Panic at the Zoo by SojaBird 2017-12-05T21:40:23Z
I loved it!
Foon → Ludum Dare Explorer → Users → Sharks
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Smoke Signals | unfinished | ||||||||||
| 2025 | 58 | Collector | Sidera | unfinished | ||||||||||
| 2025 | 57 | Depths | Meaning | compo | 2.25 | 2.00 | 2.75 | 3.25 | 1.75 | 1.00 | 1.00 | 2.00 | ||
| 2024 | 56 | Tiny Creatures | Unfinished | unfinished | ||||||||||
| 2024 | 55 | Summoning | Unfinished | unfinished | ||||||||||
| 2023 | 54 | Limited Space | Unfinished / 230. | unfinished | ||||||||||
| 2023 | 53 | Delivery | UnderTrained | jam | ||||||||||
| 2023 | 52 | Harvest | Horsepower | jam | 644 | 3.11 | 3.00 | 2.90 | 2.44 | 2.36 | 3.60 | 2.97 | ||
| 2022 | 51 | Every 10 seconds | SKYE ATC | jam | 3.50 | 3.50 | 5.00 | 3.50 | 3.00 | 3.00 | 4.00 | |||
| 2022 | 50 | Delay the inevitable | Untitled, and Unfinished | unfinished | ||||||||||
| 2021 | 49 | Unstable | Plan of Action | jam | 893 | 3.41 | 3.33 | 2.72 | 2.22 | 3.04 | 1.97 | 2.07 | 2.79 | |
| 2021 | 48 | Deeper and deeper | Unstable | jam | 1526 | 3.12 | 2.85 | 2.77 | 2.78 | 3.25 | 2.75 | 3.72 | 3.41 | |
| 2020 | 47 | Stuck in a loop | Locomotion Commotion | jam | 1333 | 3.09 | 3.02 | 2.56 | 2.54 | 3.18 | 2.76 | 2.33 | 2.68 | |
| 2020 | 46 | Keep it alive | Conservation Inc. | jam | 1995 | 3.13 | 2.98 | 3.22 | 3.70 | 2.62 | 2.62 | 2.78 | 2.63 | |
| 2019 | 45 | Start with nothing | Crash Landing | jam | 1.00 | 1.00 | 3.00 | 3.00 | 1.00 | |||||
| 2019 | 44 | Your life is currency | Ashes | jam | 1093 | 2.69 | 2.46 | 2.96 | 2.44 | 2.91 | 2.43 | 2.18 | 2.66 | |
| 2018 | 43 | Sacrifices must be made | Capsule #6453 | unfinished | ||||||||||
| 2018 | 42 | Running out of space | Recycling frenzy | jam | 1082 | 2.88 | 2.57 | 2.64 | 3.69 | 2.42 | 2.57 | 2.13 | 2.44 | |
| 2018 | 41 | Combine 2 Incompatible Genres | -Limits- By: Sharks | compo | 707 | 2.13 | 1.87 | 2.40 | 2.18 | 2.26 | 2.30 | |||
| 2017 | 40 | The more you have, the worse it is | Switch Zing WIP | unfinished |
I loved it!
I loved it!
This is probably one of the only ldjam games I'm going to keep on my computer and keep playing! Awesome! This is truly an amazing game! BRAVO!
Amazing! Was this a team effort?
@Hackschnitzel Thanks!
@DraperDanMan Thanks for catching that! I fixed the link for it now!
There is a critical bug in the game, but I don't think that the file on itch.io is up to date. If it is there please inform me!
Looks amazing can't wait to try it out! :)
OH GOSH. I played the WebGL version. MY EARS ARE FRIED. I'm gonna try the mac-osx version.
I enjoyed the game, some parts were a (little) hard but overall great game. I like the graphics sounds and the overall feeling of being rushed. Nice job.
@dom-harris Np!
@antonsem I really wanna play this! Can you get a mac build out?
@antonsem With unity you can still export to mac even if your not on mac. Look upi how to get missing modules then follow the instructions and download the mac module then in build settings the mac option will appear!
Very fun game! I was a bit confused on how to play but quickly picked it up :smiley: It would be a great mobile game if you expand upon it a little! I loved the sounds and the graphics, very polished, very nice!
I will play it as soon as I submit my game!
I can't wait to play this! Unfortunately, I'm on mac osx right now so I'll have to play on my old laptop!
Am I crazy or did the camera have some nice tilt effects? Overall I enjoyed the game. The music was good, and great for the limited time you had!
I loved this fun little game! I liked the graphics but the audio felt a bit lacking, it was unclear what to do at first but I got the hang of it! Awesome job!
@thomas-den-hollander Thanks for the feedback sorry that the beginning took too long! I was'nt sure how long to make it,
@adonisdevs Classic unity's classic Canvas scaling bug. It has plagued me for EVERY ludum dare. I've learned a few workarounds but did'nt have time to apply them!
@bronydell Thank you!
@devio Thanks for playing, and thanks for your feedback! Will definitely look into that!
@draperdanman Thank you so much! Yeah, I wasn't sure how much time to give in the beginning for the 'tutorial' I added a few birds chirping that I recorded to try and break things up and add a little atmosphere but things were definitely repetitive. I wanted to add some powerups but ran out of time. I also stop enjoying making the game halfway through. The end result wasn't as 'fun' as I had planned, and I really wanted. It became a chore for me and I had to force myself to finish the game. It was a different experience for me with that and all. I think I may have made the scope too small. Last time I finished the game just barely and thought the scope was too big, but I guess it was perfect, if you make it too small you don't enjoy it, (And I was like done on the 2nd day.) but if you make it too big you can't finish and are disappointed. So it's all about getting the right scope! So that it's a challenge but not too much.
@lost-dutchman-software Thanks! LOL that's my favorite bug. If you get a box close to you, look down at it, and then pick it up and started walking you'll fly!
@vivek-sharma20 The beginning was supposed to be a tutorial on the computer, the game is a little difficult. I didn't have much time to tweak the difficulty!
@kubenexion Thank you! The counter not showing up is a known bug :(
@saering Thanks! Boxes randomly falling from the sky would be quite humorous, Haha! The bins in the corner has been suggested as their current position is not the greatest! Thanks again, have a wonderful day!
@megalink Thanks! I'll be sure to check your game out!
@bloc97 LOL thanks, I planned on adding powerups that would come out of the conveyor belt sometimes but ultimately ran out of time to implement it. I have heard suggestions about moving the 'bins' because it's current position isn't great. Like you said sometimes boxes get shoved in there. The whit box was supposed to be a powerup, I did'nt realize I forgot to remove it!
@ozerion2103 Thanks, did you know that the sound the boxes make when falling/colliding is me slapping my mouse on the table? Fun fact LOL
@benjamin-armour Sorry about that, I tried to tweak the controls as much as I possibly could. Thank you for playing!
Thank you! @hdmmy
@bloc97 Thank you for your review/comment I used it in an "Advertisement" I hope you don't mind. Just in case I included a screenshot of the post:Screen Shot 2018-08-16 at 4.54.04 PM.png
@diego-manarim Thank you!
@manimal The box moving script needs a little more tweaking, so sorry it gave you problems! Thanks for playing!
At first, I thought I was watching stranger things, then I thought I had accidentally stumbled upon a game made outside of Ludum Dare, but then I realized that somehow, you managed to write, code, and polish this in one weekend only. Truly a great game, I love playing games where you have to search through phones, so it definitely had its appeal. Great job.
A super fun game, I got a score of 78, I only vaguely felt I was 'running out of space'. I downloaded and tested the Mac version and everything is working correctly! I did find thisScreen Shot 2018-08-14 at 5.13.11 PM.png Objects cut off the player.
I love strategy games like this, but the voxel horse is REALLY what brought me to your game! Nice work!
I don't know a single word of japanese! I failed a lot, but still enjoyed!
I enjoyed the game and think it has a lot of potential as a mobile game! I would like progression, and it lacked a bit of overall polish but you only had one weekend and I know how stressful things can get. Great game I had a lot of fun!
Wow! How did you do this in the time given? Excellent puzzles and beautiful graphics the art style was great! The puzzles were challenging the gameplay was smooth, the mechanics were good, the entire thing was well polished.
@jared-york Thank you!
Hilarious, made me laugh a good few times! Easy to play, but hard to master!
Like this little game. Especially like the title Dr. Lud-Umdares Revenge.
I can't beleive you did this alone bravo!
Awesome game!
Fun game, personnally the camera movement made me sick. Not sure how to fix it tho. Other than that I had a good time playing it!
I liked the way you did the theme. Very neat little game. It was a little slow for me tho.
@shaolin-dave By slow I meant, the games pacing. Maybe if there was a way to skip the day counter? Once the animations are in it would probably be more interesting but I felt like i was waiting a lot.
Awesome really fun game and pretty cool it's multiplayer as well!
Really like the intro transition you got going on there. I don't have many gripes. Overall solid entry!
@heyycap The fire extinguisher refill should only take 5-10 seconds. Maybe its because I forgot to multiply the refill by Time.timescale (amount of time that passed since last frame.) So on a slower device it will refill slower and refill faster on a faster device. The fires don't actually relight, it's just an illusion. There is a set amount of fire that ignites after a certain amount of time has passed. Thank you for playing!
Interesting game! On the browser version I could'nt attack lollipops if I got to close!
I'd say it was a great game for the amount of time you had!
Most Ld games I play then never play again, but over and over again, I find myselft coming back to this playing and enjoying, the post LD version is great! I wish on the endless mode you removed the barriers (Just spawn the same tank all the way through) and had a near infinite world with infinite upgrades so that you could eventually one tap enemy tanks, for fun :) Anyway great game, I love it a lot and it's a lot of fun to play!
