FoonLudum Dare ExplorerUsers → Skleembof

Skleembof

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Green Mike's Bootlegs extra
202456Tiny Creatures👥Dino Island Safarijam1843.944.013.122.753.804.134.00
202455Summoning👥Shoot The Furniture! featuring S.K. Eletonjam11582.822.722.262.013.413.012.73
202354Limited Space👥Mofo 'n Go!jam
202353DeliveryK9 Expressjam11392.832.812.573.622.952.292.85
202352HarvestPrince of Pumpkin-Primeunfinished
202251Every 10 secondsNuclear Descentjam9903.082.773.123.043.542.453.64
202250Delay the inevitableHymenoptera Kingjam5273.643.383.723.634.092.983.62
202149UnstableGrim Trippercompo4573.042.742.902.383.683.003.203.55
202148Deeper and deeper👥Mocap, Mo' Problemsjam18452.622.483.081.843.693.072.64
202047Stuck in a loopCaterpillar Dissent: Deliverancejam13123.123.403.092.903.384.003.37
202046Keep it alive👥Global Warning: The Smogocalypsejam23332.852.532.972.723.012.522.372.97
201945Start with nothing👥Dismembered Teefunfinished

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Skleembof

LD46 — Keep it alive

Escaping by khofez 2020-04-21T15:57:18Z

I like how intense and hectic the game feels, but I wish the difficulty was lower so I could play it properly.

It's really hard to tell when a car is coming because of all the different lights on the road. This makes it a guessing game for which way to steer. It also makes me really reluctant to change to shooting mode since I don't know when I should be expecting a car to spawn in front of me.

Also, the description said I'll get to "blow the cops" chasing after me, but I was never offered that option

Potater Toss by BoxedMeatRevolution 2020-04-22T00:09:04Z

That was a delicious potato!

Fun gameplay, nice graphics, hilarious sound effects and great music. Good job

A Bolder Wizard by parahunter 2020-04-21T22:51:41Z

The mood in this is great and it was super satisfying to watch all the enemies bumping into and bouncing off each other. It would have been great if there were more options to kill enemies than just spamming boulders

but still, you accomplished a lot working by yourself in the short time frame. Awesome work!

Tell a Fairy Tale by Zesix 2020-04-21T23:58:12Z

I love stealth games and the gameplay in this game was pretty good. I just don't get why you decided to use a premade tinkerbell character when a simple primitive with particles could have passed for a fairy. You should at least opt out of the graphics category if you didn't make them all yourself.

Other than that, I loved the idea for keeping it alive

Stalking Shadows by Iferit 2020-04-21T23:12:32Z

The graphics are great! Its clear you guys put a lot of effort into the look of the game, and you did a great job. Gameplay wise, its pretty stale though. Just a simple collect-a-thon with only one collectible but still impressive considering the time frame. I like how you approached the theme but it was a bit hard to tell from the gameplay that the fire from the torch was dying off since there isnt a clear visual cue other than the world lighting getting darker (which i thought was a glitch at first)

Great job guys

Kitty is King by Rixium 2020-04-21T23:43:02Z

Wow what a great idea for a game! It was both hilarious and creepy watching one of the dogs slowly walk away with the king in its mouth, and then distracting them by just by throwing a ball. The graphics and the sounds were perfect for the game and helped set the mood. Awesome work

Shadoweight: A Moguel tale by Davidenki 2020-04-21T17:38:14Z

Well done! That was a very fun short experience. I like the feeling of risk and reward when moving up the building

My only complaint is that the reticle is kind of hard to see

Flame of Prometheus by Ryan Wine 2020-04-21T23:48:30Z

I also couldn't start the game because of an error

StarDreck by xPutin88 2020-04-21T21:57:13Z

The game looks good but it could have used a bit more gameplay (like shooting asteroids) or at least a faster pace. its a little too slow to be engaging but considering you worked by yourself, this is pretty good

50 Shades of Pray by robstao 2020-04-21T22:04:17Z

The massive crowd of people jumping up and down in unison was mesmerizing and the weird, slightly annoying music fit the theme of the game perfectly. Good job putting this together in such a short time frame

Cryogen by Halberd 2020-04-21T22:43:24Z

great job guys! This is a legit full fledged experience and one of the most polished Jam games I've played so far

Viral by kokiriboots 2020-04-21T21:51:07Z

I was expecting a bunch of coronavirus joke games but this one was well done. The virus does fly pretty slowly though which feels weird considering how fast the main character moves so some value tweaking would help.

LD47 — Stuck in a loop

Block Runner 2049 by LandoSystems 2020-10-22T20:35:41Z

I liked the graphics, sound, and atmosphere and tetris is always fun, but I think the controls made it hard to enjoy.

I don't know if it was just the html5 version but the controls felt unresponsive and I made a lot of mistakes because of it. Also, I dont know if this was an intentional change or just a consequence of the extra pieces but in my second playthrough it felt like I could never get an I-block to appear which, for a tetris normie like myself, made the playthrough extremely unsatisfying and killed the momentum.

Also, the delay for placing a block after it hits the bottom was too short and I couldn't move them or do rotations in time.

WHILE(ALIVE) by Skyeward 2020-10-06T16:12:13Z

Great job on this! The gameplay loop is tight and fun and the aesthetic is great.

sidenote: why is the filesize so big? did you use 8k textures or something? I think if you figure out how to cut down on the filesize, you should upload an html5 version on itch.io to get more people playing it. It was a lot of fun

LoopyDraw by sanojian 2020-10-26T14:56:42Z

Definitely one of the more unique takes I've seen for an LD game. There was no one on when I played, but a collaborative drawing game/chat room seems like a cool idea.

Progress. by AidanMarkham 2020-10-27T01:21:51Z

This was really cool. At first I thought it was broken, and then I thought I just had to finish this weird tutorial to start the game, but then it just kept going and turned into this surreal experience that subverted my expectations.

I really liked the gameplay and the feeling of anticipation that came with each reload. While I agree that the reload time is too slow and would get annoying after a while, I think it fits well for the game as it stands. The game isn't very long and I think it kind of helps with the immersion.

If you were to make a longer game where you reach checkpoints and have to buy platforming mechanics across multiple levels with increasing difficulty, then yeah it would be annoying having to wait before every attempt.

Great job on this game

Circadian by somn 2020-10-06T02:19:15Z

A bit too real, but very well done. I love the art style and the mood is great

Toucan's Revenge by AfroAnt 2020-10-26T15:23:45Z

I liked the graphics and the soothing music in the background which slightly softened the annoyance of resetting the progress.

You guys did a great job polishing this game and I feel the only thing it needs (apart from not resetting your progress when you mess up) is more content. Some of the riddles were a bit ambiguous but I suppose that is the point. Just make sure the player doesn't feel betrayed by the hint if their wrong answer could technically be correct based on the wording.

Electronic Toy Racecar Championship by UncleGubbsy 2020-10-06T19:27:02Z

The smaller build is missing the data folder.I had to download the full version to play it.

Pretty fun, similar to pocket racing in the Yakuza games. I think the camera shouldn't be fixed. Maybe make it look at the players car to help convey speed. It's hard to tell how fast the car is going when it's far away from the camera and the numbers aren't easy to read or control when rounding corners

Dizzy Ryder by loveapplegames 2020-10-26T23:18:58Z

That was a surprisingly fun puzzle game. Definitely one of the more unique submissions I've played. I liked picking up speed but the physics felt a little off. It was hard to tell if what I was doing was actually speeding up the cart. I don't know if there is a glitch with the physics or something that stops the cart from speeding up some times, or if it only felt like that because its hard to visually notice a change in speed because of the looping track.

Either way, I think the game would benefit from a speed meter, and also perhaps different shading for the active track vs the background track. It was hard to tell where the cart would go at high speeds on sections with overlapping track

Lone Racer by gwheel 2020-10-21T21:09:16Z

Initially I hated the mechanics and planned on quitting after the first lap, but then my ghost appeared and I really really wanted to beat it for some reason.

So I went another lap and did pretty good. After I finished that lap my second ghost appeared and I was so proud of my performance that I wanted to beat it again after getting better.

This really captured the essence of a true racing game where you are fighting against the physics of the car, and against the rest of the competitors. In this case the other racers are past versions of you who had less experience with the controls and the tracks. Overall this was an unexpectedly fun and rewarding experience.

My biggest criticism was the audio. The engine sound effects were painfully sharp and I had to take off my headphones to enjoy the game.

West by ursagames 2020-10-07T05:01:32Z

The Dollars trilogy is my favorite thing that comes in 3's of all time, so I have a softspot for anything Western.

This game was surprisingly polished for an LD game. I like the mechanic of resetting the day but keeping what you learned from before. I think there's a lot of potential in games like this which puts players in an open ended world with a narrative driven puzzle moving everything forward.

Just needs more content. well done!

Red Baddies in Blue Sky Town by citsua 2020-10-26T23:47:39Z

Very cool concept. I like the idea of a game where you play as a peacekeeper rather than a simple shooter where you have to kill the bad guys.

I think there's potential in a game like this. You could add more ways to dispatch enemies and different types of enemies that aren't just trying to kill people. Like maybe there could be robbers who's plan you could foil by confronting them, or drunks that can start fights with civilians if you don't round them up. You could add a whole upgrade system to help maintain the peace, like security cameras, guard dogs, door locks, etc.

Great job creating such a unique game in only 72 hours!

A Song with a Catchy Chorus and a Solo by mrwonko 2020-10-06T17:40:50Z

This is my ringtone now

Gravitron - 2047 by RAC-Games 2020-10-22T22:08:26Z

Kinda reminded me of half life.

The fusion gun was really satisfying to use and fun to mess around with. The graphics would have definitely benefited from a longer development. The level design was well done and it felt like i was walking through a futuristic city where all the citizens (and textures) abandoned it.

My biggest issue with the game is the player movement. It felt really weird losing all momentum when I jumped which made platforming an awkward experience

Escape From London by Daniel Alhadeff 2020-10-26T14:49:02Z

That was pretty fun but very rough around the edges

Controlling the camera was kind of difficult because if the mouse wasn't centered, the camera would just keep moving and it was difficult to just look forward.

You should probably add a speedometer since it's hard to see the speed of the car which makes it difficult to determine whether it's safe to make sharp turns. I found that I was rolling over at speeds that I thought were safe so since you can't actually see the wheels of the car leaving the road from the camera view, add a different way to indicate that to the player.

The game definitely needs some kind of scoring system. After a few tries I felt like I was getting the hang of it and doing a good job, but when I broke down I had no way of knowing how much I improved.

Ouroboros by Simon Rahnasto 2020-10-22T20:08:06Z

Very impressive submission. How do you guys only have 26 ratings? You have a big team, get everyone to start rating other games so more people play your game!

The gameplay, graphics, and audio are all top notch. Very well done. I liked how intuitive it was to figure out what I had to do by just looping over the same rooms and seeing the inactive pillars.

I wasn't able to kill the boss at the end because I accidentally entered the dungeon again during the bossfight. The entrance disappeared but when I walked over to where it used to be I got the press E prompt which got me stuck in the first stage of the dungeon.

I liked the upgrade system and the awesome merchant voice actor

Bype by GameWolves 2020-10-06T17:01:44Z

Very interesting concept. The base shooting mechanics where too simple to be engaging but the arm was satisfying to use and there is a lot of potential.

I think this would be great as a tower defense game. You put up towers before each wave and you use the massive claw to actively help your towers take down enemies. Different towers utilize the claw differently, like one could be a meat grinder that has you sticking enemies inside, or a tower that shoots fire and can heat up the claw which burns enemies you grab.

Until All Ends by WilloXs 2020-10-06T17:35:43Z

Pretty cool. Very unique take on capture the flag.

I liked the feeling of leading my army and pushing through the enemies with brute force, but then I realized I wasn't actually leading my army but slowly getting them all killed, one by one.

I think the game could benefit from some simple formations. Maybe add a leader character that can command all the units on screen and group them together since the most effective strategy is to have a large group of soldiers attacking at the same time.

It felt like it was impossible to win since there wasn't really a way to attack enemies without getting hit, so losing troops was inevitable. But I guess that was the point, being stuck in a loop of killing and dying, going back and forth with the enemy.

Good job! very well done

Ouroboros: The Cursed Hero by LERPish 2020-10-25T22:44:47Z

The presentation, setting, and atmosphere were really cool. I love the aesthetic even with the super simple characters and barren world. The music was great and helped set the mood.

The gameplay reminded me of dynasty warriors, but without any of the fancy combos. I thought there were some mechanics that I just didn't get but after a few playthroughs I realized they were just glitches.

Some times I would just go to the spirit world for some reason without dying. Jumping is also totally broken. Any time I pressed space, my character would enter the jump animation and float upwards extremely slowly to the apex of the jump, and then come back down at the same speed. While locked into this animation, the enemies can just spam attacks on you and drain your health.

