Infernal Covenant by AXLplosion 2024-04-17T11:27:48Z ♥ 0
Really nice! At first I got confused and thought that *I* was the summoner. So I lost the first game! But once I realized I was just an observer and I should judge the scene as so, it clicked.
Foon → Ludum Dare Explorer → Users → SirLich
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Cave Man Conversations | jam | 47 | 4.17 | 4.12 | 4.12 | 4.61 | 4.13 | 4.12 | 4.27 | 4.19 | |
| 2024 | 55 | Summoning | Penta-mania | compo | 148 | 3.58 | 3.57 | 3.38 | 3.53 | 3.55 | 3.40 | 2.59 | 3.61 | ||
| 2023 | 53 | Delivery | Zip Drone Dash | compo | 348 | 3.02 | 3.19 | 2.94 | 4.04 | 3.21 | 2.77 | 2.38 | 2.68 | ||
| 2023 | 52 | Harvest | Midnight Harvest | compo | 237 | 3.23 | 2.73 | 3.46 | 3.79 | 3.29 | 2.79 |
SirLich leaves an average of 18.8 feedback comments each event.
Really nice! At first I got confused and thought that *I* was the summoner. So I lost the first game! But once I realized I was just an observer and I should judge the scene as so, it clicked.
Really nice! I got to ~52 seconds I think.
It took me a bit to realize that the player didn't have a healthbar so much as a 'two-hits-in-1-second-death-effect'. I think this is communicated well enough by the players opacity, but I missed it on the first two plays.
The level of polish is really good! I think if I would tweak one thing, it would be some way for me to decide what effects the bones would create.
Very nice! Good polish.
> It would have been good if you were required to match the constellation shape.
This is also my main complaint. I would have liked the game to be more puzzly, rather than frantic. You can just draw any kind of shape and it works. Sometimes I even felt the constellation was better with less stars connected, but this wasn't allowed.
I could see this working as a "minigame" inside of some slice-of-life wizard sim, where you complete different tasks in your tower.
Nice! Another tactics game. I'm just leaving a comment here so I can try this later with a friend.
Nice job! Very impressive for a Compo entry.
My favorite part was how you could get a bit of hint that a crystal was ahead by the blue light.
Cool game! I struggled with the web build sadly, as it lagged heavily (and often in important moments!). I'm wondering, could an itch upload maybe function better?
Very nice game! I thought the trucks were a bit funny just driving at me :3
Was there supposed to be audio? You can opt out of the category if you didn't create any music/fx for your game. PS: Since you went in the Jam category, I believe you're allowed to use some assets to fill in the gap? (just once again opt out of the category)
I got 6273 on my second try.
Very fun! One thing I noticed though is how much it's *missing* sound. Like I'm not knocking you for missing it (solo jams are haaard), but it's just so noticeably *missing* the juice of clanky dice and sfx for each character.
Btw Cosmic Horror OP 🆙
Very nice! I'm just echoing what everyone else said, but the controls took a bit to sync in. Nearly gave up in the first level as I kept trying to summon the imps ON the lever, but then I re-read the instructions and got it.
Haha, I played it for like 10 minutes trying desperately to get the first star before I realized you could wall jump. I was just trying to pogo up with w and then go sidwards. I actually get pretty far but couldn't quite complete it...
Now I watched the gif and I understand I've been playing it wrong! Time to play some more :)
Edit: I also didn't realize you could double jump haha
Interestingly little automata! The first thing I made was a glider (badly), and was surprised to see it didn't run haha. I guess it's not GOL then!
Wow! What a stunning entry. I loved really everything about it; The game-play was fun (I played till the end), the art was very nice, and the music/sfx as well!
I think my favorite part was figuring out what each "summon" did (usually dying in the process!)
Interesting game! I was sadly also not able to solve the puzzle. Maybe it's a bit too abstract? I game mechanics felt smooth, and the polish was good.
Sadly we could not get the web build to work.
For passers by (and @kepsert) I think I found it with some digging: https://noskill-games.itch.io/do-the-thing
Hi! Are you perhaps missing some download links, or a link to itch.io, or a web build or something? I cannot figure out how to play this.
Nice job! The rats were pretty cool. I liked how you used size to show their "healthbars".
Critiques: The background was a bit distracting! I would have liked to see a simple tile in the style of your other art, or maybe just a blank background?
Nice entry! I kept trying to build some cool fractals, but i could never *quite* figure out the controls.