Cute little game.
I had a lot of fun playing this! It was really stressful but fun!
Neat little game. Awesome entry!
Awesome first entry!
I love the music great first game!
You have probably heard this one before, but I dont have four friends to play. Definitely looking forward to you making this a full game, ill try to get my friends over so I can rate it. Looks like a lot of fun from the trailer though.
@ljol3 Hmn. Was that the windows build or web? Not my proudest project just barely pasable for "playable" Which is why I have'nt been checking in on the LDJAM website so sorry for the delay but...yeah.
The shmup mechanics (Movement, weapons etc) felt really polished and well done, I was missing something to tell me how far through the level I was and maybe and auto keybinder? Like you can set keybinds for specific slots that way I don't have to manually set the keybind everytime I change things. Really complex game, congrats for finishing on time!
Woah, how did you do that custom loading screen? Gotta play the game later, only have my old laptop right now and I couldn't find any graphics options and it doesn't run great.
Wow that was amazing, the mechanics the polish the story. I thoroughly enjoyed playing it, but I felt it lacked ambient sound. Other than that I don't think I would change anything! Amazing job!
Wow! Really liked that art style! It took me 14 minutes to finish the game.. There's just one thing: their are 3 chicks, and you feed them 5 crabs... Who only get's one?
Woah that was a lot of fun and a very unique idea! I can't believe how many levels you were able to fit. This felt more like a professional game with loads of polish than a jam game! Very, very good job!
Wow, gameplay was great, you packed a lot of features into 72 hours, one gripe I have is the backgrounds are a bit rough. The UI is also a bit rough around the edges but the functionality gameplay and mechanics were awesome! Solid entry!
That was an interesting experience, I was very confused at how to play at first, but when I got the hang of it, it was pretty fun!
Very innovative idea! I had a lot of fun and only got Remy killed once... ok, maybe twice. I wish there was more variety to each level, and generally just more levels, but with the whole gamemaker > unity > gamemaker craziness it sounds like you went through, yeah soid entry! I liked the music and sounds, the art was very appealing and the gameplay was fun!
That was an interesting game! I enjoyed doing all of the tasks, but found it hard to understand what the slime needed based solely on the image. Solid entry!
The polish is awesome! I love the effect on the buttons when you click them and how the levels pop into existence. You've done so much during the jam! Also did I miss something or is there not a way to cancel an action? Like I would select an attack card and then realize I needed something else, but there was no way to cancel an action so I was stuck with it. It took a little getting used to, but once I did I had a lot of fun, also the humor was great!
Is there a specific key I should hit? The game keeps getting stuck on the "Were breaking up Steve she said" part.
Wow that was a very awesome experience. Mood was perfect. I didn't particularly notice any bad grammar and was hooked on the narrative. Solid entry.
I really enjoyed playing that! Would love to see more levels!
I won! The ui was great and so was the gameplay, there were enough unique events to keep things interesting. Although the first thing I did in the game was press the red button. I mean, how could I not? Anyways I was down to four passengers after that. The graphics were great too! Great entry!
I really enjoyed that! The gameplay although simple was really great and I loved the art style! I don't know if I would change anything!
Wow, that was very well done, and a very innovative concept! I've heard some whisperings that your planning on finishing it... Followed on Itch so I get a notification when you do! Even for just a concept it was fun!
I did'nt see there was a build with better collisions as I just downloaded thru the itch app. The collisions ruined the experience a little for me but I still had fun and the puzzles were great! I ended up accidently bypassing the puzzle on the fuel silo, I just jumped off the top platform the zombie was on and landed where I needed to go :smile:
@aryanjumani Did you try the tutorial? I had a feeling something like this might happen, its a rather complicated game, and it doesn't help I wrote the tutorial 20 mins before the deadline :joy:!
@aryanjumani I've updated the games page with a 'gameplay guide' and will soon put out a post-jam patch that will allow you to change the difficulty of the game. I hope this helps! And I hope you find the time to play it again and experience the game for what it actually is!
@aryanjumani So you were abe to figure it out? Thanks for the feedback!
@aryanjumani Awesome! I'm glad your were able to figure it out... I was worried people wouldn't understand but sounds like you go the hang of it!
@the-turtle Yes, when I was working on it I got annoyed by that as well, so I made it if you click the info popup it would close out, the game doesn't tell you that though. Thanks for your feedback!
@dasilvacontin Wow, yeah you must have gotten very lucky then! Awesome you were able to buy everything, the disaster upgrades go on forever but once you get them to 100% there's no point in upgrading further, so if you got them to that or close you basically won :smile: ! Thanks for playing and leaving a comment?
@lpettler Yes it was quite a large undertaking for me, the biggest undertaking yet. I was able to include everything I wanted though! It sounds like you felt like something was missing, where do you think my shortcomings were? Thanks for playing!
@digitaldude555 Yeah, our artist had to step out the first day after only getting some concept art down, so it was up to me to make the assets, I'm more comfortable and in my opinion slightly skilled in pixel art, but since our artist had that awesome dino concept art I had to step out of my comfort zone, definitely my worst looking game, especially the menu which I threw together in 10 mins.. But I am happy with the content I was able to get in. Thanks for the feedback about the humor.. I hoped somebody got the jokes! And yeah, it takes a bit of luck to get started and a couple retries, thanks for playing and thanks for your feedback!
@noamraz Like all around or only the menus or popups? Thanks for checking out my game! @jake-marks Thanks for playing! Yeah, the beginning of the game requires you to get very lucky, I kinda left balancing til the last hour or so..
Thanks for the feedback :smile:
@justalocalhero Not complainaing at all! Thanks for the valuable feedback!
The ground is actual blended ink from Copic markers that I had to haphazardly copy paste when my artist was unable to finish coloring the whole thing in. The dinosaur was supposed to be colored in the same way but my artist had to leave halfway through. I didn't really focus on trying to make the game look great, I had as you pointed out a very ambitious idea and spent most of my time implementing that. I'm also a terrible artist (Much more comfortable with pixel art)
I realized the whole conundrum with dodging not pausing your income about an hour before the deadline and didn't have time to re-balance everything as my previous balancing relied on the extra boost players would get from that. Also a little exploit, the game does not spawn in a new disaster until you close the 'Close Call' menu, but it seems nobody has figured that out so I'm happy about that :smile:
Are you saying you think you should be able to spend money to get a second life on the minigame? If that's what you mean I do think that would be a good idea! Perhaps also spending time on making sure you don't get an unwinnable spawn would be beneficial.
I copy-pasted the Game Over menu and just changed the text to Close Call, never bothering to remove the second button but that does seem a little weird looking now that you mention it.
I'm not sure I understand what you mean about the issue in the tutorial.
Minigames that matched the hazards were an idea I mulled over for some time but decided it wasn't realistic to try and implement in the time allotted. What would be your suggestions to add some more strategic depth?
Thank you again for your feedback and yes I'd say this is my most ambitious project yet, and what's more I didn't have to cut any of the features I planned! A huge success in my book (Coming off of a 3 unfinished jam in a row record) and I'm glad you enjoyed it!
@quix Yeah that happens when hitting the other button at the end of the tutorial. I'm pretty sure it's an unsigned reference exception. Did your try reloading and if you did, did the game work then?
@despdair Thanks for the feedback! Yeah the first disaster takes a little luck to get through, so probably not the greatest design decision and would be something that I would change in the future. Thanks again for playing!
@kdgame @quix Thanks for playing!
@elektroney Thanks a lot! @viktya Haha yeah that's probably one of my favorite endings :joy: @fabighindaru Yeah the tutorial was a sort of last minute thing so it is'nt great @marcusnystrand Thank you! This was one of my most complex games, and my first complete game since LD 42!
@alexascher Thanks for your feedback. By tooltip do you mean the popup after you buy something? I do agree it is rather badly placed, I'm not sure if I understand "and mixed up back to previous screen" sorry! Thanks for playing!
@marcusnystrand Thank you so much! Congratulations on your first? LD game, I could'nt even tell when I played it that it was your first. If I'm being completely honest I really thought that Save the dinos was a from an experienced jammer. I never knew until I just clicked on your profile and saw it said, "Just starting out!"!
@eduardogacn Thanks!
@ripp Yeah if you don't follow the tutorial carefully you can end up getting your screen filled with text, and there is a known bug that causes a crash when you try to hit the menu button on the tutorial. I hope this helps!
@ Anonymous Thanks for your feedback! Yeah, the info box was an unfortunate design decision that annoyed me even as I playtested my own game. The beginning of the game is EXTREMELY heavily reliant on luck, and if I were to make the game again I would definitely give some sort of buff or something to make that less of an issue.
@sypdev Thanks for playing! Yeah if you don't do EXACTLY what the tutorial says it can lead to text issues :joy:
@thibaud-ligneul Thanks!
@marcmagus Thank you so much for playing! It offers such a unique view on how people play your game to see them do it live and I'm so thankful I get to have that experience!
@philstrahl Wow! Thank you a million times over for playing, your channel and your documentaries got me into making games and doing Ludum Dare and I've patiently awaited every documentary, to have you play my game is a dream! Admintedly that sounds more fangirly than I had originally intended, but I think you get the point. Thanks!
@marcmagus Watching your playthrough it seems you were a victim of a tutorial bug on your first try.. Also a Linux downloadable version does exist, but itch.io automatically downloaded the web version instead of the Linux... Sorry for all the trouble you had trying to get the game to run. The difficulty on the minigame does ramp, in my playthroughs I was able to go from %10 effectiveness to 100% easily so I made it ramp, but it's a curve if you can imagine that, so it starts off without you noticing the increase and then it gets worse as time goes on.