This was an ambitious game and you guys put a lot of work into it. Clearly the time constraints led to a very barebones and unfinished product like most LD games, but you did manage to lay the foundation for something really cool. If you decide to spend more time on it post jam and polish it up, I think you might be able to salvage a very solid game.

Hack n slash games are always fun but you would need to add a lot of missing parts like hit detection, more varied attack combos, specials, finishers, item drops, some sort of progression system, and a more detailed world/characters.

Great job creating such a unique experience

Quivering by SandPile 2020-10-27T02:50:10Z

The presentation is phenomenal. The graphics, music, sound effects and animations give the game a very unique feel. The gameplay is also very tight and polished. I like how you actually spent time making unique levels and puzzles to make an actually playable game. It didn't feel like the average rushed Jam game. You did a great job on this, the only thing it's missing now is more content!

Unholy Echo by Dizzy 2020-10-06T03:51:32Z

Nice job with the graphics and sound. You did a good job making your game fit the theme and you made it look really cool

L.O.S.S. - Looped Orbital Space Shooter by amarillion 2020-10-06T18:32:20Z

I was trying to get first place on the leaderboard but I had to settle for 3rd.

I think you should tweak the difficulty curve to make it more engaging because it was boring for the first few rounds. But once the speed picked up it became pretty fun.

The focus is more on avoiding obstacles than shooting. Towards the end I didn't even notice the bullets anymore. Maybe make the bullets fly faster so its easier to hit targets.

also, those sound effects are phenomenal

Speedrunner by Taco truck games 2020-10-27T00:10:57Z

That was actually really fun! I did multiple playthroughs to try and beat my score but my best run was only 24.607. I feel like I could do better if I practice more.

At first I didn't know that my ghosts would activate the switches so I tried to hit every switch on 1 life which lead to me thinking it was impossible to beat when I got to the lower level.

When I figured it out though, it opened up a bunch of possibilities and made me want to experiment with the mechanics to get the best time.

My biggest problem with the game is the movement physics which are extremely annoying for such a precise gameplay loop. I found myself losing time by sticking to walls as I fell, or not being able to jump for some reason even though it looked like I was perfectly grounded (I found you can't jump while standing on a switch).

If you polish the character controller and add more levels, this game could be really fun. Great compo entry!

Beyond Death by Trypants 2020-10-06T03:26:11Z

Impressive work guys. The idea of walking over your own decaying corpse is kind of unsettling and contrasts with the cheery atmosphere, but the mechanic is unique and fits the theme well

Wizard Recurse by Ismael Rodriguez 2020-10-26T15:41:45Z

This is one of the most well designed, and polished LD games I've ever played.

This hits the mark in every category. It's impressive how you managed to design a unique gameplay mechanic and turn it into a fully playable game that doesn't just feel like a simple proof of concept.

I would love to play a full version of this. great job dude

Hamsta's Paradise by brookman 2020-10-06T23:01:23Z

It was fun and the graphics are nice but the camera needs some work. It probably would have been better to allow the player to control the camera with the mouse, at least in the first level because of the tight spaces. trying to get past obstacles and having the view jerk around because the camera was touching walls was really annoying.

Once I got out of the cage it was a lot more enjoyable.

Also, that first level is brutal for an intro to the game lol.

The moving blocks would get out of sync making it impossible to pass at times and they were 'sticky' so if they touched your rolling cage, you wouldn't be able to move and get pushed off.

Good job overall, this is a great Jam game

8BEATS by DangerBlack 2020-10-06T21:49:42Z

This is very impressive.

I was bobbing my head to the towers the whole time.

It took me a few tries to get the hang of it since the pace picks up pretty quickly but it was a solid experience once I figured it out. I wanted to keep playing so I could hear all the instruments. Great job guys!

Falloop by JimmyC 2020-10-22T19:46:34Z

Awesome idea for a loop and the art style is very elegant, I love it!

My only real criticism is the pacing. It's over so quickly that you don't have time to appreciate it. If you had more time you probably would have addressed this but right now it feels more like an interactive video than a game. My game is actually pretty similar in that you eat stuff and get larger and it also suffers from the same pacing issue.

I'd like to play a more fleshed out version of this game because I think it has potential to be an awesome experience.

The Claimants of Death by SirMichel 2020-10-25T23:05:14Z

That was a lot of game for a game jam. This is one of the more unique jam games around and its a shame you have such few ratings.

I really liked the spinning mechanic, but I feel like you guys didn't go far enough with it. Obviously 72 hours isn't enough time to design and build a full game but I think if you would have focused on refining the spinning mechanic and less on the world and enemies, you could have had a hit on your hands.

Instead of simply spinning in circles to attack, the spinning could have instead been used to block and counter enemy attacks. When an enemy spins to attack you, you spin in the opposite direction to catch their sword and deflect it, then quickly do another spin to attack during the opening.

Also, I think stamina is not a very good mechanic for this game. I found that I was looking forward to finding large groups of enemies and slicing them to pieces, but after a few spins my guy would just stop attacking and it felt extremely unsatisfying.

Maybe instead of a stamina bar that has to recharge it could have just had some sort of spin limit. Like if you know you can only do 2 full spins before stopping, you could plan out your attacks better.

Overall though, great job coming up with a fun unique idea and implementing it in such a short amount of time. I hope you guys don't fully abandon the idea after this jam since I think it has some serious potential.

Choo Choo Loop by thunderkerrigan 2020-10-23T19:08:15Z

I love the music but I totally agree with everyone else, the game is too difficult to play and understand. It's just unintuitive

It kind of doesn't make sense. You're supposed to create tracks for the trains that spawn and then close off the track so they loop together, but you never know when a train will spawn, or how many will spawn. So I found myself struggling to keep the first train going by building tracks and waiting for them to stop spawning because if I destroyed earlier tracks to make a loop, I would lose immediately because of the new trains that spawn.

To make this work I think you should add a counter to the starting block so you know how many trains are left and maybe also like a countdown or progress bar so you know when the next one will spawn. This will allow you to plan out the track and decide whether you want to make a lot of small loops or one large loop for all the trains at once, and it lets you know when you can destroy earlier pieces of track

Also I think just getting rid of the 2nd starting block will make the game a lot more playable right now since it would at least eliminate the guessing game of where the trains will spawn

Dig Down by Dampfwaltze 2020-10-26T14:39:13Z

Cool idea, this type of game has a lot of potential for unique gameplay ideas. It's kind of barebones now as a simple race to the checkpoints but it' a good foundation for a more fleshed out game.

My biggest gripe is the awkwardness of the digging. I think either the dig cursor needs to be bigger, or the physics a little more forgiving because it was frustrating having to click the same area multiple times to try and get all the little leftover pieces that prevented me from moving. I think you could fix this by finding loose pieces of dirt that are smaller than 1/3rd (or some other size) of the cursor, and make them fall with gravity when colliding with the character. Something like this would allow for smoother gameplay and make the player more confident that they can freely move in any direction without getting stuck and running out of time.

Overall great job for 72 hours of development

NiGHTMXRE by DanyVk 2020-10-06T17:27:02Z

I liked the atmosphere and presentation but forcing a restart after shooting the wrong thing was annoying. I didn't get very far because of that. I killed the first nightmare thing with fire, and then I shot the cellphone to turn it off but it kept ringing after disappearing, so I shot one of the ghost ladies and it sent me back to the beginning :/

Need More Space by wheatleyscience 2020-10-06T03:40:52Z

love the graphics and the atmosphere of the game. Could use more gameplay mechanics like maybe a shovel or something to dig for the crystals or climbing rocks.

I loved the walking animation

Cercle funeste by LoicLeGrosFrere 2020-10-06T18:56:34Z

The mechanics were not well explained. I was so confused at first. I think the problem is that "zooming" in with a magnifying glass makes no sense and the blur effect makes it more confusing.

I thought it had something to do with the placement of the character on the screen. Like when you zoom in, the board gets bigger but your character stays the same and the new position is calculated based on where your position overlapped with the zoomed in board.

Obviously i was completely overthinking it and it was a lot simpler than that.

Once I figured it out it was a solid puzzle game. Definitely try to rethink how you communicate the mechanics to the player

minotorus by AceArcher 2020-10-21T22:34:59Z

Hi, I'm about to drop a brutally honest review here to try and give you some useful feedback to improve the game because I genuinely think it has potential, but it has some serious issues in its current form.

This was one of the worst gaming experiences I've had in a long time. I know that sounds overly dramatic, but this is the first time in my life that I've ever experienced motion sickness while playing a video game, and this includes a lot of VR titles since I was an early adopter of VR. I think this was due to a combination of factors from the cramped corridors, repetitive textures, the movement speed, and the poor performance of the html5 version. I had to take a break and look off into distance to compose myself. I don't know if just fixing the lag would circumvent this but I think you should definitely make the corridors less cramped and change the textures on the walls.

Apart from the motion sickness problem, there are some serious design issues that seemed hostile, like you were punishing the player and didn't want them to beat the game.

For starters, the maze itself is way too large. I did manage to get to the end of the maze and face the minotaur, but the journey became really boring and tedious the longer it dragged on. The basic premise of the game isn't bad, and it's actually kind of fun if you commit to it. I really wanted to get to the end and after getting the gold string, it became kind of fun retracing my steps, knowing that with every attempt I was making a lot of progress. This feeling didn't last when I realized how large the maze was and towards the end, just retracing my steps and running back to where I died took way too long and killed any interest I had in continuing.

Another major issue is how brutal the dead ends are. If you make a wrong turn, you have to backtrack a really long distance. It felt like you were severely punishing me for making a mistake in a game where it is impossible to avoid mistakes since you didn't provide any way to figure out where to go apart from trial and error.

When I got to the boss fight, I tried to kill it with my fists and realized it is impossible. I got it down to half health by punching it until it decided to attack me and then I died. I thought I would just have to run back and finish it off, but when I got back to the fight, he had full health. At that point I quit, but later I realized that I probably should have talked to the female npc more. It wasn't clear that she would give me more items after the string. After finally getting to the end of the maze, and nearly throwing up from motion sickness, I was so frustrated that I didn't think about talking to Ariadne to get a weapon. I replayed the game after this rage quit to see all of her dialogue, and I got the crown and sword, but I was not going to go through the maze again.

I didn't think walking through a maze would be very fun, but there was a point early on where it was. When I got the string, it became a lot more enjoyable and it made me want to get to the end since I know had a way to overcome the challenge. I think if you figure out a way to add more tools that elicit the same response, then you might have a solid premise for a full game. Similar to the felling of progression in a metroidvania but without the combat.

Now obviously you had very limited time to make this game and a lot these issues would have been avoided with more play testing. If the maze was smaller, the minotaur had less health, the corridors weren't so cramped and the textures so repetitive, this would have been a very enjoyable jam game

HONK II by Tricky_Fat_Cat 2020-10-22T20:46:56Z

Gameplay was tight and fun! Some of the areas could have used more playtesting to keep the pace going but overall it was a great experience.

If I were to change anything about the gameplay it would be to give unlimited ammo. Whenever I ran out of ammo, it just felt like a really unsatisfying stop to the action. I know giving unlimited ammo would make it hard to balance the different weapons but maybe if you make the player have to reload, it would force them to swap to another weapon in the middle of the fight or take the time to reload if they want to keep using the same one. And maybe also include a full reload that takes longer but reloads all weapons at once to keep the action going.

Also the music and sounds were awesome

The Chungus Machine by Elmos Minion 2020-10-06T19:37:35Z

wow was this made with Blender game engine? you get 5 stars for innovation just from that

Crazy Scientist: Lost in Dimensions by WormholeGames 2020-10-21T16:30:12Z

I think the best part of this game is the difficulty curve. The difficulty ramped up at what felt like the perfect time for me, and I had a lot of fun with the tight platforming.

I wanted to beat the game but I got stuck on the UFO boss fight. At first I thought I had to kill all the enemies but they never stopped spawning. Then I thought I had to time my jumps so that I bounce off an enemy's head, and hit the next enemy as its falling out of the UFO to get enough height to jump on it, but that didn't work either. Eventually I gave up after about 10 minutes of trying.

The music was great and so was the presentation. I liked the little cutscenes and transitions

The Magician's Maze by MidoriMelody 2020-10-27T03:08:30Z

Great job getting this out in time for the jam. I know working alone on a 3d game can be really stressful and hectic with such a tiny development window.

Overall the game was enjoyable but it was really short and didn't offer enough of a challenge I think. Maybe it's just because I got really lucky but I only got a few doors wrong so I beat it pretty quickly

I think for a maze game you need to have some element that guides the player to the right door because without it, you're just guessing. Maybe incorporate some magic for detecting the right door, or add some simple riddles at each level of the maze and hide the answers somewhere with props, or paintings/text on the walls of the maze.

