very hard to figure out without reading instructions outside the game, but that's par for the course.

The Last Robot Archer by bernard-bumblebutt 2020-04-21T04:17:07Z ♥ 0

Your effects are AMAZBALLS

I actually did a video capture so I can look back on this one for inspriration.

Besides that, that's a unique gameplay style, I've never seen anything like that before. Music was cute, character art was great.

Burndown by Symnel 2020-04-21T04:09:30Z ♥ 2

There was some text on the tent as I came up but couldn't read, something about sleep? Anyway, graphics were good, I liked the moody tone given by the background music, I wish I'd had more time with sound design on my own game. My fire never seemed to go down at all, I wasn't sure if I was being wasteful of wood by grabbing so much at once, or if I was just REALLY boosting that fire stat.

I like the compass you put in the corner of the screen, a lot of these games (some of mine included) and just big featureless voids with nothing to navigate with, I liked both the design and the functionality of the compass, I'll have to remember that for future projects.

Lone Cabin by Alex Chrome 2020-04-21T03:59:46Z ♥ 1

A good take on survival and resource management. I found the drag-and-drop control to be a little troublesome, click-to-move might've been more intuitive. Some visual/audio feedback when you're about to die might be helpful. Once I got the hang of the interface I had fun with a couple rounds.

Balloon Balloon! by JetTheSimon 2020-04-21T03:50:52Z ♥ 1

The controls were chaotic and slippery. I might've enjoyed it a bit more if it was under control, but on the other hand trying to hit the ballon but instead destroying the TV did make me chuckle. Music was nice too.

I played by myself, one hand for each player, it seems almost like that's the way this game should be played.

Medieval Messenger by Courtmac 2020-04-21T03:28:19Z ♥ 1

Cute little game. I like the graphics. The simple controls are good, but it makes me constantly think that there's something I'm missing (like, pretty sure there's no "jump" button, but it seems like there should be one, so I kept looking).

Not sure if it's a glitch, but I found that I can easily recharge my "risk" by doubling back. Every time it gets to high, I walk as far as I can to the left, walk back to where I was, and repeat until the risk is entirely gone.

Keep The Beat Alive! by Willops 2020-04-21T03:22:12Z ♥ 1

Definitely a contender for "most innovative"

At first I thought I was suppose to be clicking the button at the bottom, so I didn't understand the movement mechanics. I found them out at the start of the second level, and had even more fun.

Might come back to this one later.

Don't Kill The Messenger by Koolruz 2020-04-21T02:56:13Z ♥ 1

Ah, someone else who did a turned-based game! I like the style, it took a little bit of clicking around so some on-screen prompts might help. Love the character designs. Some sound might've helped as well, but I also tend to leave it out (this time I barely got two sfx in, rushed at the end).

Fever by Analog Limb 2020-04-21T02:50:07Z ♥ 1

The 3D modelling was GREAT! I also light the light changing with time. The controls weren't perfect but were pretty good, a little more explanation could've helped, but it was still simple enough that I got into it after a couple minutes.

Broken Threads by Jeremy Ryan 2020-04-21T02:41:39Z ♥ 0

Just based on the screenshots, it looks beautiful. Unfortunately I don't have Windows, but I'm tempted to see if I can use that source code to port it.

LD45 — Start with nothing (27)

Spooky: The one who lost everything by Susumu Asaga 2019-10-10T18:19:20Z ♥ 2

One of my favorites so far! Impressive amount of mechanics for a jam game. Design is almost commercial-quality, Graphics and Sound/Music definitely are.

I got a good ways into the game and I'll be sure to come back to play more.

One issue, I happen to be playing this one a small-screen laptop and the play area is a little too big to fit on-screen.

Mullet Man and the Apocalypse by clemonades 2019-10-09T06:23:33Z ♥ 1

I like the graphics. The power-up system was nice, seemed to have a bit of risk-vs-rewards to it. I didn't figure out what buying clothes does, if anything, I wondered if it was just suppose to take money that would've been better used on powerups? Anyway, fun little game!

Run Dash Go by Etch-light Studios 2019-10-09T06:21:32Z ♥ 1

I like the level progression, and am very thankful for the forgiving death system that allows you to retry immediately. Muisic is nice, some sound effects to go with it would've help. Some instruction on the controls would be nice, the first time I played it it didn't accept any input and I thought I was just not hitting the right things, I didn't even know if I was suppose to use mouse or keyboard. When I reloaded all seemed to be sorted out.

Antexander The Great by Jedd 2019-10-09T06:08:04Z ♥ 1

I usually only got 3 ants, sometimes by luck I got 6, never could get any further though. I also noticed that sometimes when my ants were attacked, the wrong one would die. Aisde from that I think it was a cool concept that could definitely be built upon. Graphics and music were nice.

Attack of the Killer Yarn Balls! by Zliebowitz 2019-10-09T05:59:38Z ♥ 2

Can't play Windows, if you happen to make a Mac or Web build I'll be sure to give it a go. Based on the screenshots, I wanted to say I like your choice to stick to greyscale except for key items. A flaw I see in a lot of submissions is that the grapchis are a mess of color that doesn't give meaningful visual feedback, but it seems you got that figured out.

Cell by SirRed 2019-10-09T05:56:18Z ♥ 1

The first time I tried the WebGL version it didn't work. The second time, it worked after I switched to fullscreen. Not sure if that will help other players.

The controls could use some work. I got comfortable with my left hand on WASD as usual, and right hand on space to jump, but when left-ctrl had to be used to shoot I had to awkwardly readjust. If right-ctrl would be accepted to, it'd be easier for two-handed play.

Aside from that I liked it. The concept of having to evolve to gain new abilities is really cool. The music was pretty good.

Survival Shore by radgegames 2019-10-09T05:47:52Z ♥ 1

Unfortunately can't play because Windows-only, but wanted to say that the pixel art looks good!

Froog by reBTF 2019-10-08T04:50:33Z ♥ 1

It's pretty fun. Definitely doesn't appear to be "fake" 3d.

NĂĽllptr by egordorichev 2019-10-08T04:48:57Z ♥ 1

Pretty neat game, though the visual feedback was a bit chaotic. A little too much going on at once, some color design to separate player/enemies/scenery could make the game more approachable.

Trelet ~ The Land of Words by Ovidios 2019-10-08T04:29:03Z ♥ 0

Mac version doesn't work. Trelet_macOS.zip is unzipped to reveal Trelet_macOS.zip.cpgz, which in turn unzips to Trelet_macOS.zip... and so on...​

I'll check back later in case it's fixed.