@marcmagus Oh, you were right! I forgot to tag them! Thanks for the help!
That was beautiful! The story, the graphics the polish, well well done. I very much enjoyed it even if it was a little stressful at times... :joy:!
"And they lived happily ever after" Neat little game and I had a lot of fun playing it!
The graphics were great the game was fun, the quests kept things interesting and the random nature adds replayability. The art was very polish and the game mechanics easy to learn hard to master, overall this is going to be in my 'play again' list!
Wow lot's of fun! There was'nt much feedback on when I hit an enemy, when an enemy died, when I was being hit, how many times I could be hit, or when an enemy was stealing my water. I wish there was also a way to tell which wells belonged to who, as enemy one got way ahead of everyone but I didn't know where his well was. Awesome first entry that was a lot of fun tho! Really dig the art style! PS. Came here after reading your making of!
Ok, here we go with my feedback.
I sometimes found it hard to tell if I lost familiar. Perhaps some sort of indicator but definitely having the music stop or fade away if you lose familiar would be a great queue. I also would have liked an audio indicator of the hazards, it doesn't have to be crazy just a simple sound effect from one of the generators out there could have been good.
I don't know if you ran out of time, but having more diversity in the environment would be nice.
I also had a hard time figuring out where the 'rain' would land at the beginning. I found myself really wanting to move the camera, but that's more of a personal preference.
It was very hectic (In a good way!) and I enjoyed keeping the cat alive! I really liked the whole shield mechanic and felt it was very innovative. The game adheres to the theme well, I liked the ways the character would dash about. The pixel art was very well done, but the bland tiled environment left something to be desired. As before mentioned the lack of sound effects and reactiveness on the music also left something to be desired.
I'm not the greatest at giving feedback, so I probably let a lot of my personal preference seep in. Pick and choose what feedback you think is good and what is not.
Really good concept and implementation! I'm surprised you had enough time to put all of that in there! It really plays like a proffesional game.
I think I got 456 it closed out to fast. That was a really cute game, but I wish there was more of an indicator if enemies were in range. Very nice job!
Really unique mechanics, I love it! Great job on the game, everything is introduced at a slow pace so it's easy to understand. Some of the levels were a little difficult for me, being horrible at platformers, but it was a great challenge! Solid entry!
I died five times.. Really enjoyed the humorous ending! The humor and controllers were really great and I had a lot of fun!! I especially liked reading the changing application name!
I really enjoyed that! The vine mechanic was cool and I enjoyed figuring out the story! I thought it adhered to the theme well!
Wow the atmosphere was amazing and the art was very nice to look at! Gameplay is simple at first but get's increasingly complex. The game itself was very calming and I felt like I was exploring something new as I discovered the new elements and effects of bugs. Very great entry!
I really missed a little bit of polish specifically when you die, maybe a nice fade or something. It was a bit hard for me, I wish there was a way to change the difficulty. I enjoyed playing it, nice entry!
@elektroney Yeah but I meant to make it easier :joy: I'm no good at platformers!
Wow that was fun! I did'nt realize she meant her father was going to kill her *literally!* I failed her twice! I think you might need a fail state for if your missing kids in both rows in the middle you cant get the paper to her, do you know what I mean or should I upload an image?
I found myself reloading the page multiple times after running out of patience for the loading screens. It seems to take forever to load after hitting the restart key. At the beginning of the game it wasn't really clear to me what I was supposed to do. Other than that it was a great experience! Very unique!
I really liked the pixel art and the overall satisfying feeling when you stop an asteroid, the particles, camera shake and sounds really make a great experience! Awesome first game!
The bad: The tutorial did not work for me. The fox would sometimes skyrocket to the top of the tree and I would be unable to get to him in time Collisions could be a little weird, especially when hitting the side of a branch, or maybe that's just the jump controls. The Good: Nice artstyle, gameplay was good an kept me interested. @
Wow, that was so much fun! This is going in my favorites folder, I am definitely playing again. I can't believe you were able to squeeze so much content into the 72 hours! Good job!
I wish there were more pictures in the actual selection screen. Gameplay felt a bit flat since I didn't have to manage money or population etc. There was no reason for me to choose option A over B.
Wow is there anything past the past modern times part? Simple but fun gameplay! Although I felt it was a little hard to tell wether or not a dino would be killed by a asteroid, like if there body is outside of the shadow but their head is in it will they survive? Solid entry!
Wow that was fun! Enjoyed the humor too! The game itself was a little tough and I would have loved to see some camera shake in there, but for the time allotted you did great!
It's not a game it's an experience. Amazing. I wished on the parts with the laser there was more to it than just going straight as fast as possible. 5 star mood, audio, and graphics in my opinion.
I was about to say you should make the borders/walls visible as it led to some confusion when playing, but it seems others have already beat me to it!
@aryanjumani As far as I know you can, just make sure to put it on your game page that you've updated it and keep the old version so people can still download it. I've seen a few games that have separate JAM versions and then Post-Jam updates.
The sounds and the lighting are awesome! I really missed a little bit of feedback I guess you could call it when killing the enemies, an explosion would be nice instead of having them just disappear, but that might be personal preference. I really enjoyed it! After about 7 tries on the boss fight I got into a rythym and was finally able to beat him, that was the most enjoyable part.
I can't beleive how much content you were able to squeeze in! I kept thinking 'this has got to be the end' and then there were 4 more levels after that! Awesome job!
Wow that was fun! I had a lot of trouble juggling all of the stats :smile: ! Really enjoyed it!
Very cool sounds and interesting mechanics. It gets a lot harder trying to play on a trackpad though! :joy:!
The visuals are great and the mechanics are very unique. It took me a second to understand how to play but once I did I had a lot of fun! The music loop resetting every level got a little annoying especially when you die.
A cool idea, and good job for doing that in just 10 hours. I like the little pixel art character! I wish there was a way to restart levels without removing all the commands.
I think I encountered a bug where I was on the bottom wall during loading and in the next level I couldn't move upwards no matter how many times I hit W or Up Arrow. The juice is done really well especially for a game whos focus isn't neccecarily on combat. Where the puzzles procedurally generated or just randomly picked from a set? Overall a really fun little puzzle game. Good job!
This was really addictive stemming from the lack of a pause button, I couldn't step away for like a half hour because I didn't want to lose all o fmy progress! The game itself is well polished, the visuals are good and the music even better, I would have liked some other sort of marker for the sun, but other than that great job, I really felt like I was exploring a planet! I discovered 50% of it before I got all the research points! Great job!
Good job, I wish there was a difficulty setting (One that gave you more time) for slow pokes like me but other than that polish was good, I wish there was a little more juice and I would have liked more feedback especially on teose green glob guys since I didn't know quite how many more lives they had. Solid entry.
Really loved this! It was quite polished and really innovative, a few things to note
I understand the reason for health being shown in the console and I don't think I would change it but it is very hard to look over there sort through all the text and figure out your health in the middle of a cycle. Unless perhaps I see in the comment above perhaps the color of the player changes based on health and I didn't realize?
Things could have felt a lot better if the enemies had just a little more juice when you destroyed them or when you get hit! I really liked this game, it was refreshingly new and quite humorous, very solid game, bravo!
Atmosphere was great, music and graphics amazing plus really polished, I did get stuck on a few colliders quite a bit which annoyed me a lot as I had to wait to die but other than that an amazing and solid entry! Also: Spoiler warning: I did domino key > data cores > key card > shuttle but it felt like there was more to the story missing, did you just not get a lot in or did I miss something? And I did get stuck for about 20 minuets on trying to find the domino keycard.
Ah, I didn't see the need to fill my oxygen tank which was why I thought there was more that I was missing.
Tough game, not exactly eye candy but the effect on the edge of the screen was cool. Tied in with the theme well but didn't seem super innovative to me.
This was more of an experience than a game - not that that is a bad thing in the slightest! The story was super engaging and interesting, the audio was really well done and set the mood nicely, the game itself looks beautiful but *most importantly* it was so cool finding my own rhythm that matched up with the song. Solid, solid entry!
Awesome game! I really loved how the gel shot out towards the camera, and the graphics themselves were great, it felt very polished and I didn't run into any bugs, shooting portals did feel a little unpolished though and I got stuck on level 6, were their any after that one? Either way, great job on this the portals act exactly how they should - a feat I can't imagine was easy to accomplish!
Amazing game so innovate, honestly this feels like the mechanic that should be in Portal 3, it really felt like playing a portal game when I did this. The levels were a bit simple though and all the ones with a second player I really felt threw away the time travel mechanic a little and were just bland boring simple and not original. Solid solid entry!
- **Enviroment:** It got a ltitle repetitive but it's a Ludum Dare and it's insane to expect different environments.
- **Ammo**: I wish there was some more indication of ammo as you run out and then seemingly randomly it just instantly refills and I have no idea how long that will take which just makes the whole system feel clunky and slow and leads to me having to sit around waiting a good 5 seconds to make sure it's refilled before moving on.
- **Wall placer thingy**: The wall placer green slug thingy really led to some tough moments and I like it from an outside perspective but in practice coupled with the fact that the walls it places don't go away it really doesn't feel all that great.
- **Movement:** The on off movement may have been better on a controller but without easing in and out it makes it feel a bit janky but that's a bit of polish that is hard to sneak into LD's!
- **Upgrades:** Perhaps it was purposefully but not knowing what an upgrade is before you get it really sucks.