Also, the music had me bobbing my head up and down the whole time.

Good job on this!

Hardcore Quest 2020 by Rrawrr 2020-10-06T22:23:27Z

I like the honesty from the thief. He might be a broccoli stealing scumbag but at least he's honest.

I also couldn't figure out what to do. I talked to the farmer, the bush, the thief, the broccoli, the weird babykid with the sexy-patrick legs, the sorceress, sharkboy, turnip boy and i still couldn't figure out what to do.

It took me a while to realize that I was stuck in a loop!

Very surreal world, well done

Cluck of the Time Egg by Yeomsley 2020-10-06T03:18:16Z

I like the mystique of a "time egg" that resets the world. I probably should have read the instructions since I walked over the entire map and killed everything(i think) but I failed to save the time egg. I didn't know that I had to get the chickens.

The gameplay is very simple but the mystery of the time egg kept me going. The graphics and the mood kind of reminds me of the legendary Geneforge

Life Of Crime by HKSpadez 2020-10-26T16:06:21Z

That was fun! it was frustrating at first because I thought there was a glitch that triggered the alarm for no reason, but good ol' prison steve told me about the cameras.

Once I figured out that I had to accomplish a series of tasks to properly rob the bank, it became a lot more fun and engaging.

I managed to get the money and walk to the front door, but before escaping I got overwhelmed by an inexplicable urge to turn around and murder everyone. I pulled out my gun and started killing people one by one before they could trigger the alarm. I cleared out the whole bank, and walked out with the cash

Crocodial by David-Liddelow 2020-10-06T17:13:41Z

That was great! Love the pacing and the music. I had absolutely no idea what was going on at first but rolling around shooting magic was fun.

I liked how the attack speed was attached to your movement speed which incentivized you to go fast, but going fast made it difficult to stay alive which made it difficult to look at the wheel to place spells where I wanted to without getting hit or slowing down.

Fearcle by Jupperevie 2020-10-06T17:52:00Z

I agree with the other commenters, the switch side mechanic was confusing. It was hard to keep track of where I was and switching side made it worse. Also, why were there some switches that I couldn't flip? I don't know if it was a glitch but there was a switch that I couldn't interact with until I left the room and got lost a few times. I came back to it and it was interact-able. Was this a glitch or was it a different switch that was in an identical looking position?

The overall presentation was great though

Fire Loop by Kevin Meissner 2020-10-07T03:56:26Z

Did you make all of the assets yourselves? if so that's very impressive.

The loop mechanic was pretty interesting. It took me a while to figure it out though since at first it seemed like the shooting mechanics were just unresponsive since it wouldn't always shoot when I clicked.

After I figured it out though, it did become a lot more enjoyable.

Maybe add more spell types, or change what the fireball does depending on where in the loop it is when you click

Escape from LAB 2635 by Rein 2020-10-06T02:11:58Z

good job! I feel like it could of used a nice techno beat to keep the pace going but other than that it was great. I got frustrated at first because I kept dying from lasers I couldn't see but I guess that was the point. Dying over and over again and learning how to get past the level through trial and error

The Endless 8 by Jvdwijk 2020-10-22T15:32:53Z

Very fun Jam game! I got really into it and tried to solve all the murders but there was one hint that I only got once throughout my ~30 playthroughs so I never figured out who was looking for their missing friend

The only issue I have with the game is how playing it only once is enough to solve all the hints in subsequent playthroughs, but I guess that's just a consequence of the limited time. You guys did manage to include a lot of dialogue in the limited time frame so great job there.

While I enjoyed the game and would definitely enjoy a more fleshed out experience, I think for this game jam a different game mode would have been a lot more appropriate. Instead of trying to find one person and kill them, you could have given the player a list of the hints, and then tasked them with figuring out each NPCs role. Who hates dogs? who is a secret serial killer? who is lying about their kid? and at the end of the loop, give a score based on how many they got right.

I think this would have worked better for the game jam simply because it would allow you to get the most out of the limited dialogue. In my first playthrough, I read all the dialogue and learned as much as I could about the characters and was able to kill the one NPC and win the game. When I played again, I realized I didn't have to talk to anyone since I already knew what they were gonna say so I just ran around the house killing people based on what I already knew about them. I did have fun solving the hints, but it felt weird restarting and running straight to an NPC just to kill them over and over again which is why I think it would be better to have asked me to find answers to all the hints during my first playthrough.

But either way it was a fun experience and I enjoyed the very weird and quirky dialogue.

Rad Rodent Racing by katajin 2020-10-06T16:47:52Z

Alright that was pretty cute. The graphics, music and overall presentation was great and the gameplay has some potential. It kinda reminded me of pocket racers from the Yakuza games.

Your game was way too easy though. At first it was pretty engaging trying to figure out how fast I could go around corners before falling off, but then I realized I just had to let go of the speed just before turning and it would work every time.

Some ideas:

make it so that you can't move through other racers meaning you have to figure out how to get around them by changing track or jumping over them

add more obstacles and different ways to avoid them.

Add a visual indicator of your speed tied to the animation. If you're going so fast that you're about to fall off, make the mouse look like its struggling to stay on the track during the turn.

Good job getting this made in such a small amount of time

5 Minutes Before Halloween by Glaas 2020-10-08T20:40:52Z

Love the theme and the graphics but the movement felt awkward. I like the idea of having to hunt for scary costume parts by talking to people and getting hints but there wasn't enough time to talk to someone and then walk to where you think the costume piece is, but I guess that's part of the game mechanics. Using what you learned in previous nights good work!

Skicret Agent by SachaWitto 2020-10-06T18:12:45Z

awesome idea! This was a lot of fun and it fit the theme perfectly.

It kind of felt like directing a movie

BULLET TIME by cakts 2020-10-27T02:37:15Z

That was awesome I love stealth games so the gameplay really appealed to me. Also, there was something about the graphics, music, sound effects and just overall atmosphere that reminded me a lot of Syphon Filter for the PS1, especially in the tutorial area.

There were some things that need improvement. The biggest thing being the loop mechanic. Conceptually its really cool, how you're not just sneaking past enemies but also somehow sneaking past time and it adds a unique element to the gameplay. The problem is how finicky it is. During the reset, it felt like the enemies were being put in a semi-random location/orientation. I didn't test this myself by tracking an enemies movement the entire loop, but it felt like I had to run away from enemies as time wound down because I didn't know what direction they would face. Also, sometimes you could move during the loop effect and other times you couldnt. Maybe a solution would be to have an indicator, like a ghost showing where the enemy will reset to. This would make it easier to plan your actions each loop.

While playing I thought that the loop mechanic would work as an item that you had to activate and not something thats always on, but thinking about it afterwards, I think its fine how it is now. Having it always on makes you feel like some sort of ghost navigating a world where you don't belong.

Another detail that should probably be changed is the gun collision. While you could incorporate it into gameplay, like opening doors or moving objects, I found that the collider on the gun just made it difficult to navigate tight corridors and around objects. It would probably just feel better to get rid of that altogether.

Also, I think this game could really benefit from a dive/roll. When the clock is winding down and you're in an enemies path, you could roll to safety to avoid being seen which would add another element to the gameplay.

I really enjoyed my time with this game and I think a fully developed Bullet Time would be cool as hell Great Job!

The Loopy Wheel by Anshul K 2020-10-19T12:25:00Z

you're 11 years old?! Impressive work kid. When I was 11, the only thing I made was a disappointed father.

The gameplay is simple but enjoyable. Timing jumps over obstacles is always fun, but I think you could greatly improve the experience by fixing the placement of the obstacles. Even though you can tank the hits by eating apples, it isn't satisfying knowing there's no way to avoid a hit

Some apples were impossible to get without hitting a spike ball, and some spike balls seemed impossible to avoid altogether. Your game could definitely have benefited from more play testing, but so could every other game in this game jam.

Overall, great job on this game. Hope to see you return and make more games in the future.

(also, we're caterpillar bros! I also made a caterpillar game)

Shunk Stark by MS ANNOTATION X 2020-10-06T19:55:40Z

That was a fun short experience. The music was great too...for a while then I had to mute it so I could concentrate on the last level lol.

good work

Space Loop by HungryCatGames 2020-10-06T02:49:51Z

This is the type of weird unique gameplay you can only find in a game jam. It's very unconventional but it has potential. The biggest weakness is the aiming mechanics. The ball never went where I wanted it to go but that couldn have been caused by the weird perspective. If you added a laser that showed the trajectory it would have been more manageable.

Also, I think this would be a lot more fun if the sphere was smaller so the balls are in flight for less time, if they moved faster, and if it had a sick bass heavy soundtrack. and add some RGB LEDs to the spherers as well. Imagine all those shinning balls bouncing around thumping with the bass in a fast paced brick breaker.

edit: Also, awesome logo!

We are me: Solaris Sands by mind0o 2020-10-06T03:04:16Z

wow this was very ambitious and polished for such a small amount of time! and that AAA quality voice acting sealed the deal!

You did an incredible job of creating a unique atmosphere. The sound effects and music, and that weird muffled effect that ll the sounds have made it feel like I was in some mysterious magical cavern.

I wasn't able to finish it but I got the 2 gems got destroyed by the sandman-me

BLACKLOOPHOLE by A sMILE 2020-10-06T19:48:07Z

I forgot the name, but there's another jam game that is almost exactly like this one, except yours has more action.

This was entertaining for a little while but the gameplay loop needs more meat to keep players engaged. I like the art style, it had a cool aesthetic to it especially with the black hole in the distance

Jumper by Akhil841 2020-10-06T02:31:01Z

I won! it was a very short experience but pretty fun. figuring out that i had to bounce on the corner of the box to get the highest collectible, and then practicing to be able to pull it off within the time limit was satisfying. it was a solid gameplay LOOP!

However, it could have really been improved by having a reset button. I found myself just sitting and waiting for the timer to reset before giving myself another shot

SUSHI INK. by pbootly 2020-10-06T15:58:47Z

I had a lot of fun with it. Very unique gameplay which at first kind of felt like it wasn't designed for humans but then I started to get the hang of it. Until level 4 where I realized this was indeed made for some non-human species of gamer that can juggle multiple things at once.

Overall a really fun experience but it needs some work on the balance. There was a lot of waiting for plates to arrive which made it impossible to feed some customers in time, but I guess that's my fault since I could always increase the rate at which I made plates.

One thing that could easily be improved is the system for changing tentacles. Maybe color code each tentacle and bind them to specific keys to make it easier. I found it difficult to select the right tentacle since they all looked the same when overlayed and cycling quickly through each one was awkward and imprecise.

Doodle-Oop! by Hank Ather 2020-10-06T22:06:45Z

interesting loop mechanic. I kept trying to get creative with the loop to pull of some slick moves past the obstacles but I kept killing myself because of it.

The graphics are really nice, I like that doodle style.

It might be better (or much, much worse) if the radius of the loop would change over time, forcing the player to adapt

Djinn Alwaqt by JohnDaivisse 2020-10-06T20:23:38Z

Very well done. This was a fun and polished experience.

The movement mechanics were kind of annoying. I lost a lot of time trying to move diagonally and crashing into walls

The Dumb Robot by Rushikesh Charapale 2020-10-07T03:29:05Z

So I tried to beat it but I think either the robot glitched out or I just couldn't figure it out

In level 2, it kept moving forward until it reached the edge of the floor, and then it fell and I lost. There wasn't anything I could do except watch it fall to its death. There were some floating blocks but clicking them just caused them to explode, and I don't think the robot could jump on it anyways

Bjorn to Dance by Tomh 2020-10-06T03:47:03Z

Awesome art, loved Bjorn. Could have used some more music and more exciting sound effects for hitting the notes.

A big problem with the game I think is that its way too easy. I think it would be more fun if you ramped up the difficulty curve and didn't start with just one note.

Stealthy Suspect by Skiwee 2020-10-06T19:15:24Z

I have a huge softspot for stealth games.

This was pretty good, I love the crouching mechanic. Unfortunately the level design felt too sloppy to be really enjoyable as a stealth game. The first few areas are good but towards the end it seems like there's no way to avoid being caught and its just a race to the end avoiding damage

Commuter by Aran Ink 2020-10-06T02:40:58Z

Pretty fun and very polished. This has a lot of potential for a mobile game I think but you would need to figure out how to add another layer of gameplay. It didn't seem like there was any strategy to placing the traps since the cars eventually loop around and can't avoid them. The strategy was waiting to press the start button so that the cars are close to the traps from the beginning.

13 Codes by JammyGunns 2020-10-07T05:37:38Z

I thought I could outsmart the game by jumping onto the top of the walls but I kept getting stuck so I guess i got myself stuck in a loop.

The game obviously is unfinished like almost every game in LD, but I think its missing a key feature that would make it a lot more playable. It needs something, whether its sound or a visual queue to let you know what changed in the maze. Since all the walls are untextured, its pretty difficult to figure out if anything moved unless I run around before hand and memorize the layout.