One question on asset usage: Did you make the music?
Great game! I would suggest adding a little explanation to "Assets Used". I really liked the music/art, and it took me a bit to convince myself those were created for this jam.
Something like "Music and Art created for this jam, the following sound effects were used:"
Pretty nice game! The graphics were very cute -and I loved the animation when picking stuff up! The 'distance meter' was very forgiving, and kept the game from feeling tedious.
One small issue I had, is that I didn't notice the stick at first, and since the distance meter brought me to the dog, I spent some time trying to pick up the dog !
You might also consider putting the controls (x and z) on screen. It's somewhat easy to forget, and would help people from getting stuck. I didn't do this for my game either, but I think I will do it for next LDJam.
Very interesting game! I love how cohesive it felt, with the music and art-style. I also liked the dialogue and the opening cut-scene.
The issue for me is that I found it just a bit overwhelming. I'm unsure why I needed to create a potion *and do magic* at the same time. I think I did my recipe correctly, but that wasn't the point? I needed to do magic to complete the level?
I tried for a while to make the magic correctly, but the instructions were unclear.
Pretty nice game! I made it to level 19.
The tiles were introduced in a pretty fair way, so I never felt that I needed a text based explanation for anything. The visuals were trippy!
EDIT: You should make a cover image! I almost didn't click because it just showed the default gray bars.
What a fantastic little game! The tutorial was extra impressive. Does the 'gold' do anything? I played for around 20 minutes, but didn't get further than increasingly complex setups with 3 pirates.
I have no idea how I'm supposed to play this game. Both the linux and the window zip files are completely empty.
Nice game! For a jam game, certain aspects are *very polished*. Some of the sounds are really well done, the main menu is nice, and the art style is appealing.
The single biggest feedback point I have is that the *gameplay loop is a bit pointless*. You put all this work into Pelobati, but he's hardly useful. I didn't manage to kill a single enemy by throwing him, and it's very easy to just walk around the enemies.
You have such a good start (and a nice gameplay gimick!), but I hope Pelobati becomes more useful in the future.
And then, the smaller feedback items, IF you were to expand the game further: - Better affordance on things that damage the player (especially spikes) - An end-title screen (ending was a bit abrupt, and I'm still only 90% sure I ever reached the end)
What a great game! It feels incredibly old-school to me. Everything from the art style to the camera controls. I'm shocked at how well it runs as well -3D and the web is usually a mess.
I couldn't solve level 4 with 6/6 :(
Edit: I solved it! I just had to use my brain -once again, really nice job.
Quite tricky! Nice job.
Sorry mate, something appears wrong with the .exe:
Having trouble running this one. Double clicking isn't working. `java -jar ./Watching.jar` doesn't work either, since I have the wrong java installed:
Error: A JNI error has occurred, please check your installation and try again Exception in thread "main" java.lang.UnsupportedClassVersionError: Main has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0
Good luck, but I think I will need to pass on this one.
You should look into PyInstaller or a similar tool. It allows you to generate a stand-alone .exe, with Python and all dependencies packed inside.
Nice job! It was kind of amusing how you chose to integrate the 'Delivery' theme :)
My favorite parts: - I liked how the house "corpses" blocked the players path - There were a lot of upgrades which made the game feel it had more depth
My suggestions: - The economy felt a bit unbalanced. I struggled to collect any money, before finding the 'big coin'. Maybe you could have ensured that there was always a cheaper option to buy? - The SFX were repetitive and a bit annoying
> so please inform me of any problems with the source code
@icarusdev2 As I'm sure you are aware, there is indeed a problem with your source code 👮
If you want, you could probably zip up the source code and upload it directly to this Ludum Dare submission. That's obviously less ideal than github (or another cloud git service), but it would work.
With that said, git is an extremely useful and important tool for game development, so I encourage you to take the time to figure it out, and upload it that way :)
Very interesting and innovative game! I've played some 'deck builders' before, but nothing that mixed real-time platforming with card-based effects.
I really wanted to *enjoy* the game, but I think a game like this needs a highly polished game loop, which is always hard during jams. My biggest suggestion would be to tone down the choice at the start.
i.e., level 0 you only have the choice between 'jump' and 'speed', and if you take the wrong card the level cannot be finished. Then introduce more choice with each level.
With that said, very nice job :)
Very fun! Of all the games I've played & rated so far, this was the first one I really *enjoyed*. The puzzles were neither too hard nor too easy, and the game had a lot of polish.