- **The bullet sprayer:** In my opinion is not great. In my experience after getting the upgrade I couldn't hit anything from greater than medium range, and if you go under medium range especially in a packed area where this upgrade would be best you won't be able to avoid taking damage - a permanent change!
- **Barrels:** This is really nitpicky but having random barrels and things around the map that do nothing when destroyed felt off to me, I would have loved to see if there was something that came out of it other than the sound!
- **Juice!:** The juice in this was great but as the saying goes at all those Ted Talks, *"You can always have more juice!" and mainly I felt killing an enemy was missing a little juice (Again, understandable for a LD!).
- **Unit variety and upgrades:** Their were a lot of cool units (*By far my favourite one is the machine gunner - such a cool animation too!*) and the unit variety always felt good. The upgrades all felt really good and I had fun stacking them and making my own custom build. - **The pew-pew:** I can't quite explain this but you'll know what I mean: Shooting just *feels* right! It feels good, it feels fun, you've done **all** the right things!
- **The balance:** The game was balanced really *really* well - good job on that part! Nothing felt too op or tough and everything felt right. It took me about 2 tries to get used to it during which I was crap but I eased in quick.
- **The camera:** The camera movement was done really well, with it being synced up with the mouse and all. It felt super polished and smooth and it was good enough to have me forget about it and just become completely immersed in the game at most points.
**The game left me wishing that their was a boss or just more it was that good and it feels polished enough and solid enough to be a co-op party game on steam.**
Bravo, bravo solid entry amazing game, great job - I can't overemphasize this! Congrats on such a great entry! There is a lot more on the 'things I loved' section or else I wouldn't have played it til the end, I am just tired today, perhaps I'll update this in the future with more things!
*Oh, and thanks for checking out our game - that was not what I expected to happen when I made that comment. Now that I've looked over this more I can decided that you are using energy projectile's rather than bullets. I think because of this distinction we can settle this lawsuit as friends, what do you think?*
Really well done and has some pretty in depth mechanics for a Ludum Dare game, definitely would play again and was quite fun and well balanced! I know some others have mentioned this but the cash falling from customers was really satisfying good job there! I loved the descriptions of some upgrades, quite witty! Keep working on this - it's a gem!
The music is annoying but other than that everything is good! Theres a lot of polish in it the game looks good and feels good the levels are all new, although I got stuck on one and gave up after 5 minutes... Nice job for 12 hours!
Very innovative, having to wait so long for the gun to fire felt very sluggish and I was missing a little more feedback when I destroyed an enemy. I wish there was something to tell me how much time I had left and when I got killed I got quite bored waiting for it to loop back through my actions, although that was very cool perhaps making it faster or skip? Maybe holding down enter speeds it up? Solid entry and a great basis for something more!
Very polished and solid game. The graphics are good, the animations great. Enviroment got a little repetitive after a while and obviously gameplay was repetitive but that's not really a critique as it is a endless runner. The screen seemed to get darker (Gamma down?) when I was hiding - not sure if that was intentional. Overall nice job!
@darkhex In a post jam build were working on we've already buffed player speed and added in a adaptive difficulty system to keep constant action and make it more fun!
@fabula-rasa @aquanim The adaptive difficulty system I'm working on fixes all those things :smile:
@scharma Hey thanks for all the valuable feedback I'm glad you enjoyed!
@draxis I'm very glad!
@lees-pac In the interest of constantly imporving what did you find jank other than just the menus which yeah I know didn't really fit the theme (Woops!)?
@cwazywierdo Yeah you got to stick to the left side where the bench is to access upgrades, as for theme it's cause your stuck in a loop of killing robots on the back of a train (Yeah I know, weakly tied in...) Getting hit is a bit unavoidable because of the setting, definitely something we'd like to change at some point, anyway thanks for playing and leaving feedback!
@arron-fowler Hey thanks for the feedback! Defenitely things we'll take into consideration. Thanks for playing!
@slavturtle You have to hit start, it's a little hard to see.
@reheated Thanks for all that feedback!
@cg-fred Yeah we have some things in the works - we've decided to keep working on it and make it into a full game ish so bosses are defenitely something we will be adding in to break things up.
@joedev Thanks for the comprehensive feedback! It really helps! I'll make sure to check out your game as well, much love!
@trexxak Thanks a bunch for your feedback! The thought of pausing while in the shop had never crossed my mind but it definitely is something I think would help out, at least just slowing down time!
@emkani Thanks for playing! Yeah the original version does suffer from a lot of balance issues.
@honey-pony Thanks a lot for playing and rating! And thank you for your in depth feedback! The endless mode was more of an option we threw in there in case people wanted to keep playing, but the actual game is only balanced and 'polished' for the first 2 minutes, adding in more enemies is something we'd definitely want to do if focusing on the endless mode, but even with our future vision for the game endless isn't something that we particularly are focused on! Thanks for playing that long though, it seems you discovered the hilarious issue with thousands of bombers spawing and causing each other to explode! :joy: I maybe sort of forgot to actually make the fire rate upgrade you know... change anything. That's a good point about not really knowing what 800 health means in the grand scheme of things! Player movement was something I struggled with for a very long while, I still wanted to redo it, I know what you mean there, I just couldn't get it to be like what I wanted. We have quite a few plans for trains, more trains, more cars, customization... you name it, trains *are* fun! Thanks again for all this in depth feedback! I really appreciate the effort (and I'm sure my teammate does as well!) and this sort of information is just invaluable!
@meo-benderson @cedric86 Thanks for playing and leaving feedback, appreciated :)
**(Thanks to JUSTCAMH too, I just don't want to ping him)*
@honey-pony Yeah the game didn't really end up tying in with the theme much, haha!
Very solid polished game! If I'm not wrong are those just simple square sprites with unity's pixel perfect system applied on top? Not trying to take away from it at all, just curious as to how you accomplished that effect :smile: anyway solid fun entry got really hard and surprising nice for such a simple idea. Great job!
This is the coolest thing I have ever seen the execution was amazing as well, I can't believe you managed it in 3 days so polished, be proud! It would have been *super* helpful if building listed what they were missing when you hovered over them and overall this concept is just so great I love it! I will definitely play this on my phone later as well. Bravo bravo, amazing game super polished awesome concept graphically pleasing good job!
This game still holds a special place in my heart, years later and I come to it every Ludum Dare for inspiration. I love the art, the strategy, the multiplayer. It's just so polished and beautiful and fun and really just flat out cool. Absolutely amazing entry that sticks with me.
This was a fun little rage game, I wish the controls were tuned just a little bit more as it got pretty infuriating, the culling on object near the camera is done really well and I quite like it. The visuals and audio are good, overall a solid entry and it fits the theme well, good job I quite like it!
Sensitivity is really low but that's a nitpicky thing that doesn't have to do with the game and doesn't detract from the experience. I think enemies could have used a little more oomph when they get destroyed but I understand given the time frame. It's a really fun game albeit a little hard to figure out - maybe add a line of text on the LD page telling people what to do? I really like the reload animation, it's super cool! Plus the particles when a bullet hits a wall are really well done and satisfying. Overall it's a solid entry and a fun little fps game, plus I *really* enjoyed hanging out with you on the stream!
Very humorous game, from the menu screen I was expecting the main game to be a lot more polished, perhaps spend more time polishing the game rather than the menu? Then again I don't know what went on during development so perhaps that was not a conscious choice :) anyway fun little game but didn't have a huge amount of replayability to me as it got quite repetitive after 3-4 rounds however I did continue so that I could get all the upgrades!
My oh my, so very innovative and such an engaging narrative. Really plays with your expectations, encountered a few issues and movement was a little clunky - but neither of those detracted from the overall experience one bit! My thoughts echo those of beta gamer, by the way congrats! Solid entry, fit neatly with the theme.
@justcamh At one point I got confused and tried hitting shift + t a second time which led to some interesting issues and also clicking on the phone in the city hall twice led to some interesting behaviour, but again nothing that prevented me from playing. I didn't like the ending with the final boss, after everything I went through and then defeating him was so unsatisfying!
Really polished, although I wish there was a little more feedback on what direction your lasso was going to go rather than just you lasso something and move the mouse in that direction and it just happens sort of thing, death screen is painfully slow and killed my enjoyment of the game cause I didn't want to keep trying when having to wait for such a long death screen, the art was really good though I especially liked the way the cows were thrown up into the air! The way the rocks leave a little mark after you've lassod them! Very visually pleasing, good job!
Art was on eye candy level to me I might add! I know that's just my opinion but I still think it's worth saying!
Very nice polish on the player movement and the pizza launching, a very promising idea, good job! Character art is pretty awesome as well!
The pop sound when I collided with another snail was oddly satisfying! Pretty well polished although I would have loved some different rotation method then what is currently in there, the zoom out at the end was great!
I love the robot voice and the music, it's very calming especially the way it picks up when you win! I love the little robot announcer telling me that was a 'good choice' on the level. The levels themselves have a really well done difficulty curve for an LD game and the game itself is extremely polished and looks great! I would have loved the ability to insert commands but that's a minor thing. I really loved this little game! I got stuck on level 12 sadly :stuck_out_tongue: I'll be back to try and figure it out later though! This is one I can definitely see myself playing again! The level transitions are extremely satisfying as well! This seems like a complete game to me - good job!
@honey-pony Yeah I mean different tastes, but for me the robot voice lines really made the experience!