And I agree with the other comment that said some of the codes were hard to read because of the lighting.

I liked the system for interacting for the consoles

Resurrection by etrealjunior 2020-10-26T15:29:19Z

your game was cool.

Just kidding I didn't actually play it but why don't you go play and rate mine after giving you useless feedback.

If you're trying to get people to review your game, try and give them valuable feedback instead of just gaming the system. You've commented on a lot of games that you clearly didn't even play and that's fucked up

Resurrection by etrealjunior 2020-10-26T22:49:06Z

@etrealjunior I don't know what you're saying, but I'm not calling you out for not commenting on my game. I'm calling you out because your comment on my game, and on over a hundred other games was a useless one liner like "I liked your game my congratulations" and then a plug asking me to play yours.

You aren't giving anyone constructive feedback, you likely didn't even play most of the games you commented on, and you're playing the algorithm to get as many ratings as possible without contributing anything constructive.

The "why dont you go play and rate mine after giving you useless feedback" on my last comment was obviously sarcasm

Robo Arena by Dystoth 2020-10-26T14:24:27Z

I'm going to assume the game is unfinished since the instructions say i have to work my way to the center of the arena in stuck mode, but there is only one interior ring and it doesn't reach the middle.

Also, free mode is kind of impossible since the robots sometimes materialize out of thin air which gives the player no time to react.

Clearly, the time constraints limited what you guys could make and it's a shame since you had a pretty good idea for the theme and gameplay. The stuck mode could have been fun if it was finished with more rings and robots moving at different speeds in a larger area. Free mode would have been better if instead of a ball, you were controlling a robot on one of the loop tracks that could change directions and jump from track to track. This would make the game mode a lot more engaging, fit with the theme better, and stay consistent with the rest of the game.

I would have liked to see a more fleshed out version of this type of game, but I know things happen during development and 72 hours gives you no time to plan and react to problems. Hopefully you guys come back next jam and give it another shot

Project Cybold: Operation Ludum47 by Wolfox121 2020-10-07T03:44:46Z

The gameplay was actually really fun!

When you max out your weapon level, it turns into a satisfying slaughterfest. Before that however it's pretty boring. at the early weapon levels, it feels like your weapon is glitched since there is no hit feedback at all. The bullets fly through enemies and they keep moving unfazed. Since they take more than one hit to kill, and there are a lot of enemies at once, it feels like your bullets aren't doing anything.

The core of the game is pretty solid though and I could have a lot of fun with a polished and balanced version, especially playing with a friend.

You did a good job on this given the time constraints.

also, I don't know if i got to the final boss. It was a boss that instead of dying, made some light dome thing that caused the game to lag for a bit before sending me back to the beginning. Was this like a hard end to the game or just a glitch?

Silly Platypus by kotovnav 2020-10-06T02:04:39Z

Nice use of the loop mechanic. Also, something about that jump sound is extremely satisfying.

I enjoyed the gameplay and after learning how to use the loop mechanic to hold the switch, I was looking forward to more creative ways to use it but it seems like you only implemented that one puzzle. Towards the end there's a lever looking thing next to a cloud but I couldn't figure out how to use it.

I wouldn't mind playing a more fleshed out version of this since I have a soft spot for these kinds of platformers (and that jumping sound effect)

Time Saver by Daniikk1012 2020-10-22T15:50:04Z

Interesting gameplay. It felt like a reverse difficulty curve

I liked the graphics and the audio and the overall presentation reminded me of Katana Zero.

My only gripe is that it wasnt clear why the eyeballs couldn't be killed with the Katana and others could. It wasn't hard to figure it out, but there was no indication that I would have to use the second item. This only bothered me because I was trying to be as efficient as possible and it felt like the game was punishing me for trying to kill the eyeballs with the Katana for no reason.

Maybe if there was some visual indicator like maybe the eyeball is on fire and when you touch it, your character gets burned which would force the player to think of another way to kill it.

Stealth Line by HippolyteA 2020-10-27T00:22:24Z

I love stealth and I when I saw how the game worked I was looking forward to playing around with it to try and beat it but...I got to the end on the first try and it felt cheap, like I just got lucky.

I think for this game to work you need to add something for the player to do during the walking. I think something as simple as pressing space to stop would add a lot more depth. You could lead the player to an area near a zombie and stop them behind an obstacle while waiting for the zombie to pass. You could add nodes in the world for the player to interact with, like a switch that triggers an explosion or something to try and kill a zombie.

Force the player to determine the path before starting. and allow them to interact with the world as their character follows it.

Overall good job on this submission. It's very well made for such a short amount of time

Scumari 1 by telescape2000 2020-10-26T17:54:39Z

I wanted to beat it but I couldn't figure out how to cross the translucent bridge which didn't have a collider.

The gameplay was interesting enough but it was extremely barebones. Couldn't even stomp the default cube goombas!

I will say though that I'm probably going to lose some sleep over the soundtrack

Abducted by FlashCash0402 2020-10-07T04:06:21Z

Nice simple game jam entry. The mood and the atmosphere is what really stands out

This is great work considering how young and inexperienced you are. Stick with it and you'll get a lot better over time

Constituent by Thomas Carey 2020-10-06T22:36:35Z

This was a lot of fun to play around with! The presentation was awesome and felt very polished

I don't have any criticism for the gameplay, the gameplay loop was tight and engaging and it was fun to see my actions play out in front of me

Looped by Leo Red 2020-10-08T15:44:27Z

This was fun but it is in desperate need of a score counter!

I love the audio and graphics. Both are very simple but complement each other well.

ギ Improvisation “恒久 ”회전 by PCA 2020-10-22T19:53:50Z

very surreal experience. I had never been exposed to 7-eleven propaganda before today.

The music, weird graphics, and sound effects create a very interesting mood and atmosphere. The gameplay is too short though. I thought it would be a bunch of minigames but it was just the 2 over and over again. If you had more time you could have made an even weirder Wario Ware

Corporate by Peche et Tradition 1867 2020-10-26T17:01:56Z

I got to the 6th floor and made $483,750. This was both fun and depressing. The more I expanded my corporation, the more I found myself dehumanizing my pathetic employees.

This is was genuinely a lot of fun but it could definitely use some more mechanics to keep the momentum going. Eventually there will be too many floors to keep track of by yourself so maybe you could buy managers to maintain productivity on the floor and maybe even auto fire employees if they walk by a sleeping one. I'm sure you could come up with a lot more upgrades to liven up the gameplay if you spend more time on it.

Also, I think some sort of overview of the building would be necessary so that you can jump to specific floors that have unproductive employees.

This has a lot of potential and I hope you keep working on it

Capture void by Clarke 2020-10-26T14:10:09Z

I've been there. Doesn't feel great but it can definitely be used as a learning experience for the next event

scrapped by Karah 2020-10-26T14:08:26Z

I'm assuming this is an unfinished game

Looper by Likuid 2020-10-26T14:11:11Z

It was fun

Hope you come back next time and give it another shot

LD48 — Deeper and deeper

Watery Crave by Zathnic 2021-04-28T03:22:18Z

The gameplay is actually really fun and punishingly difficult. I had a lot of fun with this but I couldn't beat it because there was a certain jump that I just couldn't get after like a hundred attempts.

Project Orpheo by zondarg 2021-04-28T01:09:34Z

I really liked the overall vibe of the game. The pixel graphics, sound effects and music made the experience very interesting.

Flying around in the jetpack was fun but it definitely could have used some more mechanics. It would be interesting if you added some mechanics that were used to counter specific traps/obstacles instead of just relying on the jetpack for everything.

great job putting this all together for the jam

Puzzle Cove by MaggardJosh 2021-04-28T01:30:48Z

The music is awesome, gives me Ocarina of Time vibes. The gameplay is elegant and fits the theme well. This was very well done and polished for a compo game

Darkest Depths by skipi 2021-04-28T01:41:00Z

I love the graphics, giving real PS1 vibes. The music, especially the intro music was very nice I think you attack a lot faster than the attack animation lets on which was kind of confusing.

The concept of the game is interesting and the lore was surprisingly deep for a jam game. great job guys!

(Also I managed to play the html5 version just fine on an old surface pro 3)

The Miracle Mineral by benjamin-l 2021-04-28T04:24:04Z

Good job on the voice acting, really helped with immersion. Its surprising how much simple footsteps can add to the atmosphere

Bad Water by Rudenko 2021-04-30T04:44:26Z

I tried to play the web version but it wouldn't load, so I downloaded the windows version and the game started but I couldn't figure out how to move. Mouse input wouldn't work so I used a gamepad and it let me "point" in a direction, but I couldn't move. My character would just float up until I got gameover.

Maybe i"m dumb, or maybe it's a glitch? What exactly are the controls?

Dungeon Of The Darkest Depths by Maduke 2021-04-28T00:59:06Z

Good job putting this together by yourself in time for the jam. The gameplay is very barebones but it's a good foundation for a full game. From here you can add new weapons, abilities, enemy types, world hazards.

I didn't like the traps though, it was kind of hard to tell when they would do damage and when they killed me it felt kind of cheap. It might just be that the animation for when its on looks too similar to when its off

Diggy Diggy Down by Schuster 2021-04-28T00:28:57Z

Nice and simple jam game. Trying to hoard as much money as possible is always fun. At first it seems like the game has no challenge since you can avoid boulders very easily, and there aren't any enemies, but I found myself trying to go as fast as possible which led to a bunch of mistakes. Seeing those shiny red gems under boulders is too tempting to pass up. However if you just go straight down and focus on avoiding the boulders directly in your path, the game is a cakewalk

I think the game could greatly benefit from enemies, or even just a simple time limit to add pressure, also some unbreakable blocks

Delve by notpresident35 2021-04-29T18:53:22Z

The idea is great, but the implementation is pretty rough around the edges. With some work you can turn this into something really fun.

some notes: * The environment color palette needs more variation, maybe add another color or 2 because its difficult to differentiate the foreground from the background.

* the blob enemies are too short which makes it difficult to shoot them. You have to aim slightly down which is hard since the gun itself is very close to the ground. Long distance shots are really hard to land. Maybe add a visual indicator of the bullet trajectory

* The drill/platform should either be smaller/thinner, or it should be behind the hazards/spikes. Because its so big and slow, the spikes are occluded for way too long which makes it easy to forget where they're going to appear

* I don't know if the gun fits the rhythm of the song or not, but the first shot is always delayed which makes the controls feel unresponsive. Maybe let the player shoot as fast as they want but reward them for shooting in rhythm.

Obviously you guys didn't have a lot of time to play test the game, but hopefully you keep working on it because I think it has a lot of potential

The Ugliest Fish by LoparPanda 2021-04-28T01:20:19Z

You made a good foundation for a game. The swimming mechanics work well enough to convey that you're underwater and not just flying across the screen, and the atmosphere is really great.

All it needs now is some ugly fish on fish action

You Know The Drill by Maksime 2021-04-28T04:29:49Z

Maybe I'm dumb, but I couldn't figure out how to start the game. After the intro cutscene, the character is standing next to the teleporter and the text box says move to the teleporter and press E, but A/D doesnt work, and E does nothing. All I can do is jump up and down next to the teleporter.

You Know The Drill by Maksime 2021-04-28T16:14:39Z

I managed to play the game with the webgl version. I redownloaded the windows version to see if I just forgot to click the textbox, but it still wouldn't work. The text box was dismissed but the character was still stuck.

The game itself is really fun though. You guys managed to create an extremely addictive gameplay loop that had me hooked from the start. I don't think I've ever played a single LD jam game for so long

Wrath of the Stone by squirmonkey 2021-04-28T16:26:10Z

From the screenshots I thought this would be another one of the hundreds of mining games. The concept is very unique and not something I'd seen before. The tutorial was very good and I learned the mechanics, but the starting difficulty is way too high. I think you should make the dwarves move a lot slower at first so the player can more comfortably practice the mechanics. by the time I right clicked a dwarf, there were 2-3 more sprinting into the mine.

Corla by JUSTCAMH 2021-04-29T16:49:52Z

You really did polish the gameplay, it was a fun and rewarding experience. I kept going deeper and deeper to find new upgrades to play with until I felt totally over powered. The only reason I stopped playing was because the game got stuck for some reason after I jumped into a hole. The animations and music would still play but I couldnt interact with the game anymore.

By far one of the most fun games in the jam so far, great job!

DOWN - The Descend by InsanityCode 2021-04-28T04:15:34Z

unhandled exception on the x64 version but x86 worked fine. Also, maybe upload the game to itch.io or somewhere other than dropbox that asks you to sign up to download the file.

I played the game and it was fun, but I didn't like how hard it was to tell when I was taking damage. You cant see enemy bullets so when theyre shooting you your health just starts draining which makes deaths feel cheap

The Dwarves of Mt. Deep by Kimberly 2021-04-28T00:17:10Z

Wow this is extremely well done and polished. I don't know what else to say, I'm not used to playing such a polished LD game lol.