The weak link was the graphics, but for a jam game that's perfectly reasonable. Nice job!
Very nice! I haven't played very many PICO 8 games, so it's hard to judge the graphics/SFX, but it's very cute, and well polished.
My favorite parts: - The spinning pizza, meaning that the pizza-ammo came *from the pizza* as opposed to just a separate element.
Suggestions: - There was little incentive to shoot the enemy. Maybe you could have had them stack up, and punish the players inaction?
- **For other players:** Be patient! It took quite a while to load on itch, with no loading bar. - **For author:** You probably want to adjust both github and itch links so they're clickable (full https uri) ---
Very nice game! I loved the art-style. You must have a lot of skill/practice to make so much art so quickly!
My favorite parts: - The art style. - The ending! - Enemies! I actually ran head-first into everything I could find to see if anything was dangerous. Pleasantly surprised that there was.
Suggestions: - I think the game-loop would have benefited a lot from 'lives' (3 hospital visits and it's game-over). Traveling back and forth was not *that* engaging, and I think having lives would already make it way more intense - Better affordance on enemies so it was clearer what was dangerous - A rechargeable 'boost' mechanic could have made the movement more engaging - SFX/Music would have been nice. It's too bad you couldn't get that working!
Anyways, superb job ✌️
Nice job!
I think my main critiques wouldn't have anything to do with the game at all, but rather how you presented it. The screenshots don't do your game justice, and the name "Hey can you go harvest those cave mushrooms for me, thanks" is odd as well.
It's a bit of luck I clicked on this game at all -and I'm glad I did! It's really fun and quite impressive for a Game Jam Game!
I really liked how you used both timed and turn-based elements.
Nice job! This one feels like it's on the *edge* of greatness. Gameplay loop was promising, art was good, and it had nice variety.
The thing that held it back for me was that the character movement didn't "feel" good, so it was often more frustrating than anything to play.
Very nice job! Despite it's simple nature, this game was able to scratch that 'cookie clicker' scratch!
The idea to make newspapers 'forever lost' once closed was an interesting idea. It always kept me guessing how many pumpkins I would need before clicking on it.
In my opinion, the end screen is sort of in bad taste. Game James favor HTML5 games enough, and it would be terrible for some kind of malware to spread through an event like this. I downloaded and ran your executable in good faith, and I'm a bit disappointing what you did with that access, even if you intended it as a joke.
Wow! Fantastic entry.
Reading the description, I was a bit worried that the game was going to be over-scoped, and be too confusing to play. It was very approachable though!
The only real complaint I have is that the motion blur made me want to puke. Not sure what's going on there.
As far as bringing it to the "next level", here would be my advice for a post-jam 1.1 update: - Better feedback when an enemy is being targeted/damaged - Tamer controls, and fix the motion blur - In general paunchier sound effects to go with the attacks/damage/etc.
But really, fantastic job !
Nice job!
Nice, creative take on tower defense genera -fairly well balanced as well!
Here would be the things that I am missing, to make the game 'fun' outside of a jam entry: - No variation in enemies - No upgraded graphics to go along with upgrading tower - No enemy pathing - Only one tower choice
Very nice! The art especially stands out as something very *polished* for a jam game!
My favorite part: - Attacks were well telegraphed, like the shadow of the shovel - I liked the gameplay loop of collecting, planting, harvesting
I would have loved some more sound effects -but I guess that was out of scope for this jam :)
Final note: the HTML5 embed in Ludum Dare itself didn't seem to work. Not sure if that's on LD though!
Very interesting game!
I think the "scything" controls were a bit confusing. I did enjoy that I had to move the mouse to scyth, but I didn't like how the left/right controls became so slow (and player movement stopped). I found myself looking up/down instead which often clipped my tool into the ground. It just didn't "feel" good to do.
The 'twist' was quite interesting. I'm honestly not sure if it's a bug or not, but when I stepped on the fire I started floating up:
Interesting entry! It's a bit ballsy to go for a live Minetest game since many people don't have the client and it's hard to get enough players online at once.
From speaking with the author (?) it sounds like there will be a big "event" at 6pm CST on Friday.
Nice job! One of the more enjoyable entries I've tested so far.
Were you inspired by any similar games? I rated it highly in innovation since the gameplay was very intriguing and new for me, but I'm curios if this is somehow a genera piece for something I've never heard of before?