Pretty tough game but it was really innovative! I did think for a person who isn't very experienced in the game the only way to go is to sort out your spell wheel at the start of the game allowing you to focus on other things later. Perhaps you could instead have a hotbar of spells with 1-9 keybinds in the middle of the screen and when you pickup a spell you can just hit 1-9 to swap or combine but keep the spinning wheel at the top to show spell execution? Some shots in the dark here - it's just that having to wait and time the swapping of spells is a little tricky. Solid entry and very fun nicely polished and some really good animation cycles in there, bravo!
Liked the Stranger Things reference there! I wish I could have found Will Byers :joy: That was surprisingly in depth well written and well polished, I'm glad I stuck around for it! Good job!
I didn't fully understand the narritave but I liked the humming and the squeaking sound effects, from what I was able to follow it definitely seemed like a well done narrative, the idea of having the game 'screen' move about your screen is quite innovative but I ended up going fullscreen so I didn't click out every time I used... 'Strategy' to get out of a tough level :wink: Solid entry!
Tough little game! Pretty nicely polished but I wish it could have explained what you meant to do a little more, although that's a fault of all Ludum Dare games due to the nature of the jam anyway! The perspective was really nice and it gave me those retro vibes! Solid entry!
Nice job for your first game! I would have liked to see the top slider changed from just the default slider but I understand with time constraints that things like that slip through the cracks. I would have also liked something to alert me when my loop was up, other than that solid entry! It was really tough though...
I did enjoy the game the art was pretty good although it was a little confusing but that's probably just me being stupid. The music was good but the walk sound was repetitive and loud and got *very* annoying *very* fast. Overall great first entry!
Bravo, bravo, bravo! The ideao of introducing the console via the menu was so smart and innovative! The changing music loop really put me on edge. The **whole. Entire. Time.** I had chills running *throughout* my body. I don't do well with horror games but I managed to force my way through yours.. and I'm glad I did, what an amazingly done game, and I extremely applaud you for not using jumpscares, I couldn't really enjoy it cause i was always expecting jumpscares but it's ok.
Nice little game but I wish there was some sort of acceleration/deceleration on the player, as of right now it's a bit clunky to move. I would have also liked some sort of marker to show me where I was aiming, another thing is it's missing juice, I would have loved to see some screenshake. That said no game is perfect and in the time allotted I think you should feel proud!
Nice graphics and awesome mechanic I really love how blocks move on different like I dont know speeds I guess is the word I'm looking for. You really *really* **really** nailed the **RAGE** game part.
[Played compo edition] Jumping was a bit off - it seemed like I would jump up, fall down and at the last 20% of my fall snap to the floor. I don't hate it - it has it's own flair, but I've seen a lot of the other comments mention a similar thing.
I wanted to commend a small detail I noticed by accident which is how holding space on a ladder made you slide down :)
It wasn't immedielty clear to me that those pipe things could be jumped up onto and on the 'fireball' section I got stuck for a few minutes as the game never told me about how the down arrow would protect me from such things (I figured some would still get through anyway?) I couldn't tell when the door would open or why it wasn't opening at some points and would have loved a specific key to press to do that and at some points it seemed like I could jump up on places that weren't intuitive and would have allowed for me to 'bypass' a puzzle. Also the text hint for the spacebar+down key was always partially obscured by the fireball, in a random place and did nothing to pull my attention away from the giant fireball towards it compounding the issues.
A final thing, I too am sad there was no big ending but I did like the story that was there it was intruiging and interactive!
But don't let that discourage you (Not hat it seems like you could ever be discouraged!) This game looks absolutely gorgeous and it feels amazing. I would expect nothing less from deepnight :) And here's a little 'thanks' for creating LDTK!
Genius idea, super createive mechanics, amazing execution and under 15 hours? Thanks, looks like I have a new goal for my game jams! :)
I loved how the controls were spread out across the scene, it would have been nice if the little shaft in the center spun but hey you don't have a whole lot of time in a weekend right? Some things like water temperature felt redundant and over complicated but overall I thought it was nice. It took me a little to figure out some things like needing to go to the cabinet to upgrade my energy and such but I got there in the end. The music loop was simple but didn't get annoying. The air raid sirens and rotating lights were a really good way of letting me know when I needed to take action. I feel like there's some missing from a gameplay perspective (Something that is the same with *all too many* of my games) but again it's a weekend so what are you going to do? The 3D models had nice simple textures and overall it was pretty polished! Nice job!
Wow this was super cool and new! It's one of those ideas I wish I had ;) It's visually appealing and the music is nice but can get repetitive especially how it starts over every level. Are you aware of Do Not Destroy On Load? https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Atmosphere is amazing, I did notice that when going back up to a previous floor all the oxygen bottles respawned and narrative text replayed.... Made it a bit easier once I figured that part out. I also had the problem of not being able to tell what floor I was on and I did managed to get both codes but it got too tedious after that trying to locate my goal and I ended up giving up after a half hour.
Oh dear I fear I may have left a comment on a game in the wrong tab :/
Ok actually played the game this time instead of a shoot em up :joy: Loved the story! It got me emotionally involved in the few minutes I played it. Drawings were nice as well and sound effects definitely helped out. Was a bit of a shame not to hear a LOUD CAMERA NOISE on queue when everything else was done so well but such is what happens when you have limited time. I've always been afraid to got this type of text adventure sort of game so I applaud you for your bravenes, I'd call it a success if I were you!
@feraligatr Thank you! Also it sounds like there may be a bug somewhere... 😂 You should only go back one level. But yeah I had some live playtesters today and resounding feedback: It's too hard. I'm glad you liked the mood, I didn't quite get it to the level I had hoped in the time I had but there's always LD49! The hacking times are purposefully long as I didn't want people to be able to cheese a puzzle if they had fast enough reaction times and in the first few levels I wanted to drill in that you have to run away and come back to finish it: In short the hack times are long because I didn't have time for proper level design ;) I'm glad you were engaged in the sort of story enough to have it evoke some form of emotion! Thank you for playing, I enjoyed hanging out on the stream!
@manio Thanks, I defenitely see how the movement could be too slow. It irked me a lot during development but along with the computers I was worried about increasing them too much for fear that it would make it too easy to cheese puzzles without even realizing it.
@ursagames Awww no I can't believe I missed that!
@illabom @breadstick @bamallama Yeah I can see how the movement speed and computer hacking can be slow. And death can be punishing. Permanent progression sounds like a great idea!
@webox Thanks a bunch for all the commpliments! I really didn't have a lot of confidence in this entry so hearing words like that is always nice!
As soon as life calms down a bit I promise to play all of your games :heart: thanks a bunch for checking out Unstable!
The music was great, I especially like how it played the wrong keys in accordance with your sad, sad slamming into the ground noises. I had a little fun with turning around and going backwards at the starting area, thus getting outside of the map and uhh.. Totally legit-ly making my way to the end. The low poly models were absolutely gorgeous and the whole game was such a nice little calming sorta zen game. Love it! Also I wishlisted Fist of the Forgotten. Looks really cool!
It's always nice to see an entry on the simpler side! Perfect little game for killing time and very well polished!
Juice is really good but can get annoying like when killing large groups of bats the screnshake and death particles clutter the screen and make it hard to understand what’s happening/make me slightly nauseous. I would have loved to see friendly fire, I had tried standing in between the line up and fire type enemy so they’d shoot each other but to my dismay no cigar.
Typical from you! A calming experience that gets you thinking. Lot's of games demand your attention and lots of people play for that reason, but with this I was able to zone out and really think about things with the slow music and artwork that I can only describe as also.. calming, not sure if this is intentional but judging by your past entries, it is. The feedback loop is addictive and the game feels very polished. Truly deserves the word 'experience'
I agree with other peoples sentiment that there is a distinct lack of feedback when you are taking damage. I also experienced a bug where my oxygen would not regenerate so I just immediately died upon entering the water. The game was quite dark for me as well making it hard to figure anything out. Skybox looked nice!
@revilo Ah, I see. I'll give that a try :)
Well, well, well! I really liked the main menu and when I first loaded up the game I thought how nice it would be if there was some chill accompanying music and then suddenly bam. Exactly what I was hoping for, really chill and satisfying music.
I also liked how the tutorial was done through the encounter with a villager, it was such a neat idea.
Another thing I liked was the shader when I was placing a new building, it was very pleasing to look at and clear. I feel like a lack of ambient occlusion is really holding back your 3D models since they look very nice otherwise. Something to note is that the constant change in rate is confusing and unintuitive. For example I open up my well and it makes 1 water every 20 seconds but my farmer house tells me that it consumes 0.25 water a minute. I can't quickly and easily glance at this and figure it out, albeit it's not too hard to figure out 1 water / 20 sec = 3 water per minute it's a lot to keep track of.
Something that's borderline quality of life but I think is still important is some indication about your resource trends, an up/down arrow or more importantly something like +0.30/min next to say the water as this allows me to glance up and tell what I can afford and when I need more.
I was really impressed with the complexity of the game for the given time period!
Perhaps it was night mode on my monitor - I need it to help ward off headaches 😬 - and I will look at it tomorrow but for me the contrast between objects that weren't unlocked and were wasn't great, especially for things like stone which I expect to be grey and the fact that the tooltip pops up and informs me about the object but says nothing about it's status is a bit misleading as well. Again, given the time period this is 100% a nitpick but something to keep in mind in the future. I feel like feedback is important for improving as a developer, less so the actual game as many of us don't update our games post jam (Though there are of course some that do!)
I must admit: I left the tab open in the background while I did the dishes because I wanted to listen to the music more. It's so calming and soothing and I quite love it.