You guys killed it. The graphics, sound effects, music, and gameplay are all so elegant and fit perfectly together. This could be the foundation of a very nice puzzle game, however I think you might have to make some big changes to the gameplay to be able to scale the difficulty. There's only so much you can fit on the screen at once, and if you can't see whats below then you're just guessing.

Get Down! by picross 2021-04-28T01:16:26Z

I love the catching mechanic but it's really hard to pull off. I think if you added a catching animation or some visual aid when you press right click, it would be easier to practice the timing.

Untitled Simulator by Eugenik 2021-04-28T03:13:28Z

Very unique approach to the theme, definitely not something i expected to see.

It was a pretty enjoyable experience, I don't know how accurate the information is, but it was interesting and revealing nonetheless

Deep Exploration by aposs 2021-04-30T03:34:25Z

I like the concept but it needs more work to feel like a game. Currently all you really do is hold left click until you run out of energy and have to kill some enemies. I found that even if I run out of energy, if I keep going straight down, I'll eventually run into some that I cant even see which allows me to recharge my energy before I'm anywhere near dying. I recommend adding more useful upgrades like faster swim speed, more damage, more armor,maybe some new attacks. Then think about adding new more aggressive enemies, and obstacles like rocks, caves, hazards, etc.

But great job getting this out in 72 hours. I hope you guys consider putting more work into this as it has potential to be a fun experience

Into the Forrest by frompdx 2021-04-29T19:48:25Z

I think this would have been cooler if you had to build your base as you went deeper. So you would clear out enemies, venture deeper into the forest, and build your base when/where you thought it was safe. I liked the overall presentation and the gameplay was surprisingly functional for a 72 hour RTS.

The graphics are nice at first, but when you start zooming out and trying to find enemies they become a huge problem. The enemies and base units look way too similar, and its hard to find enemies on the map because they just blend in.

Also, I saw the 30 second tutorial which got me started, but I still had no idea what the different buildings were for and what differentiated the units.

Good job putting this together for the jam.

An Unexpected Mishap in Naval Mine Cove by Bea 2021-04-28T02:12:27Z

This is an awesome idea for a game. I love the tension from approaching a group of mines and the race to the boilers. The graphics are also really nice. Great job on this game

Lidenbrock by Notinatal 2021-04-30T04:49:03Z

That was fun! It kind of felt like a mario party minigame. I really like the idea, and you executed it very well.

The Unfathomable by ondy1985 2021-04-30T05:00:14Z

That was fun, and the leaderboard was a good idea as I couldn't stop playing until I was at least top 3. I didn't understand the oxygen though. Is there a way to recharge it? Is it from your previous wrecks? I saw the bubbles coming out of what looked like a wrecked bathysphere but I didn't have time to go over it to try and get more oxygen.

Deeper Sea by LRVStudios 2021-04-28T04:04:32Z

Wow what a weird and unique game. It's very ambitious but pretty confusing. I couldn't really figure out what I was doing wrong. As I went deeper, the ship started beeping and my health was going down but I had no idea why or how to stop it.

It would definitely benefit from clearer instructions.

either way, great job on such an ambitious project in such a short amount of time

Oceanwork by Warrrkus 2021-04-29T17:40:33Z

This was pretty fun, you got the pacing to feel really good. The gameplay is pretty bare-bones and grindy, but the rate at which you improve keeps it from dragging on for too long. The overall mood and atmosphere is great.

I loved the art style but my only gripe is the seafloor. I didn't like how it was just a flat white color. I think it was a missed opportunity to change the color/texture of the floor based on the depth as this could provide the player with a visual aid to prevent them from going too deep, and to help them navigate back to the starting point. I found myself getting lost at times and it was hard to tell if an ore was too deep for me unless I got close enough to tell from the depth sensor. Without a visual aid, it was hard to estimate distances.

Overall though, this was a really fun experience and one of the better jam games I've played so far

Subterrene by SamarthMP5002 2021-04-28T03:51:48Z

There's a lot you can do to make the game more fun to play. As it is now, there's really no challenge. Some possible solutions: * slow down the turning speed of the drill so it's harder to control * gradually increase the speed of the drill as you get deeper underground * add some rocks that take time to drill through but have diamonds on the other side * add different types of hazards including some that move or chase the player.

Goblin Philosopher by Jibberwocky 2021-04-28T02:24:56Z

kinda reminded me of the sims and trying to figure out what theyre talking about. This is definitely the most unique idea i've come across in LD48 so far. Well done

Pokefish : Gotta flash em' all ! by Legolula 2021-04-28T02:54:31Z

Oh man I love everything about this. such a unique approach to a simple idea. The music and graphics create an awesome atmosphere, and the little camera viewport is awesome.

Falling Bot by Phobos 2021-04-28T02:59:55Z

The robot feels weighty and fun to control, and the level design is good enough to take advantage of the mechanics. One of the most fun to play games I've come across in the jam so far

Into The Depth by Szymon OGD 2021-04-29T20:04:19Z

Nice little game, simple fun with nice graphics and sfx.

It would benefit from more gameplay elements though, like tight caves you have to navigate through, or passages you have to open with the torpedoes.

The main issue I have with the game is the pacing. I played the game for a few minutes, got swarmed by enemies, was having a good time, then I looked at the depth meter and noticed that I barely made any progress. And knowing that the ship moves slower the deeper I went killed any desire I had to continue. You would need to add something to reward the player for going deeper. Increasing the speed wouldn't make more sense realistically, but it would make the game more fun.

Climber by xxnolanxx 2021-04-28T03:31:21Z

I don't know if i was playing the game right, but jumping of walls and sliding down with the pick was oddly satisfying and really fun. I never used the ropes though.

This is like a reverse climbing game and a welcome change of pace from all the other jam games so far involving a pickaxe

LD49 — Unstable

ALL PLANED by Sirkovitch 2021-10-05T19:58:35Z

Fit the theme perfectly, and delivered an extremely polished experience. This was amazingly well done guys great job

Silex by tigerfinch 2021-10-07T21:40:40Z

The idea of rescuing people from an unstable environment in some sort of all terrain vehicle is an awesome idea. Obviously there's not much to do in your game since it's so short, but the foundation is there for you to build it out into a full game if you wanted to.

It was really short, but I had fun driving around the world. The vehicle was fun to drive and the controls were responsive. Good job building this in 48 hours

SlingPoint by uvwar 2021-10-21T19:01:50Z

The idea is pretty cool but it feels very broken. The main issue is that the physics are way too unpredictable. I don't understand why cubes sometimes fly away from me, or why my cube loses control and starts rotating violently around the mouse.

If you manage to fix the physics and make them easier for the player to predict, then I think you should prevent the player from moving the mouse over the purple square. Make it so that they have to fling the cubes towards the target instead of just walking them over. You could also add some target zones where the player can try to get the cubes to land on them for extra points.

A game like this is very hard to play test and polish in 48 hours so I still think you did a very good job given the time constraints. You got most of the work out of the way in only 2 days, so you're in a good position to turn this into a more polished experience if you wanted to.

Midnight Maintenance by Tattomoosa 2021-10-06T03:08:27Z

That was fun! It's basically literally dark souls but with guns

A Crumbly Planet by kumber 2021-10-07T17:19:29Z

Nice platformer, but it seems a little unfair. Each level has a fixed solution, and the only way to find that solution is through trial and error which means the game is only difficult if you don't know the precise solution. I think the game could still be challenging if you made it possible to jump off a platform before it crumbled.

This would make the game a very tight platformer where you can speed through a level with perfect timing. If you aren't good at that, then you can still beat the level if you find the platforms that don't crumble. If you add more hazards like flying enemies, wind zones, falling rocks, etc, it would add another level of gameplay and increase the challenge.

Nice job putting this together in 48 hours.

and those sound effects were great

Derpy the Unicorn by Vodzik 2021-10-07T17:01:39Z

That was very impressive for a jam game. You guys did a great job with this. The 3rd person character controller was particularly well done. I liked how the character even turned his head to face the camera direction. The idea was fun too but I definitely think it needs some work because getting up to the clouds without cheating is very difficult. I think the game would benefit from some system that makes stacking easier. Like maybe items that you manipulate have higher friction to prevent them from moving /rolling. Or some other spell that lets you freeze some items.

Overall the game felt very polished and complete, but by far the best feature of the game was, of course, the voice acting

Balkanization 1 by kr4ft3r 2021-10-21T18:44:15Z

Very impressive and ambitious entry. You have a good foundation for a full strategy game, and there's obviously a lot more you could have added if you had more time. It's almost perfect as a jam game though because its clear you decided to spend time polishing the few mechanics that made it in instead of trying to cram in as much as possible before the deadline. Great work

Flip the board by Baturinsky 2021-10-04T21:01:43Z

Unique idea, I don't think I've ever played a game like this. I managed to beat par with 5 turns on the last level which made me feel smart, but then I tried other levels with my learned strategy and it didn't work. I think this would fun as a multiplayer game since people can make dumb moves and learn their opponents strategies.

The game could definitely use some background music though. Like some "thinking" music, ambient noise, or like elevator music

Also, I like how this game can fit the theme even if you flip the rules and make the player have to keep the ball on the board. Great job overall

Cawtastrophe by crefossus 2021-10-21T16:41:51Z

Great job with the mechanics, the physics are predictable and consistent which makes the gameplay feel very polished. The design and balancing does need some work though since the strategy of just throwing away cubes is too powerful. I think a simple way to fix that is by rewarding the player for the amount of cubes left on the board. Just a simple cube counter would significantly change the way I approached each level and would add more depth. Alternatively, I think if you just changed the cubes to adorable baby birds players would naturally try to save them all, especially if you add a cat or wood chipper below the platform to raise the stakes!

Also I want to thank you for playing my game on stream.I really appreciated your comments and enjoyed watching you try to figure out my poorly explained and unfinished game in real time. Something about watching someone play your game live just hits different.

Unstable magic by Mads 2021-10-10T16:59:41Z

That felt very polished, but clearly unfinished. You guys did a lot of work putting this together in time for the jam, and I think you have a good foundation for a game here. There are a lot of suggestions on what you can improve, but I'm sure you guys had your own ideas of things you wanted to do but didn't have time to add. If you haven't decided on whether you want to develop this further, I recommend at least dedicating a few hours a week to try and turn this into a more complete concept for a game. You might be surprised how far you could take it, especially since you already have a lot of the groundwork finished.

Also, I suggest you experiment with the lighting. I think this game could work as a sort of horror game. If you make the whole world totally dark and give the player a flashlight, it would make the combat a lot more interesting and terrifying especially with those enemies that charge at you.

Jenry Javelina by PBG 2021-10-06T01:15:17Z

This was fun! It's just simple platforming but it's tight and fun. I didn't have any issues with the camera or depth perception, although I did have an issue where i was trying to save myself from falling after getting stuck on a low platform, so I tried to turn around and backtrack but the camera turning around disoriented me and I died.

The current camera works pretty good as long as you're just moving forward but a manual camera would definitely be better.

The Space-Ton Device by Sinci1 2021-10-21T19:59:33Z

interesting concept but very difficult. I think you should start the game off more slowly to ease the player into the mechanics.

Cross Over by Ryan Lambe 2021-10-06T02:37:12Z

Wow that was a lot of fun! I was kinda disappointed with how short it was though. I was really getting into it and then boom: the end.

The game mechanics are already great, the character looks good. Just work on some environment art, music and sound effects and you have a solid game on your hands.

Great job

Catastrophy by Fis 2021-10-10T17:07:44Z

This is an awesome idea, but it's really hard. I think if you add a visual indicator of the jump trajectory, it would be a lot less frustrating to make the jumps. The physics might also need some work because the boxes felt way too light. Knocking them over made the whole game even more difficult.

I really liked the animations of the cat and the music/sfx worked really well.

Great job guys

Fuse by C1FR1 2021-10-04T22:43:49Z

Wow that was cool. The sound effects and visuals make it feel like everything is on fire. The concept is awesome, but the game has one major flaw: level design!

Since the entire building is made of wood and everything is on fire, there's nothing to stop you from progressing except those lined up fire extinguishers, especially since standing on wood heals you so quickly. I think you could have added steel beams that don't melt, or wood that burns more slowly to give the player a whole other dimension of gameplay.

You could experiment and come up with more gameplay elements like targets that you have to burn in order to progress, or lower the structural integrity of the building or something.

Mosquito got my Brain by ardorugus 2021-10-11T16:38:55Z

As a Mosquito aficionado, I am appalled by the idea of a mosquito hive. But I am also very impressed by the outro song. I had no idea what to expect going into this, but it definitely wasn't what I got.