VELOCE by torfi 2019-10-08T04:25:03Z ♥ 4

One of the few games I'm going to keep playing even after the jam.

On paper, the constantly changing fire style isn't something that I'd recommend. In practice, I'm surprised how well it created an evolving but still fair challenge.

Sounds are good, except the music cut out after a couple rounds. Graphics are the perfect amount of complexity.

EDIT: just wanted to say you should update your build. The app is named "Default Mac desktop Universal" and has the default icon.

World Collector by Joe Williamson 2019-10-08T04:14:48Z ♥ 1

Okay, I have to say, this is the most impressive LD game I've ever seen.

I'll start with the negative, the controls weren't all that intuitive. W to jump felt weird, I kept wanting to hit space, but that's minor. I'm sure I could get used to it.

Graphics and music were professional level. The game has tons of personality. The mechanics are the most original I've seen in a while.

Would You Like To Exist? (HTML5) by EoG 2019-10-08T04:06:34Z ♥ 1

Cool concept, but you're really thrown in there with no guidance. I was only able to get started after reading through previous comments. One of the best uses of the theme I've seen so far.

Starboard: The Pirate Entrepreneur by FlashViper 2019-10-08T04:03:46Z ♥ 2

Things were a bit chaotic so it was hard to get into, but I still found it fun. I love the pirate lingo, and that you even worked it into the website's instructions. Music was great. I liked how you used the squash and stretch animations for the cannon firing.

Nameless Boxes by BlondeMan 2019-10-08T03:53:52Z ♥ 0

The abilities being gained along with new enemies appearing was a cool mechanic. Graphics are charming. I love the sound design. Simple sounds, but did a lot to add personality to the game. I especially liked when the sound synced with UI messages.

All Is Well by MKnooihuisen 2019-10-08T00:46:50Z ♥ 2

Some of the enemy sounds were pretty funny. Could have used some on-screen control instruction. I entirely on accidentally found the fireball button and didn't realize there were melee attacks until just before I died. Might come back later, see if I can get further.

Rock It Or Pocket by Ellis Spice 2019-10-08T00:43:16Z ♥ 1

Played about a dozen or so games, this might be my favorite so far. The sound seems out of place, almost unnerving, but it's not too bad. Physics on the balls are really good. Sometimes it seems that they skip over the holes too easily but it's pretty rare.

Pangolin in the Sky by ThePelranthean 2019-10-08T00:31:13Z ♥ 1

Unfortunately it's not working for me. The website reloads because it's using too much memory, then just crashes.

Start with Nothing, End with Nothing. by Ongomato 2019-10-08T00:29:08Z ♥ 4

Starting off with a shorter word, or with less unique colors, could give it a more gradual difficulty curve. Good puzzle concept.

FIGHT RIGHT by mactinite 2019-10-08T00:24:40Z ♥ 1

Nice beat em up. The character style looked familiar to me, from Newgrounds? Only complaints I had are that the game over comes pretty abruptly (very common for jams anyway) and that the game is a little slow paced.

Something Special by SKDF 2019-10-08T00:15:53Z ♥ 4

I like the game. Interesting concept. I did find an easily exploitable bug though, you can drag any platform underneath the player and simply carry them to the end, win many levels without ever touching the keyboard.

Let's Run a Kingdom by SuperGamersGames 2019-10-07T22:42:34Z ♥ 0

Don't have Windows so can't play, but just wanted to say that the graphics are very impressive and cute.

Welcome to Nothing by Shookar Studios 2019-10-07T22:41:21Z ♥ 1

Unfortunately can't play this one, Mac user here. Let me know if you add a Mac or HTML5 version. Also, some description or screenshots could be helpful for people looking for games.

Space Janitor by Emty 2019-10-07T22:39:11Z ♥ 2

I immediately jumped at this one, assuming it was a Space Quest game. I like the implementation of the theme, having to initially collect your weapons was interesting. The controls were a bit tough, I thought it was more like Asteroids controls at first. I'd suggest some visual queues to give the players immediate hints on what each piece of debris function is, and maybe a short tutorial.

Cod of Duty by Ekoxe 2019-10-07T22:34:11Z ♥ 2

Could use a bit of tweaking, I got to about 21 points, saw part of a message, and then it restarted, so I don't really know what was going on. I actually had to quickly update my game because of a similar UI bug, stuff sometimes looks different in editor than on a page. I loved the look of the characters, pixel art was on point, the sunglasses on the crabs were a cute touch. Also, the pun in the title gave me a chuckle. One mechanic I'd suggest, maybe zoom out as you get bigger? You character grows, but to you it seems like the rest of the world is getting smaller.

Spooky Mansion by Jeremia 2019-10-07T22:29:24Z ♥ 1

An HTML version would be helpful for us Mac folks. I do like the concept and the graphics look amazing for a weekend game.

Apple 2e Adventure by Zombie Virals 2019-10-07T22:25:47Z ♥ 1

I'll try to follow up if I can play the Linux version, but I'm on a Mac so can't play it at the moment. I do really like the concept of fighting from within a computer, and think it's cool that you specifically chose a IIe (I was more of a C64 guy myself, though). If you continue on with this game, it'd be cool if the expansions could increase your capability (ie, installing a modem allows you do download weapons from a BBS)

LD44 — Your life is currency (36)

The Price is People by Scofflaw Games 2019-10-07T22:26:57Z ♥ 0

The link isn't working for me, did you change the URL?

Deenero by Carlos Salazar 2019-05-03T19:15:07Z ♥ 0

There's a lot about the interface that could be improved on. The changing text size, as people have mentioned. Also, the font itself isn't very readable. Functionality you take place over style. Then there's the controls, having a right-click function when there is no left-click funciton is odd, and having to press space to advance text when my hand is already on the mouse... why no just click to advance text. I do like the concept and story, and I definitely lol'ed at "yeaa boiii"

Coin-Op Kid by Strega 2019-05-03T06:39:12Z ♥ 0

I've participated in Ludum Dare 4 times and I make an effort to play/rate a lot each time.

This is definitely the best LD submission I've played so far.

Double Deal by PowerSpark 2019-05-03T04:29:51Z ♥ 1

You weren't kidding about it being hard to learn! I love the graphics, simple, clearly identifiable, but pleasant to look at. Both the atmospheric and UI sounds were spot on. the gameplay was a bit tough for me, though. I might check back when I have more time to figure it out.