Cute game! It took us a little while to figure out, but we really enjoyed it.
Tips for others: Make sure not to step on your own crops! I restarted about 10 times before I got anywhere, since I didn't realize I was killing my own crops.
Very nice job! Very polished for a jam game. The humor was spot on, the gameplay loop was good, and I enjoyed the graphics.
One question though; are my items supposed to be lost (other than herbs/gold) when I retreat? I found myself needing to buy the same sword again and again!
Hey, looks like the game isn't published on itch. I would also suggest linking directly to the repo -not the zip download: https://github.com/HDJKleissen/LD52_JAM
Nice game!
I'm not big into dialogue games, but I played to completion; 21 points on Medium.
Suggestions
1) I think the Dialogue library you're using has support for "styling" the different characters. For example 'Mike' being on the right, 'Player' on the left, and "Story" elements being done in the middle. This would have been particularly useful in the tutorial, which I think was the most confusing part!
2) The tutorial probably should have sent you back to the main menu, not directly into the game. It wasn't clear when tutorial ended, and game began. In general the tutorial was confusing, and I probably would have understood more if I had just skipped it. It had some nice humor beats though!
Bugs:
There was a dialogue bug where a number of times there was nothing to say (just a blank field). After clicking it, he ranted about liberals. This happened 3-4 times during the game, and didn't really seem like intentional dialogue reuse to me.
Nice game! We got 17622 score.
I like the music, and the sound-effects.
I'm not really sure how to play this game... can you add more information, and a link to the finished product?
Nice game! I had a little bit of trouble understanding the rules; my first play-through failed because I couldn't locate the den. Second play-through failed because I couldn't figure out how to eat -despite storing 4 chickens in my den.
My favorite part: The funny animation when sprinting around with a dead chicken in my mouth!
Nice job! Very cute. I got a win in 57 hours.
As far as cookie clicker games go, the 'click and drag' addition is GRUELING. I think I have carpel tunnel now lol!
Favorite part? Probably the graphics! It's always such a joy to see that an upgrade button doesn't just make the machine faster, but actually changes the design of the machine, and the graphics of the beans/poo/coffee. This is exactly the kind of polish that Jam games often lack, and definitely makes your entry stand out from the crowd.
Interesting little concept! Nice job :)
I would have preferred if there was a "goal".
For example a 'target flower' that you were trying to reach, or simply some 'sale value' attached to each flower, which would encourage breeding to find the most valuable flower(s).
Very... strange game! We had a little bit of trouble understanding the mechanics, but managed to sacrifice a number of guests through trial and error.
Some more comprehensive instructions would have helped!
Nice job! I especially enjoyed the 'tk-tk-tk' sound of the killing!
For anyone who got stuck: You need to press (1), (2), (3), etc to play each level.
LD59 — Signal (17)
Super Square by namyunseo0623 2026-04-21T21:03:20Z ♥ 0
A comment on the itch page from 9 days ago, and the fact that this doesn't really match the theme "Signal" gives me little confidance that you actually created this for Ludum Dare?
HeliRescue by darkshadow 2026-04-21T21:01:58Z ♥ 1
Would have loved if there would be a bit more strategy/nuance. I saved everyone :)
WiFi Trouble by rangoiv 2026-04-21T20:37:24Z ♥ 0
Fun! I felt a bit frustrated that each router seemed to behave a bit uniquely. At least if there was a pattern I couldn't detect it. So I ended up placing the routers somewhat randomly until I got connnection.... a bit like real life ;)
Hive and Honey Horticulture by Sarah 2026-04-21T20:28:56Z ♥ 2
Very ambitious! There were lots of small features that I was suprised to see in a jam game -like multiple layouts for the store, and a right-click-radial menu for purchasing plants, re-coloring the walls, etc. How did you find time to prioritize all of those features?
Follow my ski-gnal! by Ansible 2026-04-21T20:04:06Z ♥ 1
Easy to understand, but hard to play! I failed pretty heavily, even when I got a second player involved.
Trippin' Ballz by schizoid2k 2026-04-21T19:47:03Z ♥ 1
Nice entry! I ended up at 3500 before my wife distracted me and I lost ;P
I didn't quite understand the "listen for audio clues" part. It seemed to work well enough to switch to a random cannon, and then hit anything that showed as the correct color?
I liked how the cannons were all independent.