Good job creating a very unique experience. Something that I'm almost certain no one here has ever experienced before. I do wish it had a bit more gameplay though. Like hillsileiri mentioned, it would have been more immersive if you had to kill the mosquito each night as it approached, perhaps delaying the inevitable brain meal. It would help attach the player to the world, and the situation of being in the room with the mosquito.

Re:Volt by mimusangel 2021-10-04T22:20:57Z

The game needs clearer instructions! I had to figure out how to power the towers by trial and error. For anyone that's confused: Use the 'link' item to connect nodes. To connect a node you have to click on the part of the node that has the ring of lights which is the base for the guns, or the top of the repeaters. It won't work if you click any other part of the gun

I like the idea of a tower defense game where all the towers are linked to the power source you have to defend. Managing power is just as much a challenge as killing enemies, but playing alone is extremely difficult. This would be perfect for multiplayer.

I think when you spawn a node, it should automatically enter link mode to make set up easier. Or maybe it should have a placing mode where it auto connects to your last placement.

The difficulty curve needs work. Wave 1 should be just one enemy that dies quickly so you can get a feeling for the game. I had to keep restarting after game over to figure out how the mechanics worked.

Oh and I found a nice glitch where if you place a railgun at the bottom of the first ramp, it turns and blocks the enemies from moving up. You can also stop or slow down enemies by standing in front of them yourself

Stars - Where they come from? by Tryus30 2021-10-05T16:36:32Z

Wow this was way better than I expected. You need to at least add a cover image to your post to show off the art.

The whole experience felt very polished and unique. The weird setting, the tank controls on a 2d platformer, the baby calming mechanic. All top notch.

My only gripe is that there are some situations where the controls make it too difficult to proceed. Specifically when you're positioned right up against a wall, its hard to jump onto the platform since you can't move in the air. You either jump straight up, or into the wall with enough force to bounce you off the platform. I don't know if the game was designed for gamepads, but with a keyboard it feels flawed. You can charge up your jump to be more precise, but you can only choose between jumping left or right. The arc is always the same even if you hold a direction + up.

I think the game would benefit from 2 dimensional inputs, or atleast some visual indication of where your jump is going to take you.

But that issue aside, I think this is a phenomenal Jam entry. You guys killed it

Bad Buckets by PurpledArtFrog 2021-10-05T16:13:33Z

I like how unique the idea and setting is. The gameplay was fun for a while but I feel like it was missing something. I know you said that you didnt have time to test the balancing but I didn't feel like the balancing was an issue. It just felt like I needed some other objective to supplement the gameplay.

For example, you could have added some sort of counter like total sales, or management's attitude which is affected by your performance. If you play well and clean up the store by removing buckets and running over paint, management is happy and sales increase. When customers are painted, or if the store is too dirty, you lose sales and can get fired.

Something like that would have added a lot more depth to the gameplay, but obviously time was very limited. You did a lot in just 48 hours so great job

LabEscape! by Copito 2021-10-07T18:44:31Z

This is a cool idea and very impressive. I know how hard it is to make your own models, rigs, animations, textures, materials from scratch for a jam. 3D game development is a lot of work for one person.

The animations are pretty bad but also kind of hilarious. They give the game a real B-movie vibe which I think fits the game well

I do think the gameplay needs work because its way too hard and unfair. The post jam version is better, but still too difficult. I think you need to add that visual indicator that shows who's about to shoot you. Also, it might be better if you just had less enemies overall since it's really hard to keep track of all of them moving around. Maybe if the visual indicator included like a red laser pointing at you character, it would be easier to dodge bullets.

I also think that you should focus the game around the monster. You should be able to stay in monster form longer the more people you kill/eat. You could spawn more enemies the longer you are in monster form which significantly increases the risk of dying if you fall back to human form. This would force the player to find a balance between sneaking around as a human, or drawing attention to themselves as a monster. If you add sections that require the human from to proceed, like walking through a small door or crawling through a vent, then you can create a whole other gameplay system where the player has to find a safe place to turn back into a human.

Nightmare in the Nuthouse by TheseusInABottle 2021-10-05T00:53:09Z

I love stealth games, but this felt more like "avoid the rectangles" than sneak past guards. I think the problem was just the level design. Each area felt like it had one path to exploit, so I found myself just waiting for the opening and running to the cards.

To make it feel more like a stealth game, I think you could have opened up the level more and maybe added vents you could enter to bypass some areas. Basically design the level so the player has more options to get to the cards beyond just waiting for the guards to turn around. Also, the view volumes of the guards were deceptive since they made it seem like guards could see you through walls.

Also gadgets, items, and skills and stuff would be cool but 48 hours is no joke. Great job putting this all together in a short amount of time. I do wish you could have squeezed in some of that high quality voice acting from Down the Dwarven hole though

Equilibrium by freeworld 2021-10-06T02:25:14Z

The music was great and the idea could work well, but after figuring out how the rotations worked, the game became extremely easy. I think the problems is that the levels are too flat, so the variations don't really matter. I think you would have to experiment more with the shape of the bouncing surface to get more challenging gameplay

Grim Tripper by Skleembof 2021-10-04T20:28:27Z

@baturinsky I was way too exhausted to prepare a cover image and proper description by the deadline lol

And yeah, I know the premise of the game doesn't make much sense. in my original concept, you had to fly around the village and find your target while avoiding demons and other humans. You would be able to turn invisible to avoid detection and fly through walls but I had to scrap this after I spent too much time experimenting with the character controller. So the whole killing humans and getting soul orbs thing was just slapped together in the end so you have something to do

I am happy with the final result of the character controller though. The flying mechanics and animations I think do a good job of making you feel like a grim reaper/ghost thing slithering through a village, looking for prey.

Grim Tripper by Skleembof 2021-10-04T23:56:27Z

@theseusinabottle Did you play with a gamepad? Unfortunately I didn't have time to fix the gamepad controls so you'll probably experience a bunch of issues like that

Grim Tripper by Skleembof 2021-10-05T14:02:28Z

@caudatecoder wow thanks for catching that! Just fixed it

Libra City by djee 2021-10-21T19:41:28Z

Solid puzzle game, but it seems like its way too easy. Just evenly distribute buildings and you win every time. I think the game would be more interesting and challenging if the platform wasn't square. Each level could be different shapes like letters/numbers, or some abstract asymmetrical shapes to make it much more challenging. Also i think you would need to add some visual indicator of the tilt so the player can narrow down where the buildings need to be placed

Turnip Boi and the Forest Lost in Time by Codeman1010 2021-10-21T19:19:33Z

This is great! It's surprisingly polished for a jam game. I loved the graphics, but I think you could have added some floating islands, trees and stuff to break up the background a bit. The music and sound effects were great although it would have been better if you had a second sound effect for the jump that you would alternate between.

Gameplay wise, it was interesting how quickly you drop after such a slow and graceful ascent. It definitely takes some getting used to. Having to restart the whole game upon death was pretty frustrating though. I think you should have added checkpoints and maybe some sort of stamina bar so the player has a better understanding of how close they are to dropping out of the air like a brick.

Pile Up Medieval by zimny11 2021-10-05T19:15:00Z

The dragon turned my town into a pile of rubble, although it did end up looking better than it did before. This was a fun and unique experience. The graphics and music was very well done, and the gameplay was fun and kept me engaged until my destruction

Place Called Home by Kora0h 2021-10-05T01:30:59Z

Great job on bringing a unique idea to life in a short amount of time. I think the color palette could have been a little darker to fit the theme of the game and music though.

The game is hard to understand though. I think you should write a clearer tutorial on this page for new players to understand what's going on.

Autobattler by CodSalmon 2021-10-06T02:55:47Z

Solid autobattler, but I think it needs a lot of stats. Like how much damage is my guy doing, how many wins have I amassed, etc.

Drifter by nyxkn 2021-10-07T21:31:57Z

This kept me interested way longer than I expected! It's so simple, but so captivating. Something about the gameplay made me want to just keep going a little further. stocking up on fuel and then letting it all go to capture shards was strangely satisfying.

You did a great job turning such a simple/unique idea into a fun game.

AFTER SUN by rufson 2021-10-05T19:27:20Z

This is the most polished jam game I've ever played. The idea is simple, and the mechanics aren't too complicated but they're tight and work very well. The graphics and sound effects are amazingly well done for such a short time span. Great job

Floemobile by DecrementedPalindrome 2021-10-17T21:35:18Z

This is a cool idea for a racing game, but the game needs some work to be enjoyable. The biggest issue was the weird friction with the ground. It felt like the vehicle would randomly stick to the ice at times while smoothly gliding over it at others. The feel of driving the vehicle is definitely something that you should focus on if you decide to continue working on it. The ice flow effect was really cool and the graphics were simple but effective

Great job putting this together in time for the Jam

Compo game "Flappy Crow"!! by HIKO_game 2021-10-05T16:47:31Z

Like others have said, the game is way too difficult.

Flappy bird was hard enough, asking the player to play flappy bird while also making them change direction to avoid being hit, AND timing inputs to pull off parries is way too much.

I like the idea of tweaking the OG flappy bird formula, but I think you should have just added the parry mechanic. Keep the same simple level design of flappy bird so that the player only hast to focus on flying over or under obstacles, but add enemies and projectiles that you can parry.

The game was very well made though. Great job with the art and music

Unstable Society by Glaikunt 2021-10-04T23:37:35Z

I think you should add some sort of visual indicators to show how unstable the NPCs are, not just happy or angry. Like maybe a progress bar on their heads, or different animations for different states of luncay.

The concept has a lot of potential. A larger scale version of this where you have a city full of unstable lunatics that you have to calm down before they tear the city apart would be interesting. you could experiment with different mechanics like sources of panic that you have to destroy, and tools like broadcast messages that affect large groups at a time.

Good job putting this together in 48 hours

Humble Homestead by Tharbakim 2021-10-04T21:43:30Z

The idea is good, and the game is well made with some minor issues (listed at end of comment), but I think you need clearer instructions and some balance changes.

From what I understood, the number of grass tiles indicates how much grass currency you have. So at some point you will have more animals than your grass can sustain so you have to sell the surplus animals to make money to buy more grass to support more animals. Animals produce meat which you need to keep villagers alive. Villagers consume 1 meat per day.

The biggest issue is how slowly you get resources. Getting animals is way too slow which is a problem since animals are the only way to get money, and money is the only way to support more animals. Meat isn't an issue since you start off with a lot of it, and you get more every day.

I think animals should produce products than can be sold. Like the chicken produces eggs which you can keep as meat, or sell for some money. Otherwise, the management slows down to a halt and you're just sitting there waiting for more animals to appear so you can sell them to buy more grass. Or maybe you can build settlements that produce money. So that animals aren't the only source of meat and money in the game.

I know you said the scope of the game got away from you, and 48 hours is nowhere near enough time to make a balanced and engaging civilization management simulator. I think you made a good foundation for a game in this short amount of time, and if you wanted to you could turn this into a full fledged game building off of what you've made. Great job

Some minor things I didn't like: - moving the camera is annoying. When I move to the edge of the screen to click on the animals, the camera just starts moving to the left while I'm on the animal management screen. This makes it hard to keep the land plots on screen - The background music makes it hard to concentrate, especially early on when I was trying to figure out where everything is/how the game worked. - You should add some visual indicator, like a progress bar that shows the time of day. The morning/day/night wasn't very helpful

Wayward Warlock by bradjste 2021-10-05T18:53:41Z

So I gathered the sunflower seeds, planted them, climbed the mountain to get ice, went to the ash tree to get ash, went back for the sunflower and the objective text got messed up so I didn't know what to do next. So I spammed jump potions and flung my self into the stratosphere

Cool idea, playing as a warlock that can use spells/potions to traverse the terrain. The game definitely needed more time though because its very rough around the edges. I know 2-3 days is very little time to build a functioning 3D character controller along with models, animations, textures, materials, camera controls, and various game mechanics. Also, working with a team is a challenge in and of itself so the fact you guys got this out in 3 days is impressive for a first time jam entry.

Critical Mass by Parker Nalch 2021-10-05T17:07:37Z

I really liked how the unstable fuel core mechanic was both a helpful ability that could save you and a detrimental effect that could get you killed.

The music was nice but the graphics were kind of an issue. Not that they looked bad, but I think you should have varied the size of the energy dots, because playing for a while seeing those dots scrolling by at highs speed made me kind of dizzy.

Ethereal Runner by jabsatz 2021-10-05T01:20:46Z

This felt very well made. I liked the surreal graphics and sound, and the gameplay felt surprisingly polished and fun for yet another ludum dare endless runner. The graphics reminded me of some old flash games, and I mean that in a good way.

I found myself dying whenever I thought I had a double jump left. I think this is because as you progress and start moving faster having to deal with enemies and projectiles, its easy to forget whether you just jumped. Maybe make the falling animation slightly different when you're in the air with a jump available. Or maybe I'm just bad at the game.