Collecting Really Nice Cats! by cheesepencil 2019-05-03T04:22:31Z ♥ 1

Okay, graphics were great, the sounds had me laughing out loud! I like how you completely abandoned the theme while still referencing it. I really enjoyed the game, maybe because I'm a dog person.

Most games use WASD to move, so switching over to arrow keys was a little inconvenient. I suggest sticking to conventions, or allowing players to use either.

I do think I found a glitch, if you press both the jump and throw button in midair, you do a double-jump. I don't think there's much to exploit there, though.

Hot Slots: All In by trozen 2019-05-03T04:16:23Z ♥ 1

Good interpretation of the theme, though I think life would be more like currency if you were gambling for more life instead of power-ups. Still, gambling with life is something I didn't even think of. I noticed some people saying the music is great but the game was completely silent for me. Also the slot machine was blank for me. It'd tell me if I won but I never actually saw symbols.

Orgain by Dziukoala 2019-05-03T04:08:27Z ♥ 1

I love the dark humor, and it's a great interpretation of the theme.

but I don't really get it. The shop was in a different language and I couldn't actually figure out how to buy anything. Game seemed to reset itself.

Ashes by Sharks 2019-05-03T03:54:54Z ♥ 1

Sorry, but it was just unplayable for me. I downloaded it, I have a pretty high-spec machine, I turned it onto the lowest settings, but it still lagged way too much to play. I went upstairs, ran out of water, went back down, filled up... by then it'd slowed down to about 1fps. It seems like a good concept, i'd like to play it, but you really need to optomize.

Life is precious by freso 2019-05-02T22:29:46Z ♥ 3

graphics were good, i LOVE the music and sound effects. controls were almost perfect. theme-wise i think you interpreted it a lot better than most, and i like the risk/reward balance. the barrels exploding bullets into all directions seems like a clever way to quickly implement area damage. it works well here, but if you continue working on this later i might suggest a different effect (and probably player damage, too). Only major flaw I saw was that there was no player feedback when the next was being damaged, but I'm sure that was just a time restraint thing. Good job!

Piggybanks in Space by Flying Dog Fish 2019-05-02T06:07:35Z ♥ 0

I don't think it fit the theme very well. You aren't using your life to purchase anything, so how is it currency? I think you could have made this same game buy replacing the characters with anything, and the coins with anything that they eat.

Artwork was cute, and I really liked the music.

Merchants by ldjsq 2019-05-02T06:03:21Z ♥ 0

I played about six times. At first I really enjoyed the controls, but I found myself stuck to walls three of the six times (bug fixes are allowed during judging so you might want to update that)

I don't think it hits the theme very well. Currency is still currency, life is still life. I get that the risk of being robbed or killed is suppose to be the theme, but it still doesn't seem like your life is actually currency for anything.

I could barely hear the music so can't really say much there.

The graphics are great, though. Characters are cute and well drawn, I never had any question to as what any on-screen image was suppose to be.

In Exchange For My life by Fahim Faysal 2019-05-02T05:54:45Z ♥ 1

First just wanted to note that your link only says "Windows". If I didn't click on it on accident, I wouldn't have even realized you had a Web Player version. A lot of people will only play browser bases games, either because they don't have Windows (like me), or they don't feel comfortable downloading so many apps. I highly suggest showing that you have an HTML5 version on this play to modivate more people to play.

I noticed you used stock door open/close effects, was it the only AOL sound library? Anyway, unless you recorded those yourself, you should opt out on "Audio" voting. Some sounds for attacks/hits would have been great too.

It looks like you just put a semi-transparent black layer over the floor to make the walls? That's a clever time-saving way to make the barriers clear while still using a good texture. I did notice you kept the skybox on for some reason, I think a solid black background would be better.

I love the way the sprites looks, though the animations aren't great (the melee attack sort of looks like humping). I'd like to see more sprite art like that.

As for the theme, I'm seeing a log of ones that interpret it like this. "Your life is currency" implies you're using your life to purchase goods and services, these seem more like your powers/abilities hurt you that and sort of exchange of wealth.

One last thing, I like how you controlled the flow of the game with the doors locking/unlocking.

Pay the door by Rakowu 2019-05-02T05:42:33Z ♥ 1

Don't have Windows so can't play, I highly suggest Web Builds (if possible) for people without Windows, or those who don't feel comfortable downloading apps. So I can't comment much on the game itself, the texturing looks nice. Theme-wise I'm not sure it hits the mark, you're not using your life to buy goods and services like you would with currency, it's seems more like you're just being injured by doors. Still I'm s sure that adds a layer of strategy to picking your path.

Ghosted by dlan 2019-05-01T22:47:58Z ♥ 1

If it's possible to do a web build, I highly suggest it. Many people are unwilling or unable to download Windows builds, but I would like to try this out.

Life is Money by Mykola 2019-05-01T22:46:52Z ♥ 1

There's a few tweaks I'd suggest. First, I think there should be a delay or cancellation to the death. Many times I shot the last of my ammo, lost, but caught the money from the enemy I killed. It'd be nice to only have game over after all potentially collectable money had disappeared. Also, the UI on the pause screen overflows. I think you can fix this during judging because it's technically a minor bug fix, allowed per the rules. I do see a lot of games this jam that combine life and ammunition or special moves rather than as currency, and this seems like the same. You are shooting currency, but i still know that i'm "shooting" my life, not using my life to purchase anything. Otherwise it's pretty good. I'd like to check back and see if there's improvements after judging is complete.

Over by alixmi 2019-05-01T22:39:40Z ♥ 2

Graphics look good, but without a web build (or Mac) I can't actually play it. Please let me know if you do a web build, I'll definitely return and try it out.

Bankin' Bacon by arielsan 2019-05-01T22:38:14Z ♥ 1

Graphics look great,sound looks good. Unfortunately I couldn't experience it any further than that. I'm just playing this on lunch break at work and don't have a gamepad handy, or others to play with. You should really make keyboard/mouse and option and have some sort of single player if you want more people to access your game. Anyway, I am bookmarking this so maybe I can check it out later.

Heal Zone by Skylark721 2019-05-01T22:33:21Z ♥ 1

I also made my game in about 9 hours. Spend Friday night and all Saturday on ideas that had to be scrapped, Sunday redoing it, then I had to work on Monday so I was rushed afterwards to complete and submit.

Can't play without a Mac or Web build. I like the concept though. The graphics look simple but effective. Maybe I'll come back if I get an opportunity to use a PC soon.