Anyway this is getting pretty long and I've only managed well lvl 1 so far, but it's rather late and I need to recover some sleep so I'm going to call this part 1, play some more tomorrow (or the day after depending on how busy I am) and then I'll have a little part 2 when I've completed the game because it just seems wrong to give feedback when I haven't even played through the whole game! (Part 1/2)
And I've finished. Well, that [was] deep! A few things I noted in my final little bit of playing: It would have been nice to have some way to cancel buildings but a minor inconvenience provided I get the stuff back when demolishing.
Perhaps I missed it but I wish you had mentioned that holding shift increased the speed of the camera, it would have been super helpful to me earlier on.
As for fast forward there was no consequence for accelerating time so it was a no-brainer just to leave it on the fastest.
A few times I overexpanded and lost some citizens... I think? There wasn't a whole lot of feedback regarding that which I wish there was more.
Overall I think that was everything. I really loved this game, super cute! (Part 2/2)
Oh boy has it been a while since I've played a turn based game like this! I always love to see fresh and creative takes on stuff like this! It was very well polished as well, I don't know if I have anything bad to say about it!
I absolutely adore horses so maybe I was a bit biased :) Love the low poly art style especially all the cute little people waving there hands and of course I absolutely love the horse! Gameplay wise I would've loved to see more nuance, ways to re-orient yourself eg slow down or use physics objects around you like buildings to push the pizzas back in place since it seems like you can't really turn whatsoever without dropping them so unless there is some amount of planning expected I can't see how this is really skill based or possible without fails. Also we are not given an overview of the map either so planning is not possible either way without having played before/knowing pizza placements. Either way super cute game I loved it! <3
First off: This game is absolutely gorgeous! I love the artstyle to bits, it's lit amazing the backdrops are wonderful the fog is moody.
I love that the screen dims when he gets close so it never feels unfair if he sneaks up on you, however the pistol having so many shots and it only taking one to deter him as well as him not going that far just meant he wasn't much of a threat, couple that with sprint and he's more of a nuisance than anything else, I wish the difficulty here was a little better.
The mood was freaking amazing and I loved even the little clicks for the menu options and the environment, the Geiger counter it was great that you had to hold down RMB to open it so the ticking doesn't give you a headache.
I loved every little bit of this. Gameplay wise it was a little lacking as aforementioned but it's just so solid.
Alright let's break it down:
Things I didn't like: - Lot's of things relied purely on luck, especially with the directional wind stoppers, some way to influence this luck would've made it feel more fair - Crop growth stage wasn't telegraphed well - Movement system felt a little restrictive most of the time, especially with the bias towards vertical cards, if you have 3 movement cards chances are good at least one of them is a vertical card and one of them is horizontal, so why have the cards in the first place? Just make movement cost one turn. - It seemed to bug out that if I tried to place something outside of where it should be I would lose my turn and/or it would actually place
Things I liked! - Art style was consistent and pleasing - Music was simple, but satisfying - Gameplay was simplistic on the outside, eg easy to learn hard to master - Gameplay was innovative
This was a neat little game, keep it up!
The length of the game, the art, the writing! I was absolutely immersed in the story, the art was pleasing and the characters were so 3-dimensional! Truly a neat experience! I have no idea how you pulled it all off, I did seem to suffer from some of the bugs you mentioned, the story came at me kind of jumbled, one key part was missing, and some pieces came before they should've because I refused to choose the right place to go! :joy:
Wow this was so unique and creative! I do wish it was a little longer though, as it seems there was just the 1 puzzle until I made it to the end, unless the steam page was not the end and that's a misdirection? Either way I thought it was pretty awesome.
Graphically it looks great, but for me there was so little feedback that I could barely bring myself to play the game, I didn't know how much health enemies had or how many more hits I'd need to take them out, I didn't have feedback when I took damage or a health bar, I didn't know if I'd hit an enemy and I constantly killed myself with splash damage from the rocket launcher. Player movement and overall handling felt a little clunky especially during gravity changes.
That's not to say there are not good things! Like I said before it looked beautiful, the announcer was great for a good laugh and added to the mood, the game was super fast paced and exhilarating and the weapon feel was oh soo good. The changes to environmental conditions within the dome were innovative and the music... OHHHH the music! I couldn't get enough!
Bravo, there is some serious blood, sweat and tears behind this beauty!
Yeah @stroe-andrew haha I feel right asleep after submission hour :p Just uploaded a web build now. Thanks for playing anyway, I really didn't expect anyone to play and explicitly tried not to rate other games yet so that I could buy time to make my webgl build. Thanks for going out of your way! I'm going to make some cover art and actually build out the game page in a little bit as well!
@copito Thank you for playing! Right-down only selection was a tech issue. I spent an entire day on just selection which was fine but I really needed to move on and didn't think the extra few hours were worth it. Definitely something I want to add though!
Hmn must be a bug!
That was a purposeful decision to deselect units after you issued a move order. Evidently it wasn't a good one!
@webox Thank you for playing and leaving feedback, for sure WASD for movement is a great idea and is already something that is live on the 'staging' or post jam version! I agree with clicking on the minimap too, if only there was more time!
@sceef I'm glad you like it, even if it wasn't the most innovative thing I've ever come up with :joy:
@andy123454321 ;)
@max-makes-things That means a lot to me to hear 'well-executed' a few years back I never would have ever in my wildest dreams imagined I'd be able to pull something of this scope off, it really feels good to be able to look back and see how far I've come. So thank you for your comment, confirming to me that I did manage to (mostly) pull this off!
@braian996 Oh wow thank you for playing and leaving such great feedback. I'll be around to play your (and everyone else who commented) game at some point this week, now if you care onto some of my thoughts and/or reasoning behind some things you mentioned! - Was the green health bar circle and the blue highlight not enough? Or do you mean like it drawing a line showing you where the unit is headed? - I like this idea, already integrated it in the post jam version - Explosion effects are definitely up there, unfortunately that type of polish I just didn't have time for in the jam, but for sure something I would have loved to see! - Yup, I always think to myself "What do they mean they didn't have time for audio, they're just being lazy, cheap 8 bit sounds can be done super quick!" but of course I ran out of time. Karma! - I really like this idea! Something like the "Unit taking effective fire" of Homeworld: DoK - Replay button, that I didn't think about in my hectic scramble. - Yeah, The fighters don't shrink their colliders unfortunately. - In an effort to make 1 on 1's more interesting when the units get within a certain range of their targets they turn to broadside them, and when moving face the direction they are moving. Does this not work well in practice? - Is it possible you are getting the 'units only shoot the first enemy they see' mechanic confused?
@seurimas Thanks for playing! Key-controls have already been added in the post-jam version as that was a definite need. Selection hotkeys and an interactive mini-map are super requested features, definitely something I want to add!
@arron-fowler Wow, thank you so much for playing my game on stream :heart: I'm so disappointed I missed it - I've just gotten a nasty cold (No it's not covid :stuck_out_tongue_winking_eye: )
@togis Yes it was a blast to hang out with you during the jam, truly made my weekend! My only hope is that I'll be able to get around to playing your entry. If not by the end of rating period for sure at some point!
So here's a little bit of a quick note, I was able to beat each level in the first few seconds with a little fiddling by firing up all the reactors all the way, putting nitro on and priming the shutdown buttons. Boom. :joy: I think I may have broken it a little. If you meet the power generation amount before the end of the timer it would be nice if it automatically went on to the next level without the need to wait for the timer to run down. Otherwise I quite liked it, neat concept, great mood and atmosphere and it was SUPER polished and looked absolutely gorgeous!
Ok, wow does this look great for one weekend. The gameplay is quite in depth and the overall quality and polish of the visuals and special effects just blew me away. It's one of those games where you have to learn on your feet for sure but it did a great job of easing me into it and is such a neat and novel take on the resource management genre. I tried something similar a while back (See LD46) but flopped a bit on the gameplay part because I relied too much on luck. You've just given me a case study to pick apart and see what exactly I did wrong there. The hex tiling system was neat and all and obviously took you a while but was it necessary? Is their any importance to where you place buildings? Couldn't it just have easily been press button to buy building and it appears and then I wouldn't have to mess around with the glitchy placing system while the sun is creeping up on me? Couldn't you then have spent your time on other parts of the game? Either way beautiful intro cinematic, visuals, polish and gameplay. This was a real treat to play, bravo!
I've always wanted to make a little hobby engine, seems like a neat project - I'm jealous! The game ran fine on my little AMD GPU! I do agree with some other people, the game was pretty punishing. Someway to regenerate health would have been nice.
Another thing that makes it feel unfair is that there's not much feedback, I was confused multiple times when I died because I couldn't remember getting hit and thought I still had full health. Some sort of screen flash could help rectify this issue, or a noise but I know you ran out of time for sound, so did I!
Personally I didn't really mind the holding right click part! Either way I quite liked it! It fit the theme well and was very innovated. ++ 1 for the custom engine ;)
Oh @copito defenitely! I don't realize it restored hit points however, and I think did the bar at the bottom showed me my progress to transformation? Either way that wasn't clear to me and not knowing when I'd transform next led to problems.
Sorry for the grammar - I'm on a tiny phone screen. :joy:
This was super cool and creative! Definitely took me a second to commit the different colors to memory so I could really grasp it but once I did it was pretty addicting :p I'd recommend simplifying it a bit though so it's not so much of a mental load, personally I don't think you lose too much from getting rid of a few of the levels but I'd love to hear your thoughts on it! Either way really neat entry and graphically pleasing.
