Nachoverflow by Xwilarg 2022-10-09T00:21:36Z
This is a fun game. I like the art. I think I reached nacho equilibrium where I will never die. Nachoverflow.PNG
Foon → Ludum Dare Explorer → Users → Shiiro 10psi
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Signal Cipher | jam | 670 | 3.18 | 3.02 | 3.44 | 3.71 | |||||
| 2024 | 56 | Tiny Creatures | Ant Farm Evacuation | jam | 680 | 3.41 | 3.70 | 3.56 | 4.23 | 2.83 | 2.97 | |||
| 2023 | 54 | Limited Space | Matom Smasher | jam | 884 | 3.19 | 2.63 | 4.09 | 3.26 | 2.65 | ||||
| 2023 | 53 | Delivery | Magic Map of Adria | jam | 577 | 3.58 | 3.50 | 3.62 | 4.04 | 2.68 | 3.34 | |||
| 2023 | 52 | Harvest | Harvest the Sun | jam | 787 | 2.62 | 2.36 | 3.05 | 3.47 | 2.76 | 2.65 | 2.20 | 2.68 | |
| 2022 | 51 | Every 10 seconds | Prism Protector | compo | 367 | 3.14 | 2.87 | 3.61 | 3.27 | 2.74 | 2.92 |
This is a fun game. I like the art. I think I reached nacho equilibrium where I will never die. Nachoverflow.PNG
This is a fun and very polished game. I feel like there was a nice difficulty curve in the first five waves, then it disappeared for the next twenty waves, and then showed up again and shot me in the face.
This is a fun twist on pacman with a surprisingly large variety of modifiers. It does seem a little strange that the guards don't move at all until you approach them.
Honestly before I played this I couldn't see how minesweeper that resets every ten seconds was at all a good idea. But this is a whole different game, more about looking for the quickest way to get to the stars. The different mines and how they interact add so much depth to a simple game. The moment when you use the blind mine to get past the lock mine is when this game really won me over.
This is a quick fun game with nice art. If you hold the E key down before you approach the raccoons it skips needing to hold down the button to chase them away.
I enjoyed this game. I almost immediately forgot about the dash ability which made the game seem unforgivingly hard until I remembered about it and then it was a nice level of challenging. It can be somewhat frustrating to miss a coin in an earlier area and then be unable to complete the level and have to wait until the level completely falls or jump off the edge.
It might be more interesting to have each block or piece of terrain break 10 seconds after you step on it. I think there are some interesting puzzle type things that you could do with that. But that wouldn't exactly fit with the every 10 seconds theme.
I like the shaders and the breaking effects. They do a great job of making simple shapes and colors look good.
@kimynay @mbrezu I realized that my instructions were unclear. I said groups of three or more when pieces link together when in straight lines of three or more. I have changed the instructions to try to better explain that. Does that resolve the confusion that you were having with the game?
@mbrezu Unless there is a weird bug that I haven't seen, the only reasons I programmed in for not being able to interact with a tile are if there is not a piece on the tile, if the piece is already connected to other pieces, or if two pieces are currently switching places or switching back if there is not a connection to be made. This is intended to keep the players time between lasers as a resource to be carefully managed. Is it possible that the third thing that is the reason for your problem?
This is a fun game. Would have liked to be able to click and drag and only place movers on every other space.Superefficient.png
I was enjoying this and then it cut to a black screen after about the 20th level. Was that supposed to happen?
I would have liked to see some sort of feedback when I was hitting the mushrooms or the enemies to let me know that hitting them multiple times was what I needed to do. Maybe a health bar or something.
This is fun and challenging in a way that made me want to beat it instead of getting frustrated.
Like I don't mind that I can be hurt by my plants, but when their shots are actively going after me it doesn't feel great.
This was fun. I liked how the rhythm parts were either very forgiving or impossible to fail. The art and music are great.
This was fun. The controls were a little confusing at first. I didn't really like how the damaging items could spawn underneath the seal and be unavoidable. If I hadn't made it at least as far as the blood, I probably wouldn't have given it a second try.
Interesting art direction. Gameplay is just frustrating between the extreme delay between shots, the floaty controls, and the tiny hitbox for actually delivering the baby.
I'm a little lost here. Is there only one level and it just resets when you click next? Sometimes the input would just stop working, and trains going into the same station crash into each other at the station. This seems like it could be an interesting puzzle game if you work out the bugs.
This was nice. The gameplay is solid with just the right amount of challenge. The enemy types are easily distinguished.
Neat little puzzle platformer. The levels where you had to keep the box on your head and jump over the gaps were cool.
This is a cool idea. It does feel a little bit lacking. Maybe if there were some sort of time constraint and you could choose to take more packages at once at the risk of them bouncing around and causing damage to your ship and save time, or play it safe with only one or two at a time.
Solid gameplay. Decently challenging.
Cool idea. I lost all the packages immediately, then flipped over the truck on the second level.
This was a nice little puzzle. It was a little bit hard to tell how far way the parts that I was holding actually were.
Nice art. The skyrim reference made me laugh.
I flipped over immediately, and could not figure out how to refuel or get more pizzas once I did manage to deliver a few.
I got 3487. It being not quite entirely unlike tetris is interesting. Trying to match colors while not blocking off too much empty space while getting enough cargo in the ship in the time limit presents a very cool challenge.