Chickenarchy by Thomas_Bringer 2019-05-01T22:30:51Z ♥ 1

The concept is interesting and fits the theme better than most submissions this jam. music is catch. graphics are adorable. The follow the mouse pointer movement is interesting but I would've preferred a click to move type. Having the drag the view around was just tedious. If you work on this after judging, I'd recommend replacing the controls. In the meantime, I suggest you center the game view on the page, having it all the way to the left was a little wierd.

Goblin Launcher by FelipeDermann 2019-05-01T22:19:33Z ♥ 4

Music and sound was good, the models were great for a jam. The sound lagged a lot though, might need some optimization/preloading for web. Some of the UI buttons wouldn't respond to me at all, and it wasn't really clear what was causing my character to stop moving a few times. I suggest tweaking this a little after the judging is done, it has potential.

GunAntrophist by RadonRaph 2019-05-01T22:13:48Z ♥ 0

Funny concept, though currency as ammo instead of life didn't really go with the theme. The controls were a little floaty but I still liked it. I had to play a second time because I didn't realize you could switch weapons the first time. The only big flaw I see is the aiming, Only being able to shoot certain angles the left/right seems unnecessarily restrictive for a game with 360 movement.

Protocol: R.W.S. by Derek Volker 2019-05-01T21:17:02Z ♥ 1

First with the negative, the controls. I'm using WASD to move, hitting space to jump is natural, but left-ctrl to dash was very difficult. I don't know if right-ctrl was suppose to dash as well, but it didn't work for me.

The levels were simple and repetitive, but more than acceptable for such a short jam.

Nothing else bad to say. The sound effects and music are amazing, I had to double check to make sure they were made during the jam. The character sprites looked like something out of a full retail game, and the background was extremely well-drawn too. I like how the grid animation in the background gave the illusion of movement.

My only advice would be to tweak the controls and tutorial text., I naturally go to the standard keyboard/mouse position so even if the mouse buttons were alternate inputs for jump/dash then it would've been intuitive. The tutorial text could have been integrated in a better way.

Toy Store by Anaconda Games 2019-05-01T20:09:53Z ♥ 0

First I just wanted to point out that with the pre-made music and the scanned background, you technically should have opted out of both the "Graphics" and "Audio" voting. Game controls were intuitive. WIth this jam I failed to make a game that someone can play with little to no instruction, but you definitely did that well. For an embedded game, you really should have made the portal smaller. I happen to be playing on a 13" laptop now and it won't fit on my screen, and it's not really resizable.

What Death Has in Store by lot9s 2019-04-30T05:14:34Z ♥ 1

I'm not sure I get it. I played once and it froze after I tied twice. Second time I tied then noticed the "Store". I bought "Lucky" and clicked "Birth"... and it's frozen again. I don't know if the game's broken or if I'm playing it wrong.

Soul n Sickle by Krooked590 2019-04-30T05:11:26Z ♥ 1

Well, I like the pixel art, even if it's not animate. Music and sound is good. Unfortunately the rest is rather unpolished. I got the WASD moving but I can't figure out any more controls (if there are any?) The dialogue boxes for the woman on the main screen and the sign do not pause the action, and they have to manually be closed, so I was getting killed while my sight was obstructed. I didn't realize at first that a lot of the game view is cropped from the page until you fullscreen it (and I'm still not sure I got it all there). I had some sort of menu pop up in game and didn't know what to do with it or how to get rid of it.

I noticed you haven't filled out this page at all, or provided anything on the itch.io page. Some instruction could go there to make the game more accessible (and you should update the link to say HTML5 instead of Source Code, I didn't realize the game was playable until AFTER i clicked)

Elthus by ejmejm 2019-04-30T04:58:21Z ♥ 1

Character graphics are pretty good. Sound was minimalistic, but in a great way. The level graphics were way too dark, navigating the level was pretty much impossible to me. The grappeling hook mechanic was a great idea that was almost executed well too. I liked the freedom of movement, but I think it could have stood to be maybe a little more restictive. You should definitely build on that mechanic in a later game.

Blood Chest by PeachTreeOath 2019-04-30T04:52:16Z ♥ 4

Well, I was about to call it a night but saw these goofy characters and was like "gotta try that out first" I like the concept, it takes the theme very literally. The controls aren't the most intuitive but the in-game tutorial is very well done so it's not much of a problem. I like the music. drawings are good by animations could be better.

Bloody Accord by Ryfi 2019-04-30T04:47:25Z ♥ 1

I think this was a bit complex for such a short jam. The controls were clunky, even something as simple as switching weapons on the scrollwheel instead of the numbers would make it more intuitive, and the letters for spells were out of the question. The tutorial was VERY long-winded and I didn't even want to finish it. I do like the character models. Actually all the models and environment were pretty impressive. I also liked the music.

Blood Bastion by Inferture 2019-04-30T04:38:48Z ♥ 1

I like the concept, but its a bit hard to get into. there's a lot of UI elements covering the screen and things are zoomed in so much, that finding the right path is pretty much trial-and-error. I know that your life is currently draining, but I don't see the "currency" parallel there. Some sound/music would help too, even if it's just blips.

Root Maker by Joe Bustamante 2019-04-30T04:34:01Z ♥ 3

Ah, "your life is currency" == "currency is your life". I checked it out for a bit. It was a bit difficult to get into, my numbed wasn't working so I was having to play with the regular number keys. I think it could benefit from some on-screen controls, allow players to use mouse only. But aside from timing your buy/sells to get the highest numbers, is there really anything else to it?

goldenpixel by klekky 2019-04-30T04:29:39Z ♥ 2

DEFINITELY need to play this game in full-screen. I think the graphics might be a little bit TOO simplistic. I couldn't really tell one thing from another. Controls were well-implemented, though.

GROW UP by Cody Foster 2019-04-30T04:23:34Z ♥ 2

I like the concept, I think there was a classic C64 game that was similar. The aging seemed to happen randomly. The first time I played I "grew" up almost immediately. The third time it almost didn't happen at all. Every time I lost, it was unclear what had finished me. The return to the title is a little bit of a jolt.

D.R.I.E.D. by JasonD 2019-04-30T04:14:56Z ♥ 1

Unforunately can't play this one (Mac), but if you do a Mac or Web build later I'll definitlely check it out. This caught my eye because the pixel art looks great, some of the best I've seen on here.

ShrekUnknown's BattleSwamps by scottyseus 2019-04-30T04:13:07Z ♥ 1

I've considered doing a fan game for many LDs but couldn't find a way to fit it in with the theme. This does somewhat well. I like the graphics, even for "programmer art" it did it's job well. The concept of the game is good. I found the control layout to be a little odd, being so used to WASD for platformers. Guaging the striking distance to hit enemies was a bit though.