Mood was awesome and I can really, really, dig that art style! Super polished environment but unfortunately the controls didn't feel as polished. Movement from side to side is pretty jarring. Another thing that is tough is the enemies are not properly introduced. The first time I saw the 'glitch ball' things I thought they might be a new super power. Some of the other enemies I still don't understand how they work, do I take damage on contact do they shoot projectiles at me? Overall you could've introduced the player to these enemies faster. Checkpoints seemed to be placed at good locations and there was a decent mix of hard/difficult parts and it was rewarding to get by but still very frustrating, thus pacing could've been a bit better eg time in between the harder jumps/platforming sections.
Haha, I found it. I remembered seeing this a while back and it inspired me in the jam (Thank you <3), but I couldn't find my way back..
Disappointed this did not get rated. As a fellow Horse-Politics Historian I love games like these.
Honk 3 huh? I liked it! Not very innovative or theme consistent but neither is my entry :) Insane levels of polish, execution, content, game feel, and graphical fidelity for a jam! You had me trying over and over and over to speedrun level 1 (I got 33 seconds after ~15 minutes, but I suck at FPS games, what did other people get?) Either way it was addicting enough to get me to speedrun.
@tricky-fat-cat If there was a shortcut I wasn't aware of it! Although I think I'd have an idea where it might be hidden, that time is just me honing in a dash to the finish line essentially.
This one was fun, it was never too hectic and often felt like I was a little cheated. Let me explain! First off the coolant bar doesn't have enough contrast for me to able to tell from a glance what it's at and the font for the percentage is rather small.
A mini-map would have been nice to know where the failures are occurring, it would also have been nice if things like the coolant pump were not spread across the map and behind walls where I have to take a super roundabout way to get there making it feel unfair.
Other than that the sound was pretty good the art was appealing there was a slight flickering of the tiles when I moved but I quite enjoyed it.
Mood in this game is amazing and graphically it looks beautiful.
I don't see how it ties into the theme that much and the gameplay is pretty shallow, but the writing pacing, tension building sound design and (again) mood are just on point.
This has got to be one of the most solid LD entries I've seen in a while. Sure it's simple but it's one of the most unique takes on a text adventure I've seen (I have only seen like 1-2 text adventures..) and it makes great use of the theme. I loved trying to figure out what was going on and how to fix it and the beeping alarm made things incredibly stressful (Why did you opt out of mood? I would've given 5 stars for how anxious I got every time I heard the beeping start.) There were a couple spots of good humour in there and what can I say about the graphics other than they leave nothing to be desired. Awesome entry!!!
This is such a good looking game, I don't know what it is but I just really dig the art style and the effects and the UI... It all looks so good! I love the idea of rounds and buying stuff afterwards. All that said there were a few pain points for me: - Like some others have mentioned enemies dropping coins that you have to go backwards to get doesn't really make much sense and doesn't make for super fun gameplay. If those coins went straight into my account it might be an improvement??? I'm not sure this is very subjective but I don't think the current system is working. - Also like Rocktavius above me ^ has mentioned I would've liked to see some form of dash or something to make escaping enemies more about skill and less about luck, and also to give you an out if accidently mess up. As right now running into anything causes the mob to just instantly consume you, and a lot of times it's not a reflection of skill. - I was confused at first if I needed to defend my corn plants, if they would get attacked. I think it would have added depth if you had to lead them away from the plants, but I also understand a jam is a tight time limit. - I thought the corn plants were a little expensive for how much you require them early on (I played the post jam version) - Again something I've seen a lot in the comments so sorry to repeat it, but I would've liked to see the targeting system take some sort of input from the player or just target the closest enemy as the current system isn't ideal. Despite all of that I still really enjoyed my time with it! I think it was super unique and I just have a soft spot for that type of end of the round upgrade system thing, though I know it is a hallmark of survival shooters. I would've liked to see more depth to the gameplay but provided it was so short it never outstayed its welcome. And again I really appreciated the pastel colours and little particle effects. Great entry!
@rolly Really? I thought the ending cutscene was the best part. It was worth waiting past the second loop-through for it.
Besides that, I really enjoyed this! It was beyond cute, I love getting a look into people's thoughts and everything was really pretty to look at too, the corn field and the girl are all really well drawn and animated. I've really been wanting to do stuff like this and have been shoehorning in walls of texts I write at 3am as easter eggs into my last few LD's because there' just something so.. I don't know. Interesting, I guess, babbling on and on for something that people will probably never read. But it's so comforting, just to talk about things, anything, everything. I guess if you closed the game it wouldn't loop forever, would it, but also in a way it does loop forever if you want it to, so you could still say that it loops forever, couldn't you? Maybe next jam you can team up with a programmer so you **can** spend the whole jam drawing and still make a solid game?
This was such a neat and funny little game. And the mobile controls were really nice too (I did play on mobile).
A few pain points: - The text on the menu on mobile was hard to read - On mobile I wish the camera wasn't locked to your movement, it made it difficult to control - Im not sure if it said this somewhere or was lost in the text but the fun went wayyy up when I realised I could kick kids myself :sweat_smile: - I had a few 'trained' ones go through the walls and out of the ring haha
Aside from those I can't say enough good things about this. The contra feel perfectly like Im just sliding around in the ice, there's so many small details that tie it together that you didn't have to do but are a perfect example of using your time wisely and polishing. I saw teens pushing kids, I saw kids skating side by side in pairs, it really tied everything together. The game plain looked really good and had a lot of variation among the kids/teens. Bravo for such a fun little tight experience.
I'm always excited to see what you come up with and you did not disappoint! I agree that this game has a huge scope but for what it is worth I think you pulled it off, aside from balancing of course.
Few pain points for me: - The camera is really awkward and I never managed to get the hang of it, it was also annoying having it jump around everytime I click to place something. Am I doing something wrong? I would have loved to just have click and drag or WASD controls.
- I wish there was somewhere that told me what tile type objects required. This wasn't very apparent and left me confused for a while.
- It seems to me that you can get all the same cards no matter if you do premium/standard etc. so because I always had more coins I never ended up using any of the other card types, which I don't think was intentional.
Another thing I noticed is it seems you don't check funds for skipping cards. Was this intentional to prevent people from getting soft locked? I managed to go into the negatives on my coins just by skipping enough cards. Gripes aside, I really liked the music. It was repetitive but didn't overstay its welcome or get annoying whilist I was playing. Your game has a lot of depth and complexity and I respect the hell out of that. Graphically the game also looks great! Love the shadows, love the voxel art, it looked like a finalised, polished game to me (aside from the UI) but I shouldn't expect less from you, I guess :) Overall I really enjoyed it and it sounds like you enjoyed this LD which is awesome! I hadn't really been enjoying some of the previous LD's but this one was a blast for.. some reason. I mean, I'm not complaining. But I am glad to hear you enjoyed making it. Hope to see you again in April!
Oh I agree with Clevers, I forgot to mention that, I don't know if it was just because I was using tjr standard card packs but I was getting primarily water tikes which didn't seem to have much utility.
Awesome!
Thanks, @darzu! The Whales are a very powerful ally to have :whale:
@arron-fowler Good to see you! Thank you for the feedback, I take not cumbersome as high praise! @wolfraam1974 Haha, I made a couple little videos (that I would never share publicly, sorry :joy:) a few years back focused around the Pony Planet story :joy: Maybe someday! @gamesplusjames Glad you liked it and were able to play on your phone! @pusheeneiro Thanks, glad you liked the narrative!
@machino Thanks for playing! Yeah I would've liked to have some more feedback if I had more time, aside from the stats most of the cards that happen because of your actions reference which specific choice it was that led to it.
@ijzm Hmn that would be nice, I have found myself getting annoyed having to always confirm. The game is targetting mobile though - I assume you played on desktop? Regardless for improving desktop I worry swipe might get confusing/be too easy to mess up, what about just the 'enter' key and 'y/n'.
@local-minimum Thank you for the feedback! I've heard a lot about the counter, it's just a timer that's it. It's not counting down to anything, time has no influence on your game, nothing bad happens there's no stress, it's just an informative readout like the turn number so you know how long you've been playing. But I've heard a lot that people think it is counting to something :joy:
Yeah text selection is of course a desktop only thing but definitely something I'll try to do! Thanks for playing!
@xparker Haha thank you, and thanks for playing!
This game is absolutely gorgeous. The models, the colouring, the depth of field. All the little details I love too, the way towers near each other have arms to transfer energy...
I love that you can visually see the forest degrading. I love the little level indicator in the top right, too. Such a neat way of display that information!
A few pain points: - Audio was very repetitive and the explosion sounds felt out of place compared to the rest of the sfx - I agree with others, it got very difficult for me to connect towers at a certain point because of the camera angle - I was confused why I couldn't just click away to deselect things, it was odd and unintuitive to me to have to right click cancel - I wish there was some way to see how many waves have passed and how many are left - It felt out of place to me that the Pylons couldn't accept multiple connections when that very mechanic was such a staple of the rest of the game - The relays seemed useless to me because I could just surround towers in solar, there was no need. I think they would have become a lot more useful and there would be more depth if the number of available tiles was limited more, or if relays could accept multiple connections. - I see the efficiency rating on my solar towers but... what does that mean? How does that affect me? How do I manage that mechanic? Was I not paying attention in the tutorial?
With that being said I still think it is a good entry because of how good it looks, how well it works with few bugs despite it's logical complexity.
Also moving buildings. I love moving buildings. Such an unnecessary detail but absolutely amazing. I loved watching them float up and then over slowly, and it is a really innovative way of making sure moving doesn't become OP.
Also one more thing of note: I got some terrible flickering/checkerboarding on my RX 480, but it otherwise ran well, though I imagine that is more of a Godot problem than a you problem, I figured I'd mention it. I suspect it has something to do with you having vsync enabled whilist my monitor has AMD Freesync on, but I wouldn't turn off freesync to test because.. that's asking for trouble. :sweat:
@sharks I've just noticed in your screenshots that it would appear you have multiple solar towers connected to one relay. Am I crazy? I sware it told me I couldn't do that when I tried.