Nice art. The NPC dialog sounds were cool. Passable platforming. The throwing mechanic was pretty much pointless.
Great art. Great sound. Great story. Space is water? The space parts are a great way to break up the dialog, but they are short and quick enough that it doesn't break it up too much. Poor Jeremy, were there other branches that I didn't see?
Excellent presentation. I really didn't feel like anything I did changed anything though.
Immediately got lost. Can confirm exactly what it says on the box. I really like the art of how the boat turns. The font on the map is a little unclear and it seems like they overlap sometimes.
Great game. Really good difficulty curve adding a new mechanic each driving part. Shame about the missing ending, would love to see this get finished in the future.
Nice graphics, but between the instant death in space and slow walking on planets. the gameplay is just frustrating.
Very nice graphics and music. There's not really any challenge. Maybe if the black squares chased you and there was a real threat of loss there would be more of a "I could get a higher score if I get better at this" kind of feeling.
@willm It looks like something has changed on itch since the last time i put up a game that broke how I was handling input, one of my older games is broken too. I will try to fix it or upload it a different way when I get home from work.
EDIT: I've checked and it's definitely working on my desktop and my laptop. It isn't working on mobile when the other game definitely used to.
@willm I've added a windows build to the itch page. You can see if that one works.
Neat game. Very chill. I did notice when I paused the game to quit that the pause screen still showed my score as 0.
I liked the spear attack, the spear attack also seemed to be the only useful one because the melee didn't seem to work and the spinning discs were never necessary because there was only ever one enemy. I didn't really get lost, following the grey path was pretty clear to me. Interesting ideas here, but could use a lot more polish.
This is a passable game. The towers are a bit bigger than the building slots and the icons at the bottom of the screen would lead you to believe, and it doesn't seem like there is any difference between the three and they don't show any sign of doing anything to the enemies until they just explode. The gameplay loop is solid and it never felt cheap when I lost, like it was just a consequence of there being more enemies over time.
I really like the art and the sound design. The gameplay is a little less great. There's not much of a choice between shooting the enemies and delivering the ammo back to the big ship because the little ship doesn't handle in a way that lets you turn around and shoot them without being shot yourself or just crashing into them.
The use of the packages as both a weapon and the objective is interesting. With a little more polish to the platforming mechanics and some work on the art this could be a good game.
This is fun. I always liked the minigame from Opus Magnum. The light brown pieces are a little bit hard to see next to the white empty spaces.
It was difficult to get through to the end. Especially with the events being randomly ordered and the costs and rewards being unknown until you try them for most options, but I'm glad that I kept trying. Really great story and art.
An interesting idea, but the eggs freeze way too quickly to manage.
This is a clever puzzle game. I like that it wasn't difficult to just keep trying different solutions.
Could not tell if I was attacking or not and died immediately.
I love weird chess games. I think there's something wrong with the walls. I could move bishops through but not knights.
Nice atmosphere, good art. Would have liked it if the music looped. Interesting narrative. I took the lamp, xylophone, photos, and cat plush.
Nice atmosphere. Controls felt good to play. I feel like I died really quickly but for this kind of game in a jam it might be better that way than dragging on.
I got 118 points. I don't know if that's good, I didn't really get what I was aiming for. The game looks and sounds good though.
This is super impressive. Very high production value and a good amount of content for a jam game. Showing off what I assume are other player's art is a very cool feature.
This is funny. Controlled well and felt like a decent level of difficulty. Very good art for the Game Boy style. I have never been so conflicted on whether I wanted to win or lose.
The mechanics in this game are solid. The green dots do a good job of giving a goal other than just dodging the lasers, but it seems strange to get the upgrades just by time. Maybe you could connect the upgrades to the dots and have the difficulty of the pattern or the speed of the lasers scale over time to pressure the player to collect more to be better able to dodge the lasers. Also a clever interpretation of the theme.
This is an interesting idea. It really changed things when I figured out that I could jump. The camera isn't great. Would I be correct in saying that the speed boost when jumping is a big part of getting the dev times?
Interesting take on the theme. The controls don't feel great. I'm not sure how the vehicle works but the camera seems to jump back to origin or something whenever you switch between the guy and the car and I think you need to hold E for a few seconds to stay in the vehicle. The art looks cool.
This is a very well put together puzzle game. The characters all have their own unique mechanics that are used to build interesting puzzles. Art and sound design are great. Perfect length for a jam game as well.
This is really fun. The echolocation adds a good challenge to the simple gameplay. The randomness does sometimes make a level unwinnable if the flies end up too close to a crowded area.
This was pretty fun. Could do with a little more reaction, maybe if the enemies flashed red when they got hit and fell over sideways and fade away when they die?
Very clever puzzle game. Does a great job of introducing the different pieces and building on how they interact.
Yes, I suppose that in the grand scheme of everything, we are the tiny creatures. Well executed unique take on the theme.
That's an interesting way to do a fishing game. Really fun idea.
Survived for 3:44. This was fun to play. It seemed like I stopped being able to rotate as I gained more parts.
This was an interesting tale of entrepreneurship and escalation. Wasn't entirely clear what some of the items were doing.
This is really cool. You should definitely keep working on this.
A neat RTS game. Brutally difficult. Would like some indication that an ant is selected.
Nice art. Good level of difficulty if the veggies don't hide in the trees.
Great graphics and audio. Made it to map 14 having no idea what I was doing.