Either way, great job on the submission guys

F@!# My Ship Up by syg 2021-10-05T01:41:44Z

The game is very simple, but I think it could actually be fun doing multiple playthroughs to learn the mechanics and get a feel for the physics. Unfortunately the game either force closes (or crashes?) every time you touch an asteroid. Some background music and sound effects would have significantly improved the experience.

Good job putting this together in 2 days

Crewman 49 by ThatmanRobin 2021-10-05T19:40:59Z

The voice acting was well done, the background music and sound effects too. I liked how the camera shake looked, but only for a little bit. It got annoying pretty quickly and I think it might give some people motion sickness.

Home coming by Hoeleboele 2021-10-07T18:13:20Z

This is actually a very cool game, and fun when you get into it, but the instructions are terrible! I had to restart like 10 times to try and make sense of it, but I'm glad I did because I had fun once I finally figured it out.

First of all you didn't properly explain what the rooms do. I had to figure out that the only way to spawn bots is by making a food room. This is confusing because every time you make a room, a bot looks like it's spawning but then disappears (is this a glitch?).

Second, the tutorial says rooms cost 10 crystals but they actually cost 20? You also didn't explain how to get crystals. The only way to get crystals is killing enemies and the only way to kill enemies is by spawning bots with food rooms. BUT what are combat rooms?

I read the instructions and spawned combat rooms, but no matter how many I created, my combat power wouldn't increase enough to surpass the enemy power. And the more combat rooms I had, the more enemies would spawn and the more bots I needed, so the more food rooms I needed to make.

I know it sounds like I'm crapping all over your game, but it's because I genuinely liked it and I think it has a lot of potential. Also, I know you are probably aware of all these issues, and they were caused by the limited development time of the jam. You did a great job creating an interesting and very ambitious game in such a short amount of time.

Some suggestions for the future: - Give the player an alternate source to generate crystals. Like a production room. This allows them to progress without sitting around waiting for enemies to spawn. - Make combat rooms spawn bots, and make food rooms heal them. Give the player the ability to respawn dead bots from the combat rooms. This way the player doesn't end up with a bunch of useless empty rooms, and can be more strategic about room placement. They can place food rooms strategically around the ship so that the bots have easy access to them. - Think about some other mechanic that makes use of the engine and power rooms. Maybe the power rooms are more efficient when next to other power rooms, but can be destroyed. This means if an enemy spawns in a central room, it can have a much larger effect on power generation than if they destroy one in the perimeter. So the player can focus their attacks on enemies attacking higher priority power rooms.

falling flamingo by butterfly 2021-10-05T19:07:13Z

Perfect jam game. Short, simple, fun, and hilarious. I didn't expect to have so much fun with it, and I learned some facts about Flamingos. Like the fact that they have a secret eject button somewhere on their bodies

Super Stable Charger Robot by caudatecoder 2021-10-05T18:21:46Z

This is a great idea, but I think the implementation needs work. When your microphone gets disabled, passing the electric floors becomes a guessing game. I think you need a better way to detect whether you can pass the floor or not.

Like maybe you could see if the bridge was safe to pass by looking at some color led on the opposite side, but your vision is another system that can fail which limits your viewing distance. This way you have to pass obstacles using only vision or sound. You decide which is tougher and then you learn to take advantage of the times when your systems are functioning to pass over the more difficult obstacles. There's a lot of room for experimentation here.

The graphics and sounds were impressive and the overall presentation was great.

SkyHitter by Disgraceful disjoint 2021-10-07T17:09:19Z

Very fun gameplay. The concept feels like a mario party minigame. It is pretty hard though, especially since you can't really see which blocks are about to fall so its easy to get yourself stuck on an island.

I think it would be better if the tiles would have some visual indication of how close they are to falling. Like fading to black or something so you know what areas to avoid. Alternatively, you could add a small jump to help the player when they get stuck on an island. Just a small jump that lets them pass a single row of blocks would be enough

Dread Knowledge by subcreation 2021-10-05T01:57:08Z

I think this game needs a whole other level of gameplay because right now it feels like you're being punished for not doing anything. You have no control over the dice roll, no control over the damage or insanity hits you take, and the only thing you can do is choose to heal 2 people per night. Placing a guard seems pointless since you don't really lose anything from doing it. You just decide whether you want one guy to take damage, or everyone to take damage.

You have a good foundation for a game here though. The basic elements are in place to turn this into some unique rpg/adventure game. Like maybe each square could offer the player the chance to perform an action like explore, hunt, pillage, etc. Activities that can reward or hurt you based on certain factors. Like the enemies you encounter while exploring are represented by pieces on the board.

You guys did a great job putting this together in 48 hours, and I think with just a few more days, you could turn this into an interesting concept.

Oh and I should mention that when I opened the game on my ultrawide monitor, the advance and info buttons on the bottom were cut off, so I was sitting around pressing all the keys on my keyboard trying to figure out how to play.

The Collapse by Cratthew 2021-10-04T22:01:42Z

That was fun! The last level was brutal though.

Jumping on the platforms that are falling is already difficult, getting hit with boulders that you cant see makes it really frustrating. I think the game would benefit from some warning indicators showing where the boulders are going to appear.

Great job on your first jam

BlockBuster by GamerMomentum 2021-10-04T22:33:32Z

5.png

Check to see if you have it set to restricted or draft

Keep them alive by M A T 2021-10-05T17:30:31Z

I like the idea and the mechanics, but the balancing felt a little weird. It felt like I was just sitting around doing nothing for a few minutes, having no effect on the game and then all of a sudden people start getting angry, and nothing I do has a significant enough effect to stop the bar from dropping to zero.

Maybe this is how it feels to run a real server room. Or maybe I just suck

It was fun though and it has a lot of potential. There's a whole world of content and interactivity you could add to make the game more engaging by letting you see what kind of stuff the users are doing on each server. Maybe some activities have different effects and you can block content or something.

Insecurobot by Xinera 2021-10-06T03:17:47Z

Great job making such a well designed and polished game. I love how the temperature affects your shooting speed which entices you to push it closer and closer to 100.

If I were to change anything, I would change the floor and maybe add a pattern because it's a little disorienting how it is now. Something about the transparent floor with the stars in the distance just felt weird when I was moving around the arena. Maybe its just me

Super Snow Ball by Xyri0n 2021-10-21T19:28:00Z

That was really fun! It's extremely impressive how well designed this game is. The last level was especially well made. I thought I could cheat by building up snow in the beginning, but then I couldn't make the jump! I thought I could maintain my size by dropping through middle of the slanted grass slopes towards the right of the map, avoiding the grass, but the fall killed me!

It felt like I was playing a full polished game, and I was kind of disappointed when it ended. Great job making such a solid game in time for the jam. I'm surprised you guys don't have more ratings, this is a hidden gem!

LD50 — Delay the inevitable

Punch Bean and the Legend of the Gold Coins by mactinite 2022-04-07T21:25:28Z

This was pretty fun but like @lonelyliongames said, the world was way too big. A sprint mechanic is a great way to make moving around a large world feel less tedious. Even if it still takes too long, watching your character move faster makes it feel a lot better.

Also, how can you have such shiny and attractive looking coins but NO pickup sound effect? I was so disappointed when I didn't hear at least a little jingle or sparkle noise. Also you have to add a lot more coins to the world. That alone would make it feel less empty and encourage the player to go off the main path

Kitastrophe by Jezzamon 2022-04-10T00:41:32Z

Very impressive that you managed to create a multiplayer game like this for the jam. It's pretty cool how I was able to just jump in and play with other jammers who will likely also come back and leave a review.

The online aspect is cool but the pacing is really poor. The top score right now is 20 minutes! I can't imagine someone sticking around picking up yarn and flinging it at this cat for 20 minutes. I think you should try and shoot for shorter play sessions since the gameplay is so simple. Make the cat more aggressive and harder to slow down. I was in a room and saw people play for a little bit and then leave. So I decided to sabotage the village and cleared a path for the cat which I admit, felt pretty good. Being evil is fun sometimes.

I think the cat shouldn't stop when it sees a ball of yarn, only slow down, and make the yarn disappear faster. You could turn this into a cool short multiplayer experience that will have players sticking around to the end

End of the World Pinball by Lintfordpickle 2022-04-10T00:02:47Z

The graphics are nice to look at, definitely pinball graphics. The sound effects are also nice but way too loud! Nearly ruptured an eardrum when I first flipped one of the paddles. I've never understood the appeal of pinball, but I have played my fair share of 3D pinball Space Cadet, and while I didn't get that game either I can confidently say that your game felt very similar, so you nailed the pinball experience I think.

Loop by Geckoo1337 2022-04-11T17:44:02Z

That was fun! got 4th place without cheesing. I like the way the game is, but I had the same thought as @digitaldude555 while playing. I think the game could benefit from counting the number of loops and factoring it into the score.

Either way, great entry

H U N T E D by xk_the_name 2022-04-09T23:32:04Z

WOW this was unexpectedly awesome! This was a very unique experience that was both fun and very polished. This is definitely one of the best games I've played in the jam so far. My only criticism is that its way too easy. I found myself worried about having enough food to make it to the end, but it really wasn't too much of an issue. Neither was running out of water or even getting ambushed.

I think you should get rid of the goal, and just make it a game where the player needs to survive as long as possible. For this change to work, the game needs to be a lot more difficult. Make the hunters get progressively faster, add more random encounters in the world, make rest more important and add a consequence for dropping below 0.

Overall though great job on this

Ava-launch! by LandoSystems 2022-04-06T21:21:12Z

The core concept is interesting but it took me a few replays to finally get it. MY first play-throughs felt unnecessarily stressful because I wasn't sure how the items affected gameplay. I found myself placing ramps in front of houses until I ran out, and then watching the avalanche destroy everything and everyone

After a few sessions it started to make sense and I understood that destruction and failure is inevitable (duh). It kind of reminded me of when I first played dark souls and got really frustrated until I realized that dying was a core part of the game and not "failure". On my last play through I felt like I was being more strategic in my ramp placement, willingly sacrificing some houses.

I think for the game to make more sense and be overall more enjoyable it has to start off really slow with the avalanche. Give the player breathing room to experiment with ramp placement. Give the player the option of preventing damage completely if the ramps are placed properly for the first few rounds. This will let the player better learn the mechanics and strategy and help them accept the inevitable failure later on.

The opening tutorial is funny, but not very useful for teaching how to play the game. The game can be very engaging if you know what you're doing, but I think most people who play it won't know what they're doing. There are other little things you can do to make the game easier to understand like making it more obvious how you get resources and how they translate to placeable ramps. Also the little number that shows how many of each item you have is confusing, I thought they were just the hot-keys for quickly selecting items.

The graphics music and mood are all great, and the overall presentation was very polished. Great job putting this together in time, especially while coordinating such a large team!

Revenge is Inevitable by minibobbo 2022-04-07T01:13:49Z

That was just pure fun right from the start. The precision of the clicks felt a little off, especially the running. I found running to be very unpredictable and usually resulted in my death. I think a jumping arc indicator would have made the game a lot more enjoyable

The music and sound effects were amazing @jamesolivermusic killed it with the soundtrack

The only other issue with the game apart from the unreliable clicking was that the text was way too blurry

Bottin by edomiyamoto 2022-04-09T21:22:28Z

That was surprisingly good! The music and graphics create a wonderful atmosphere and the gameplay worked very well. I had fun pulling out bottins' and sending them after poor unsuspecting insects. My only issue is that the game didn't have a goal or an ending. It would have been nice if you focused on creating a small polished area with an ending sequence after getting all the gears. I had a good time with it and I think I got all the gears, I had a total of 40 bottins by the time I quit.

Good job on this

The Longest Commute by infinitycore 2022-04-11T01:37:15Z

That was cool and unique. Simple gameplay but fits the theme perfectly. Also, the art style and music are both great

Akashica by Skruffye 2022-04-09T23:44:03Z

Wow the writing was very well done I was fully immersed in the world. This is definitely one of those jam games that I'm saving to dive deeper into later.

The Cold Night by Steffo 2022-04-07T21:13:25Z

Simple fun, I liked it! I love how the music fades into silence as the fire dies out.

My only complaint is that its really hard to come back from a dying fire because you can't see where the branches are. I think you should add another radius around the radius of light that is just bright enough to see items on the floor so that its possible for the player to come back from the edge of death. Also a sound effect for picking up items would help as well

Cardboard People on Fire by BoxedMeatRevolution 2022-04-09T22:08:21Z

That was both interesting and hilarious but it wasn't fun because of pacing issues. Once I got over how beautiful the people were, I found myself just running around waiting for someone to catch fire. I think for this to work you have to significantly increase the rate at which people catch fire because most of the gameplay is waiting around and hoping you're close enough to the next person on fire to put them out before its too late.