Arrow of Light by sylvie 2019-04-30T04:01:46Z ♥ 3

I love the arrow shooting. It's a mechanic I've seen before, but rarely seen done as well as here. The graphics were excellent for a jam, enough that it seemed like a style choice instead of one based off time constraints. I accidentally found a cave when I missed a jump, which was either dumb luck on my part or excellent level design on yours. I see other people praising the sound, but for some reason the games entirely silent to me. Not sure why that is. Theme was it was pretty good, but for the life to actually be a "currency" i'd expect it to be used for more that just tolls. You should keep building on this game after the jam is over.

Barter In Blood by snowinn 2019-04-30T03:52:57Z ♥ 1

The barter system seems like it's just a regular difficulty setting, I didn't get "currency" from it because there was no consistent value to the life. The gameplay itself was too simplistic. Every level being one room with the same exit, ever enemy being a "run at you" AI and no variety (just more of them). Not that an LDjam game needs a lot of levels or enemies, but at least two of either one would have been great.

I did like the ghosts, it seemed like a cute little homage to pac man. I loved the intro, though I really would have liked to be able to skip it as I had to reset the entire game after dying.

LD40 — The more you have, the worse it is (17)

Drgn by UnlikelyNomad 2017-12-06T05:52:17Z ♥ 0

I love the animations on this.

Droplet by ManBeardGames 2017-12-06T05:31:06Z ♥ 0

Awww, no Mac or HTML version :(

I'll have to try this later, I'll pass it onto my PC-using teammates.

The wreck of the Pulstar-VIII by Oceanosaurus 2017-12-05T22:41:48Z ♥ 0

Very cool take on the theme. It's a little wordy for an LD game (we're all trying to play as many as possible) but I'm defintely bookmarking this one to play later!

Kinball by Jose Pedro Dias 2017-12-05T22:34:13Z ♥ 3

Well, I've spent more time playing this than anything else this jam.

Catamari by Kieran Newland 2017-12-05T22:02:41Z ♥ 0

Very unique, very funny, I really like it!

There;'s a glitch though. When you restart after the game is over the music will play over itself and you have no control.

Marching Band Parade by fancy89 2017-12-05T20:37:56Z ♥ 3

Mac version has been tested and works (though the UI was a bit small in the tutorial/selection screen).

I like it. Very good implementation of the theme. Controlling some mindless wandering characters in real-time reminded me of "Lemmings" (which is good.

Too Many Chooks by Schu 2017-12-05T18:28:26Z ♥ 1

Great way to work Mad Bomber mechanics into the theme

... by exezin 2017-12-05T18:25:59Z ♥ 1

I like it, great concept. I'm going to have to bookmark this one and come back after I do more ratings!

Trip to the Earth by guilhermesouza 2017-12-05T18:21:11Z ♥ 3

Good twist on the theme. I like the multiple endings (I've gotten two so far)

School Bus Simulator 2017 by mmason 2017-12-05T18:15:40Z ♥ 1

I couldn't help but chuckle at the kids leaping at the bus and sticking to it, or the way they flew off in all directions once I got to the school.

Theme - The Game by Cubeeo 2017-12-05T18:10:49Z ♥ 1

I don't really get it. I might've gotten as far as I can but I'm not sure. "Theme Sucks" keeps flashing and I hear that voice over and over.

The Fast and Fastidious by ariake81 2017-12-05T18:04:52Z ♥ 0

Love the art and music was good. Game is a little simplistic, I think it could be expanded on.

Nano Life by primitive-concept 2017-12-05T18:01:55Z ♥ 1

The mechanics are a little confusing, I like that the tutorial is built in and a quick-to-the-point type (most these games have no tutorial or they write a novel), but autoscrolling through the tutorial made it hard to read.

Pineapple Madness by Isaac Lang 2017-12-05T17:54:04Z ♥ 0

The sky being a wall with clouds painted on it is interesting. Not sure if that was an intentional design choice but I like it.

Eskimonster: Pingus Rising by Arch 2017-12-05T17:40:32Z ♥ 1

I like it. Graphics were good (excepy, are you playing as a rhino in a parka?) I loved the comedic way the penguins flew off the screen. I think it wouldve been cool to have some sort of bonus for capturing multiple fish.

Gather the Darkness by Jeremy Wolf 2017-12-05T17:19:06Z ♥ 1

I like the concept of tying power-ups to the lighting. The controls felt natural to use.

Awfultown by Matthew Di Mare Miller 2017-12-05T16:59:57Z ♥ 1

Good idea, but the interface isn't very intuitive and the difficulty curve is insane.

LD39 — Running out of Power (75)

I Need A Charger! by agentparsec 2017-08-22T01:47:33Z ♥ 0

It's made with Unity, so you could export it to platforms other than Windows. I'd love to play/rate it.

Escape the Morgue by Jacksendary 2017-08-21T06:28:01Z ♥ 0

The game doesn't work out to well in HTML5. I realized the same thing with my game as well, the web version doesn't do it justice and people don't download the stand-alone version because they can try the web version so quickly.

I did download the Mac version (thank you for supporting multiple platforms). Graphics and mood are amazing, but it's very obviously a trial-and-error type game. It's pretty tedious, especially for LDJam players who want to play as many of these thousands of games as possible.

The UI on the title screen could use some work, the image I was suppose to be looking at while adjusting gamma was halfway off the screen. Minor detail but it helps to pay attention to things like that.

Invaders From The Next Planet Over! by SimplePotential 2017-08-21T06:17:49Z ♥ 1

I didn't really get the point of two cannons at first, but it became apparent very quickly when I had to chose to shoot an enemy going across one cannon's line-of-site but into the other's. It's actually pretty genius.

Really the first criticism to come to mind is to make the power aspect a bit more obvious. Some GUI improvements could help with that.

Classic Games: Getting On by loveapplegames 2017-08-21T06:13:06Z ♥ 1

It was a little tedious going back and forth between keyboard for game input and mouse for menu. "space or enter to retry, esc to go back to menu" would make it a bit easier.

As for the games themselves, it's clever reimagining of the classics. The theme seemed to be shoehorned in. All games were pretty good, but I wonder if it would've been better to focus on one rather that divide effort among three?

Slowbot by LeviDSmith 2017-08-21T06:06:16Z ♥ 0

Amazing sound and music. Very good use of light effects and texturing, models were pretty good too. It fits the theme pretty well, but there wasn't much in direction. Definitely a "where the quck do I go?" type of game. At first I thought the mines were pickups so I only made it to level 2. After that I got to 13 pretty easily.