Wow that was probably one of the moodiest Ludum Dare games I have ever played, bravo. With that in mind, though, I did have some pain points in a similar vain to Papabirb's feedback above.
The pain points were: - I kept getting stuck on the bottom snow outside, I think this probably shouldn't have a collider - It was really hard to tell at first what was and wasn't intractable, some sort of prompt would have been nice (I know jams are hectic and things get cut in order to finish) - It seems things are only intractable once. This makes sense for the dinner and such but a few times I accidentally hit space not realising I was confirming, and worse to me the UI made me think I had a choice - one time I went to go sleep first accidentally instead of talking to my son and when I hit 'No' on the popup I wasn't able to go to bed again and became soft locked and had to start over. - It wasn't obvious to me what the point of putting wood in the stove was since it seemed my son only needed the furnace - I didn't realise at first I could interact with the herbs, and how the herbs were different from the food - I had to figure out how to play the minigames myself, which was fine they were for the most part self-explanatory - The fishing minigame you can just spam the spacebar on, and it is annoying to sit there for a while only to get one fish as papabirb mentioned, it was my least favourite minigame - I felt the minigames should auto-exit after they were done - My dog....
Despite that this game was still awesome! The art is absolutely beautiful I loved the backgrounds and the characters, they were so well drawn! As I mentioned before the mood was amazing, the snow particle effects I loved and the audio just hit it out of the park for me. Between the little sound queue on important decisions, and the way the music changed throughout the day, all the audio was crisp and clear but really minimal in a good way. Some games overdo audio but this game used it in all the perfect spots. The story was well written with no typos I noticed, the biggest thing dragging the game down is the interaction system/lack of feedback on actions. Over all neat little story game!
Wow this was a complex and incredibly ambitious game! Genetics? Research? Plant preferences? Day and night cycle? Save system? So many layers and so much complexity, but I am happy to say I think you managed to pull it off. There's a lot to unpack here so... I'll just start with some pain points: - The zoom was a bit awkward, instead of... changing the field of view? I would've liked to have the camera just move closer - You did a good job of showing me my money everywhere that it was necessary for me to know, however I still would've liked some form of UI on the screen at all times showing me my money (and maybe even the change?) so I could plan things without having to open a menu - This is very subjective so feel free to ignore me here, but I would've liked to still be able to move the camera while in menus. Or even, I would've liked to see the menus not take up the entire screen, perhaps a popup above the tile so I could plant things more efficiently. - After reading the description I planted the sissy basil in the desert hoping something interesting would happen haha... It just grew really slow. - Lighting during the day felt really flat and at night the lights were too harsh/overexposed. - Personally not a huge fan of the hard lines between biomes, but I get you maybe wanted to improve that and game jams are always tight
That being said this was still incredibly impressive! I love the little jokes/insults.. ('Slacker!') Also I loved seeing the different states as the plants grew and different models for the 'grown' plants depending on what was on the tile. The visuals were not the greatest, but they didn't detract from the experience, mostly the lighting needs to be improved. Other than that I didn't notice any bugs and this game has incredible depth to the gameplay. I agree with others that it might be a bit slow but I think that's ok and that is just the type of genre. Should the UI be cleaned up I could easily see myself buying this type of farm management game on Steam :sweat_smile: Great entry!
Wow, I absolutely adore that this was made in your own engine! I also love the idea of a little drifting/racer game focused around a boat! Some thoughts: - For me the contrast between the grass and purple grain was a little low and it was a little tough for me to differentiate. - I saw the option to turn on/off harvesting but it was obvious how that affected anything, if at all.
I also liked that I could get off the rudder and walk around. Also, yeah I know this is likely a little project just to test out your engine but I figured a little feedback never hurt anyone so :) Awesome job with this all things considered! The grass looks really cool and I love how it gets matted down.
Darkness. All-engulfing darkness... Nice :) Haven't played it proper yet, but I look forward to doing so! Just wanted to quickly say congrats so much on finishing! I hope you did not push yourself too much, and that you (somehow) derived some enjoyment from this Ludum Dare. Genuinely. (Even if it was 3 hours of polish that brought you joy - that's ok too, right)
I like this! I saw your progress pictures from earlier and it actually turned out quite nice! Though I have to ask, are the 'random' bounces of the heroine truly random or at all guided? Because there was this one spot in the level (pictured below) which I had to go back to and get a picture of, that was so incredibly satisfying the way it seemingly perfectly lined up to bounce up, over and back again.
Overall the 'juice' in this game is incredibly well done - the lightning strikes and subtle camera shake when hitting the yellow boxes was *very* well done and incredibly satisfying, 10/10.
Elsewhere, the controls were simple, easy to use and understand, not frustrating like you might expect from something like this.
I applaud your efforts!
Capture d'écran 2025-04-07 220912.png
Solid game, I don't see the genre here but, I liked it!
LOOKS AMAZING! CANT WAIT O PLAY :)
I like this! Really unique!
I enjoyed everything up until I got an error... The computer kept telling me my comands made no sense and when I typed 'upgrade' I got a popup saying that there was an error. I'm using WebGL. The music is nice, I like the concept and story, the graphics are very retro, and the gameplay is decent although frustrating at times do to typing errors, an autocorrect or fuzzy search system would improve the game a whole lot, and I was'nt sure how to use or what half of them did, and a list on the side or something showing the commands would also be nice! Overall solid game!
@KunoNoOni Yes! Green **is** where it's at!
Very nice!
I love the music! Is their a download link?
@Piller Yann Is it the Ui in unity not scaling? Cause I think I know how to fix it..
@Piller Yann Oh, I see. Do you have postprocessing v2? And the latest version of Unity?
@Piller Yann I'm not sure. Just guessing here, but it seems resonable that upgrading would fix it. It's worth a try i guess.
Good.
Very polished! Amazing!
Solid!
Its offline :/
I will defenitely be playin gthis!
Nice job! I liked it!
@Lucky89 There are objectives! Go down by the shore and you'll see :) I guess I should have made that a bit more more obvious, but I felt I made the fake wall a lot obvious and my grammar is really bad for some reason but yeah. Thanks for playing!
@ludum1118 I know! I wish I could, but you'll notice that with the top down cam it's buggy, b/c the third person character uses camera direction to orient itself which of course caues problems and I did not have time to fix them and the fov! Sorry!
@kippllo AHHHH the cringe, Unity does not scale UI elements to bigger screens for some reason, which is why that panel is small and the buttons are too. They fill the entire screen on 720. Ahh well. I hope Unity fixes this soon!
@Lucky89 Sorry about the small buttons, Unity has a UI scaling bug!
@miroky Yeah, the camera angle wasn't great, it caused bugs if it was not in a certain position so to save time I had to have it in a bad position. :(
@Maloy Quinn Yeah I did not have enough time to really make things look good together. I agree. I also wish I had done something else to make sure peopple know what to do...
@MegRabbit How did you fall off the edge? Like going outside the map? I thought I made the hills tall enough for that. I also (mistakenly) thought that putting hills on that side would make you go to the shore! I also had a lot of the story that explains why its a beach and what you have to do that got cut do to time! Thanks for the compliment on music!
@MegRabbit Oh, lol! I was thinking of removing that thing in the water :p But I decided not too, cause I did'nt think it was noticeable!
@dwemthy Oh! You discovered the arms! :p You were one objective away from winning! Keep looking!
@Samusoidal Thanks! I wanted the game to run on even REALLY bad computers, so I made the low setting **really** low! Also, yeah I know I wish I could have put more objectives in it!On your comment with the lines, did you think that was a bad thing or it was good? Thanks for your feedback!
@Samusoidal I unblocked the humor category now :joy: !
@Elfcirynn Thanks! Yes, you did do a speedrun :joy: I should have spread the objectives a bit. I was worried about people not being able to find them!
@Carvster I did not have time to put a lot of objectives in, so that is why you got to the end in like 1 minute!
@xoidberg LOL I've been told it's too easy to fall off the map, and I also mentioned in the description * There is also a bug with the top down came, b/c the third person camera uses camera direction to orient itself and the top down cam is not always facing the right direction, please stick with the follow cam, sorry!* Which is why the camera is so bad! Keep looking! There is one more objective!
@arron-fowler I will be doing a post-jam verison soon! Thanks a lot!
@Dreamer A don't know that language.. :/ google translate says 'refuel' but I don't think it's right....
@Dreamer Thanks!
Can't wait to play this!
Nice game! I can't beleive it was done in one weekend! If you want to you can play mine [here](https://ldjam.com/events/ludum-dare/41/limits-by-sharks)! Oh, and btw, the mac version works beautifuly! So, it's tested now!
Nice I liked it! It was frustrating but good. Is this on mobile?
I can't wait to play!
Imnot that good :/Screen Shot 2018-05-03 at 8.57.40 PM.png
I hit enter on play and get a screen that says 'Continue or reset cart' Upon hitting enter with the selector on continue it brings me back to the start screen :/
The movement felt a bit jittery but overall kinda fit! I got something like 1572 followers at my peak and reached level 7! I think you did well in all the categories! Except for sounds but that's ok! Nice job! :)
Haha! This looks amazing! I can't wait to play!
This is sooo fun! I will probably play this OVER AND OVER!
@Lost Dutchman Software When hitting 'esc' on the first scene, you forgot to unhide the mouse and thus cannot click on the buttons in the menu :/
It was fun!