Bit-Box by LeTabouret 2026-04-21T11:55:18Z ♥ 2
Nice game! I only had energy to solve level 1 -and that took me quite a while haha.
With puzzle games, it's always worth making the first level stupidly easy. For example I think it would have been enough to just have a small level where you need to walk forward three places, or something. Then you can introduce other elements (like buttons) later.
It could have been cool to have a "sketch" of the level available, on the screen where you input the steps. Not enough to see the dimensions or exact steps, but enough to remind the player what the level looks like.
The Lighthouse by Erk 2026-04-21T11:45:17Z ♥ 0
Sun of a biscuit eater! What a cute little minigame!
It would have been kind of cool if there was a progression of some kind. Even something as simple as a "choose 3" with upgrades like: Brighter light, wider light, or faster boost.
Signal Sands by matt1will 2026-04-21T11:20:19Z ♥ 1
Very nice! Cute art-style, fun game-loop, and nice polish. I liked how it didn't have a "HUD" -more immersive!
One thing I didn't like, was the "Bag" upgrade. There wasn't any penalty for ending the day, so as soon as I found something valuable, it was better to end the day and purchase a better detector. Maybe you could have had walk-speed as a upgrade?
It would have been cool if there was a kind of challenge to the game. Like if using the detector costs money (so you cannot spam), and have clues in the sand where detecting might be worthwhile (e.g., near footprints, seaweed, etc).
In a puff of smoke by Loki Drams 2026-04-21T11:04:44Z ♥ 0
I really struggled to understand this game. I know you put a lot of effort into the tutorial, but it was still quite hard to learn everything. Even after playing for a while, I couldn't quite understand how to send cats. It's too bad, because I really liked the concept!
If possible, I would suggest trying to refine the concept next time, or at least introduce elements a bit slower. For example you could start with just a single direction at once, and just a single action. Maybe it's also possible to simplify to JUST reading and interpreting smoke signals, instead of needing a second action to send resources?
Overall nice job!
DRAW!!! by Alpharius_003 2026-04-21T07:50:47Z ♥ 0
Pretty fun! I loved all the variations, and that you had three characters. That's a lot of content for a jam game! I think my favorite was the cowboy though, due to it's simplicity.
P.S. I don't like that the description of the game is AI generated.
Meows In Dark by jopink 2026-04-21T07:33:44Z ♥ 1
Very cute! I liked the length as well -perfect for a jam game. The music was very funny.
The thing I struggled with most is understand what surfaces were walkable, and which weren't. Maybe this is just my lack of experience with this kind of projection.
Did you do all the art yourself?
Shooting Stars in a Blocky Cosmose! by AweSkyBear 2026-04-21T07:25:49Z ♥ 1
Nice game! I Started off by capturing a large zone of Blue stars to get extra shots, but didn't notice a red star was there too. Spent the rest of the game trying to recover from the negatives.
Feedback: - I think the language behind "Level Up" was confusing. In this game, leveling up is bad! It took me a while to understand. - UI was small/hard to read. I would have enjoyed a more prominent display of my points and remaining shots.
LD59 Radio by Sylva Aster 2026-04-20T18:36:39Z ♥ 2
Pretty nice concept! I couldn't quite play it, since CTRL+W (neccesary to play the game) is bound to close-tab on firefox. At first I thought I was crashing, until I figured it out.
I managed to collect a few rocks, and *just* discovered by first antenna, but that's sadly as far as I could play.
A L P H A by eXTeeGi 2026-04-20T18:28:59Z ♥ 1
Great mood! We had fun decoding all the messages -with ample use of the pause button mind you! We couldn't figure out how to access Challenge mode. Is that just playing with no pausing?
Ping to Survive by Mekuire 2026-04-20T18:06:58Z ♥ 1
Very fun! It took me ages to figure out that the Scanning had a cooldown! I was smashing ping like a madman, and lowkey thought I was going to have a seizure.
Once I figured that part out, I had a lot more fun.
I really enjoyed playing this one. I think you scoped this one perfectly.
Bounty Hunting in SPACE by Citlaet 2026-04-20T17:54:05Z ♥ 1
Very nice entry! It was cool how many mechanics/minigames you managed to complete. I liked how you structured the "scanning" section (needing to match incomplete information to a description).
Feedback: - The font was very hard for me to read. - I didn't fully understand how stuff like Fuel and Food was counted. I never seemed to run out at long as I had enough missiles.
P.S. I enjoyed the ship/atmosphere.