Heal The Dark Lord! by Coauctor 2017-08-18T16:37:07Z ♥ 2

Amazing graphics and sound. Fits the theme very well. I like the humor.

I'm not a big fan of the trial-and-error method of figuring things out but for such a short game it's not so bad. I'd suggest removing collisions between the pickups and player, they don't seem to have a purpose and I keep accidentally kicking items across the map.

Noane's walk by sebbernery 2017-08-18T04:39:45Z ♥ 0

Crashes pretty frequently. I never did see any pickups, so for me it was just automatic walking until it crashes.

Faade by Ace17 2017-08-18T04:33:37Z ♥ 1

The visual effects where nice, I think I'll check back to see if you apply them to more complete graphical assets. Sounds were amazing!

The gameplay didn't feel very smooth to me though. The effects get too harsh, too quickly, and even in level 2 I couldn't recover from a single mistake.

Need More Power! by Mektidas 2017-08-18T04:28:45Z ♥ 0

The controls should be on the game themselves, and more clear. At first I just thought there was no way to not fall over and piss yourself after a second. The controls should be in the game, and more throughout. Difficulty shoots up straight away, maybe an easier start and a more gentle learning curb. Also, clicking it start/restart but keyboard to play makes it tedious going back and forth.

Graphics are great.

Batteries in the Dungeon by DerpyJish 2017-08-18T04:22:16Z ♥ 1

Nice game. I think the controls could use some work, I was getting a "Zelda" vibe and kinda wanted to control it that way.

Battery Penetrates by ToadieTechnika 2017-08-17T05:39:14Z ♥ 0

Couldn't really get past the first two batteries, 200 points no matter what I do.

Battery of Power by Belga54 2017-08-17T02:13:24Z ♥ 1

Cute little twin-stick, though usually WASD is used for movement so maybe you should've set the arrow keys to shoot. Seems like a game that could've benefitted from gamepad support as well.

The Last E8 by SethR 2017-08-16T16:00:13Z ♥ 0

Great take on the "Jupiter Lander" mechanics. Very fun to play. Took me three tries to beat the first level so that's no so bad.

My only real complaint are the "P to play, C for credits, R to restart" keys. It's more important to have the keys be intuitive than have the letters match up. I'd suggest that both Play and Restart use the "Enter" key, and maybe "ESC" could pause the game and show credits.

Zombies and RVs by pixelgriffin 2017-08-06T08:23:44Z ♥ 1

Very nice graphics, sound, and concept. It did seem pretty buggy though. Jumps randomly seemed to not work, or the jump strength would be out of whack (sometimes I'd jump one foot, a couple times I jumped like 100ft). I'd love to play this some more, maybe it can be stabilized, and also expanded on after voting.

BATTERYMAN RECHARGES THE WORLD! by XAVIER_INDIE_GAMEDEV 2017-08-06T06:49:01Z ♥ 2

Pretty good!

Defend Home: Mars by sgt3v 2017-08-05T05:19:46Z ♥ 0

Very loosley followed the theme, seemed like more of a first-person tower defense. Aiming was very difficult. Enemies had virtually no AI.

3D modeling was really good, though. I'd suggest working on the enemies, maybe have waves spawn at different places and use pathfinding/AO to have them seek out the generators and the player.

The Last Ship by brinkhousegames 2017-08-04T20:10:09Z ♥ 1

First, just wanted to give some UI pointers. The cursor is too small and blends in too much with the background. Having to click through the dialouge too forever because I had to find my cursor.

So, three suggestions here. 1 - Make the cursor biggest and more contrasting, maybe a light cursor with a dark border so it shows up everywhere. 2 - Allow keyboard inputs and clicks anywhere on screen to advance dialouge 3 - Allow ESC to pause/close game ' The 3d graphics are beautiful, even if the angle did make navigating and seeing what's ahead of you a bit difficult.

Overall it was a good game, just could use a little tweaking.

SQUADS by PixelProductions 2017-08-04T20:02:02Z ♥ 1

Mac version doesn't work

Walking out of Power by notke 2017-08-04T19:59:02Z ♥ 0

Pushing space causes you to drop down literally inside of your bed, clicking the mouse for three minutes or so moves you about a foot to the right.... Is this how the game is actually designed? What is this? Even exiting the game was too difficult, ESC does nothing,

BAT-BATTERY by cenullum 2017-08-04T19:10:26Z ♥ 1

Does godot export to Mac, Linux or WebGL? You 'll get more ratings if you make it available to more platforms.

Oil Patrol by SeanNoonan 2017-08-04T18:58:34Z ♥ 1

Very cool! Graphics and sounds were great, even professional-looking. Gameplay was mostly self-explainatory, which is good. I felt a little bad killing such cute enemies (just a little).

Big Mommy is Watching (Over) You! by Epono 2017-08-04T18:54:11Z ♥ 0

One note, you used the AOL "You've got Mail!" sound effect in your game. I think you'll have to opt-out of "audio" ratings for that, you're supposed to create all sounds/music during the jam (sounded like some internet noises were premade too).

The idea is pretty good, goes well with the theme.

LDJAM39: Power Brawler League by Andreu 2017-08-04T15:23:30Z ♥ 2

Great job. I love that you actually options between player or cpu. keep working on this!

FIZZLE by djfariel 2017-08-04T06:11:22Z ♥ 3

Very nice, among the best I've seen in this jam. I'll have to revisit it when I have time to actually read all those logs.

Losing Power by D-Studios 2017-08-04T05:57:01Z ♥ 1

It's made with Unity? You should port to WebGL/Mac/Linux so everyone can play!

System.reLight by Reggnos 2017-08-03T23:53:59Z ♥ 0

Mac version won't open.

Recapitate by superpokeunicorn 2017-08-03T23:47:18Z ♥ 1

I like it, it's got that old-school charm.

Escape! by Damoy 2017-08-03T23:43:21Z ♥ 1

Gameplay is good. A short controls tutorial would be helpful.

They Attack At Night by randomphantom 2017-08-03T17:08:42Z ♥ 1

Biggest flaw is the tutorial text, most of it's in hard places to see. Most of it is sideways and clipping into the ground so you cna't even read the whole thing. I think a lot of the game was self-explainatory or easy enough to figure out, but I feel like I'm missing out on something. Also, the "Options" didn't seem to work, I couldn't switch to windowed mode, for example.

The gameplay is pretty good balance between managing your power and defending your base.

Hobo Hero by Scott Gibbs 2017-08-03T15:49:40Z ♥ 0

You should get the HTML version sooner rather than later, you're missing out on early ratings.

The Day The Robots Attacked by jasperarmstrong 2017-08-03T15:46:42Z ♥ 1

VERY challenging. I like the way you worked the theme into here. Enemy AI seems to target either the EMP or the player decisively instead of randomly.

Also, I love that you actually got a coherent menu system. Most LD games (even my own) wind up not implementing this properly.

Flying Aces - Going the distance! by jotson 2017-08-03T15:34:50Z ♥ 1

Played once. Got 37,000. Is that a lot?

Very nice casual game, cute graphics.

Nuclear Arms 4: Fallout of The Mountain King by Logicon211 2017-08-03T15:28:21Z ♥ 1

Humor was great. I totally got that "Silver Surfer" reference when you die.

Dauntless Run by Ninjascribble 2017-08-03T05:20:45Z ♥ 1

Pretty difficult (sometimes impossible, in fact. I think three times in a row I spawned INSIDE of enemies, causing me to insta-die). If the random locations were polished a little, and sprites were smaller on screen, it'd really help improve the experience.

Graphics were good, the gameplay mechanic was interesting.

Flicker by roaderful 2017-08-03T05:13:05Z ♥ 1

Noticed a few bugs. ESC pulls you out of fullscreen mode so backing out of the puzzle means you can;t play fullscreen on WebGL. The boundaries on either side of the game become passable, I think after exiting any puzzle. I completed every puzzle and the hero showed up, but nothing happened (game unfinished).

Seemed like an interesting start of a game though, I was eager to find out what the hero/villain aspect would be.

Soporific: A Bedtime Story by paracatgames 2017-08-03T02:38:09Z ♥ 3

Definitely innovative. I don't think I've ever heard of a bedtime story game before.

PowerMan by someone9999 2017-08-02T22:59:50Z ♥ 2

A bit buggy. Every time I used the jetpack I'd be unable to use it again or jump. Also, waiting to be carried back when you die is very tedious. Iron those out and it could become a decent game. Graphics were charming,

TowerClicker by SenileLines 2017-08-02T22:15:12Z ♥ 0

I don't like tower defense games or clicker games. Still, the blend actually made this pretty enjoyable. This could benefit from more variety (multiple levels, multiple enemies), and sound + music.

Berzerk Hunt by TheFunAttic 2017-08-02T22:03:19Z ♥ 1

Says it's been removed?

Bulbino's Quest! by alpenter 2017-08-02T20:36:20Z ♥ 1

Mac version doesn't seem to work, clicking does nothing so I can't get past the title screen.

Robots from 1991 by dminsky 2017-08-02T16:35:54Z ♥ 2

Doesn't seem to fit the theme. Still, very fun little game, I hope you expand on it.

Botken: Assault and Battery by Toone 2017-08-02T15:26:16Z ♥ 4

Rock em Sock em Energizer Bunnies!

I was going to say it was too easy because I won immediately by button mashing, then realized I was playing a 2p game with 1p :-P. You should update this with some enemy AI for single-player.

The graphics. The gameplay is a little simplistic but it works. Good use of the theme.

Greenhouse Dystopia by DeadlyAlive 2017-08-02T15:21:55Z ♥ 1

I noticed you used a stock sound effect for "FAIL" deaths (not sure about other sounds). You should remove premade sounds/music or opt out of audio voting.

These are among the best visuals I've seen in an LD game, great pixel art.

Sensory by VarelseGames 2017-08-02T06:17:09Z ♥ 1

Took a bit to figure out what to do, but once I did it was pretty good.

Fuel Frenzy by Daniel Conway 2017-08-02T06:06:48Z ♥ 2

2781 on my first try. I like the music, graphics were good. The random spawning tends to put fuel way too close to obstacles, making them impossible to get.

QTechnologic Quest by BottledMajesticness 2017-08-02T06:03:47Z ♥ 1

You should add @SVR_Audio to your team on this site, you're not getting any Karma for the feedback he's giving to other games.

Tiny Explorer by rijnswand 2017-08-02T06:01:10Z ♥ 1

Mac version isn't working. I get this error when opening: "“tiny_explorer” is damaged and can’t be opened. You should move it to the Trash."

Mower Storms by dracominer 2017-08-02T05:58:06Z ♥ 1

I followed the web link but there's no web version there, only the download. Unfortunately, the download isn't working either. I'll have to come back later to check on this.

No Sorcerer's Sky by TheFlyingKeyboard 2017-08-02T05:17:46Z ♥ 1

In-game tutorial would be helpful, maybe a little more thought into the UI.

How I Met Your Great Great Grandmother by PeachTreeOath 2017-08-02T05:14:51Z ♥ 1

Haven't seen a puzzle with this kind of mechanic before, great innovation. A few times the guy getting books didn't move even though there was nothing in his way, not sure if that's a glitch or I just wasn't playing right.

DONNIE_VR by internetpaulicy 2017-08-02T04:38:27Z ♥ 1

It's fun. I like the graphics, though with the car's handling/inertia it almost felt like it should've been a speedboat on a river instead of a car, or maybe a skiier. Still, not too bad.

Game Rover by bruins 2017-08-02T04:32:36Z ♥ 1

Pretty fun, though I don't really get the screen-in-screen thing that so many games on here do. Why not make the game take up the whole view area? Also, having playere controllable during transitions and cutscenes (door opening) leads to some cheap deaths.

Titan LD39 Compo by NamInUz 2017-08-02T04:28:33Z ♥ 1

Neat concept, one of the more innovative games I've seen. Moving around was a little difficult to get used to. Game could REALLY benefit from sound.

Low Power Spacecraft by XavierSeal 2017-08-02T04:25:20Z ♥ 1

Love the art, controls are very easy, challenge increases at a good pace. Good job!

Extraction by roguenoodle 2017-08-01T06:03:23Z ♥ 1

Very nice all around. Should have an easy way to quit though (Esc key?)

Hog-Nosed Coon by hijomo 2017-08-01T05:46:56Z ♥ 1

Harmonica is good, but there doesn't seem to be much in terms of gameplay.

Solaris - Dying Sun by AlteredGalaxy 2017-08-01T05:43:09Z ♥ 0

Made with Unity, why not build for WebGL so Mac users can play too?

Nightwalk by sreal 2017-08-01T05:38:54Z ♥ 0

Love the art style and lighting. I'd like to see them in an actual game.

Mini Power-Cade by freddiebabord 2017-08-01T00:12:18Z ♥ 0

The mini-games were too hard to figure out, I lost every one, most of them without even knowing what the goal was.

HockeyGame by Steven Adams 2017-08-01T00:08:14Z ♥ 0

Can't play it, the screen says something like "press a to start" four times. Nothing seems to do anything. As of this writing, your LD page has nothing but "Say something" and the link to your github, so I'll try to check back later in case you add instructions.

Embers by Mortadelegle 2017-08-01T00:03:41Z ♥ 0

I like the graphics, but the gameplay was a bit too simple. I kept feeling like I was missing something, or accidentally advancing the time.

(EDIT : 404 error fixed)

Defender of the Energy! by BesSlaaneshi 2017-08-01T00:00:27Z ♥ 0

Unfortunately I can't play this. You made it with Unity, you should really do a WebGL build so people without Windows can play/vote.

Update: thanks for the WebGL build. I was able to play now. It's a good little game, simple easy-to-learn mechanics are important for games like this. The player controls could have been a little more polished (shooting while walking for example). Graphics and sound are good.

The Milky Way by BAJARYMI 2017-07-31T23:59:12Z ♥ 2

The second UFO-abducting-cows game I've played this jam. It's pretty funny. It's a little buggy, could use a bit more polish on enemy AI.

After the Crash by Nalozyc Shade 2017-07-31T23:53:31Z ♥ 2

Intersting concept.

With Extra Steps by ArticNet 2017-07-31T23:47:41Z ♥ 4

Love the Rick and Morty reference. Unfortunately I can't play this one (Android only)

LD39 - Runner Clone by LogFlames 2017-07-31T23:02:15Z ♥ 0

I didn't quite understand it. The minigames were difficult to control, and goals were unclear.

Shekateka by voxel 2017-07-31T22:55:22Z ♥ 1

Maybe it'd be better if your battery runs out over time, but it's unlimited while plugged in to charge? Other than that, I like it. Clever idea, great artwork.

Smash ball by Sivael 2017-07-31T22:43:44Z ♥ 1

Tried the web version and it was very laggy. Probably physics causing it but it could have been all those dynamic lights also. Doesn't really fit the "losing power" theme, more about "losing mass"

Stoked by pitpony 2017-07-31T22:35:34Z ♥ 1

My team considered something similar (inspired by Calcifer from "Howl's Moving Castle"). It's a little simplistic but not too bad. I like the little monsters.

CowPow! by Quemagalletas 2017-07-31T22:31:18Z ♥ 1

Couldnt catch any cows. They'd just kinda slide out sometimes. Got stuck in the ground a couple times. Still, interesting idea. With some bug fixes it could be really good.

Pipe Trek by quill18 2017-07-31T22:27:25Z ♥ 0

Probably the best game I've played for this jam ( other than my own, of course ;-P ). I like it. Fits the theme well, reminds me a lot of "pipe dreams" as far as connection goes, but mechanically is much more unique. I suggest adding an easy way to quit out of the game, ESC button possibly.

Battery Pack by shashwat 2017-07-31T22:21:51Z ♥ 1

"If it's any consolation, you were delicious"... Actually, it sort of is.

Power or die by Aterlamia 2017-07-31T22:17:58Z ♥ 1

Not bad for a first try. Teaching the player could be better. Rather than so much reading, guide the player through the first few steps. I died almost right away.

Spacy adventure by egordorichev 2017-07-31T22:03:03Z ♥ 1

Nice little shooter. The graphics were a little cluttered for such low-res, hart to see projectiles among the stars. Theme could've been more prevalent.

Powerless: Trump Teaches Typing by RootPew 2017-07-31T21:59:35Z ♥ 3

Kind of fun. I like the interpretation of running out of power as running out of political power (our team breifly considered that, along with running out of magical power). I would consider an update were you don't necessarily have to type one word. If two words are coming at the same time, rather than delegate what the player has to type, why not let them choose on their own?

LD38 — A Small World (10)

Naziverse by furazin 2017-05-18T04:12:02Z ♥ 0

The graphics are really good, sounds aren't too bad.

The UI could use a lot of work, death leads to the game over screen way too abruptly. Why search for "R" when the jump or fire button could be used to restart.

A health system would be better than the one-shot kill. If you're going for Contra-style difficultly, then at least make use of death animations and scene transitions.

Finally, I think the scene loading was bugged? I only got about two screens in and then it loaded a small room, and every time I walked through it the same scene would load over and over again.

Conquery - Conquer The World! by Tanay 2017-05-07T05:58:05Z ♥ 1

The controls aren't very intuitive. I'm not sure there needed to be a "capture" button at all, but right-click would have been better than space. Still, I could see this expanding. Improve the controls, maybe randomize the environment, and you'll have a great casual game.

Amoebros by Spinaljack 2017-05-03T06:46:54Z ♥ 1

Started off doing well despite not knowing what I was doing, got more difficult despite not knowing what I did wrong... still really enjoyed it. It's addictive, but could use more clarification on goals and the means to achieve them

For The Love Of Money by KunoNoOni 2017-05-03T06:19:30Z ♥ 0

FYI the Mac version won't open.

Bug to the Footstep by eddynardo 2017-05-03T06:16:05Z ♥ 3

Tutorial is a must, once the controls are figured out it's a good little puzzle game. I really think you should expand on this. I will say that you really shouldn't have used the Unity Web Player as it's going away and is already unplayable on many computers. If you're going to build for web, use WebGL

Little House of Horrors by Archimagus 2017-05-03T05:55:32Z ♥ 2

Sounds did a lot for the atmosphere. Tbe font was incredibly hard on the eyes, I'd suggest switching to something easier to read. There was a lot of repeating rooms/text, but I guess that comes with the time crunch. Overall it was pretty fun, a lot of potential as a horror adventure.

Asteroid Survival by obidubi 2017-05-03T05:30:31Z ♥ 0

The controls seemed to cut out randomly, so it was very difficult to play. I couldn't really figure out how to use any of the equipment.

Soleil by JoyFired 2017-05-03T05:19:21Z ♥ 0

Sound was nice. Graphics... I might have been seeing glitches but I honestly dont know if it was part of the game. Couldn't really figure out what to do at first but eventually got the hang of it sort off.

Worlds Project by TheMonsterFromTheDeep 2017-05-03T05:13:12Z ♥ 1

Interesting idea. I enjoyed myself while playing, even though I had no idea what the quck was happening half the time. I could see this evolving into something splendid.

Crumble Crust by Itzhak W 2017-04-25T17:05:48Z ♥ 3

I love it!