You've got an awesome world and concept here but the game design needs more work to make it a fully fleshed out experience

Soul Dilemma by muriel 2022-04-11T15:15:39Z

Wow that was great! The gameplay felt very polished and balanced which is rare for jam games. I really enjoyed the unique setting and atmosphere created by the graphics and audio. Those sound effects while mostly funny, were also kind of creepy, especially when you just break into a house and steal all their souls.

Don't Let Them Sit There by MrEvilGuy 2022-04-07T21:04:17Z

Now this is an interesting submission. The graphics are very memorable and the voice acting is superb. The gameplay is also pretty fun. I looked forward to the next passenger to try and see how I could turn them away.

Dungeon Architect by kazuo256 2022-04-07T00:52:36Z

I was hooked all the way to the end! The gameplay was engaging and watching the money counter increase was very satisfying. Honestly the presentation was so good I forgot I was playing a game made in 72 hours

Anya's Valley by nardandas 2022-04-09T16:59:23Z

Unique concept and interesting gameplay. I got a bit confused at first but the game was intuitive enough for me to figure it out quickly. The main character sprite looked great, especially the flowing hair. Minor issues like the text box getting cut off and character sticking to parts of the gameworld slowed me down, but didn't get in the way of the gameplay. The music fit well and added a sense of urgency

SUPER 2 Late by ilikescifi 2022-04-07T22:01:39Z

beautiful game with a simple premise. I think it needs more gameplay though because just running around to pick up tech parts doesn't have much replay value.

I think it'd be cool if after you collect the parts, you have to get into the laser turret and manually shoot the asteroid. The asteroid would then rain crafting material over the city and you have to run around and pick it up again to craft a better and stronger laser for the next asteroid. The asteroids could have like ore deposits that if you shoot them you increase the amount of material they drop. You could also incorporate some other mechanics like as the asteroid is breaking up, you have the option to break the pieces into smaller chunks. The bigger the chunks, the more they damage the city (but the easier they are to collect). That way as you're destroying meteors, the city is still being destroyed so all you're really doing is.... *Delaying the Inevitable*

Gnomon by Jonathan Fischer 2022-04-09T21:59:01Z

The game looks beautiful but I agree with the others that the gameplay needs work. The fight just feels tedious and awkward. You got some pretty good recommendations from others already and I think you could use them to make a cool game if you decide to continue working on it.

DashFight by antonsem 2022-04-18T16:50:08Z

That was absolutely brutal! The mechanics are very simple but intuitive and lead to some interesting gameplay. I found myself trying to beat up one enemy at a time and getting mercilessly pummeled because of it. I then changed up my strategy and focused on dodging and whittling away each enemies health one hit a time and had much better results. I've been playing a lot of Capcom games recently so I've grown accustomed to mechanics that punish button mashing and your game pulled that off very well.

My highest score was 4 on the web build and 6 on the windows 1.1 build. While I like the combat, I think the players score should be how long they survived and not how many enemies were killed. At some point it becomes impossible to do anything but dodge, even with the rage mechanic there's not much you can do but try to avoid damage. Maybe if you add a powered attack with the rage mechanic, Like if you push down arrow with a rage meter it damages all enemies around you, but it could cost some amount of health to trigger. There's a lot you can add and tweak to fix the difficulty curve, but still I think if death is ultimately inevitable you should score players based on how long they could avoid it.

Cabbage Crashers by UnitedFailures 2022-04-06T22:25:32Z

The game is very fun and addicting once you figure it out but the lack of instructions and poor interface made it very frustrating at first.

To anyone who can't figure out splicing, you have to click 2 cabbages at a time, and then a purple splice button appears between the red and blue info boxes that appear on the left.

The main issue with the game is the total lack of difficulty which, while relaxing does kind of break the theme of the inevitable bankruptcy. Experimenting with different cabbages was very fun and the occasional headlines really added to the experience and immersion. I felt like there was this whole world beyond my little farm and that I was competing for world cabbage domination.

The technical issues are kind of hard to ignore, after a few cycles I did not look forward to having to click on the cabbage patches with pixel perfect accuracy and then running the risk of accidentally selling the wrong cabbage because I forgot what order I clicked them in.

Add a highlight that shows which cabbages are selected, fix the click detection issues, polish up the graphics, and tweak the difficult curve and you've got a solid game on your hands

The Last Patrol by WilloXs 2022-04-10T19:27:00Z

Wow that was awesome! The 2d dogfighting felt really good, and moving from one objective to the next was actually fun because the sound effects and graphics did a really good job of conveying the feeling of moving at high speed. The voice acting was also superb, very dry and serious, made the situation feel dire.

The only issue was that weird border effect which I assume was a glitch. Not sure how to describe it but I think you know what I'm talking about. It was just ugly and weird and kind of broke the immersion and feeling of being in space.

Do Your Job! by Thomas Higgins 2022-04-06T22:54:30Z

Very simple but hectic game, I think you should explain what the colored bars mean because I thought it had to do with the customers wait time.

I was going to write that the music was very dull and repetitive but then I realized that it was the exact same sound that I had playing in my head all day when I worked at a fast food restaurant, so I gave you max points in audio for realism

Holding On by Cubanfrog 2022-04-07T22:58:34Z

Very unique experience. The art and music is beautiful But the tower defense gameplay is a little wonky. The difficulty ramps up way too quickly for the amount of towers you can place and the new paths that open up are just unfair.

But obviously the tower defense is just part of the experience, and the difficulty does fit the theme and encourage the player to just let go. So as a whole the experience works very well and is surprisingly polished for a jam game.

Ceiling is Lava by Olivier Millochau 2022-04-06T21:58:31Z

Great puzzle game with interesting and engaging mechanics. It fits the theme perfectly and made me want to keep playing after it ended. The tutorial was expertly done, showing one mechanic at a time to not overwhelm the player.

An undo button would have been useful since I found myself misclicking with the shovel a few times because of how small the blocks are.

Starline Rescue Squad by tigerj 2022-04-10T19:36:58Z

I had a good time flying around at warp speed. The music and dancing UI was great. I think the origin/pivot point of the ship should have been at its center instead of the thruster to make turning around feel better though.

The idea is fun but the game is currently way too easy. I accidentally bumped into supplies while feeling out the controls and very quickly amassed way too many days. I got to like 700 days before I decided to just see how fast I could fly off the map.

The Last Days of RIPLEY 9000 by Human Writes Code 2022-04-11T15:28:56Z

Beautiful game! The graphics were simple but effective, the sound effects and background music really conveyed the feeling of hopelessness and futility. Right from the start I could tell that I wouldn't be able to keep the resources topped up for long but I used every last bit of energy to try and succeed. The gameplay fit the theme perfectly and was really helped by the level design. You start the game and notice how slow the robot moves, and then you see all those resources off in the distance that you need to succeed, but you know you'll never be able to reach.

My only issue with the game is the lack of a score tracker to show how long you survived. I feel like I lasted pretty long but I don't have a number to check how I did.

Attack of the Yellow Things by Beelzeboss 2022-04-10T18:58:05Z

The UI is very confusing and the massive map with the weird design immediately gives the impression that this is going to be a very complicated game. Once I figured it out I began to enjoy it, but some issues dragged it down

First, the game is totally unbalanced which I understand is kind of the point, since losing is supposed to be inevitable, but it just feels bad for this type of game. I think you can balance it by giving the player units a lot more action points. Let the player kill multiple ships each turn, maybe even enough to clear the map until they start to feel comfortable with the different ship types and their abilities. Then just start spawning enough ships to make winning impossible. You should also add some sort of cover in the world so the player can get strategic with their movements. Give the player enough of a chance to survive so they don't feel like there was absolutely nothing they could do to last just one more turn.

Waiting for your turn is also kind of annoying since there are so many enemy units. I think you should speed up the enemy movements so that the player isn't waiting so long. The actual wait time isn't that bad but it feels bad because of how short your turn is compared to the enemy. Giving the player more action points to extend their turn could remedy this

The current/next UI element is kind of pointless since you don't know which enemy is which and you can't really do anything with that information anyways. I found it distracting at the beginning and it definitely added to the confusion.

As for positives, the graphics look nice, especially the particle effects. Moving your ships, issuing attack orders feels responsive and satisfying. You have a good game here but with some issues that you could hammer out if you decide to keep working on it. Good job making this in 72 hours

Pyramid defense by Maskrosen 2022-04-07T22:39:52Z

This was a LOT of fun. Something about the progression got me really hooked. I still have it running, currently at level 39 and I've pretty much become unstoppable(so technically failure is not inevitable). I barely upgraded the splash tower, I just focused on getting more projectiles and increasing the speed and damage and its currently raining hell on those poor little boxes.

My only complaint is the sound effects are pretty annoying.

Good job making a fun tower defense game (a rare feat imo)

Eggspiration Date by Nash 2022-04-10T17:00:58Z

The bird model looked good and the animations were nice and fluid. The background noise and the environment assets created a nice atmosphere. The character controller however was unsatisfying to use because of how you implemented the flying. It felt more like slowly falling than flying and it never behaved quite like I expected it to. I think you should have the player tap the fly button to make the bird flap its wings and gain altitude. That way the player gets feedback and will feel like they're more in control of the character.

Fruitloose by caeonosphere 2022-04-07T20:27:06Z

That felt very polished and well designed which is rare for most LD games. The graphics, gameplay, and music are all simple, elegant and work well to create a very relaxing atmosphere. It would've been nice to have some feedback when you mouse over a wall that shows you where it can move instead of having to click on them. It's a small change but it gets rid of the feeling of unresponsiveness when you click a wall that can't be moved and nothing happens.

Popiel Defense by Minus 2022-04-09T17:46:19Z

That was fun for a while, but eventually the troops became way too strong. Since you can't upgrade your towers, defeat is definitely inevitable.

I know balancing is a very difficult thing to do (my game is very unbalanced) but I think an easy way to extend the gameplay is to not have the mice spawn from all 4 docks right from the start. I Imagine that was your original idea since the mice come from ships and it makes perfect sense that they would arrive at different times as reinforcements.

The dialogue was funny and very intense, the graphics are nice but the complete lack of audio was kind of jarring. A looping soundtrack and projectile sound effects are very important for tower defense games to keep it from getting boring.

Good job on the game and coordinating such a large team in such a small amount of time

Spooky Gothic Siege by Kszaku 2022-04-14T22:59:25Z

That was really hard but fun! I liked how it felt like the units were there to support you and that the game still required you to shoot zombies even if you had units on the ground. I think the balancing needs work, but so does every other game made in 72 hours. The music and sound effects created a creepy atmosphere and the graphics especially the zombies and the blood effect looked cool.

Save The Dinosuars by ScalphaMission 2022-04-07T01:35:36Z

The progression was very satisfying, it always felt like I was getting stronger but the missiles are definitely overpowered.

Still though, I feel like the game ended way too early, I could have played a lot more rounds obliterating pathetic sky rocks with my missiles before the repetitiveness would have kicked in.

Paranomaly by TheGamerASD 2022-04-09T18:00:37Z

This is an awesome concept, but it definitely needs some work. Obviously the main issue is getting the player to memorize the environment to be able to note any anomalies. It took 2 playthroughs to be able to notice a single difference and I thought I had it memorized but I could not find anything after the first 2 and lost.

I think instead of a hard timer, you should have some sort of insanity meter that goes up to add tension and to let the player know that something is off. I also think you should add some mechanic to let the player know if they're close to the anomaly, whether that means theyre within a certain distance or just in the same room.

You should also weigh the anomalies differently. Like include smaller changes that are less noticeable but won't cause the player to lose if they miss them.

Come, eat, leave by KreGames 2022-04-09T22:57:56Z

That was brutal on both on the sanity and the ears

You should definitely cut down on the number of sound effects playing at once, that can have a big effect on performance and is just a little bit annoying.

As for the gameplay, I think the game would be a lot better if the collider for the net was much larger so it could feel like you're scooping up rats instead of trying to collide with them one at a time. It would make the game easier and it would probably feel better. You could make the net rotate so that it follows the motion of the mouse, requiring the player to swipe over the mice in the right direction

Under heavy rain by Week of the agents 2022-04-09T23:41:20Z

The game is very difficult to understand. The way the game world is laid out makes it impossible to tell where enemies are going to shoot you from, and once the shooting starts it gets even more confusing with all the projectiles. I could not for the life of me figure out what my turrets were shooting at.

I think you should make the enemy ships appear gradually instead of having the player completely surrounded right from the start. It seems like you've got a good foundation for a tower defense game here but the level design brings it down, which is an interesting problem to have for this type of game.

Since the towers look like trucks, maybe you can let the player issue move orders to them. If you have a bunch of towers on one side of the island and enemy ships start appearing from the other side, issue a move order to try and intercept. You can get creative with the tower mechanics since they arent exactly towers and create some unique gameplay

Farewell by Geryon Games 2022-04-06T22:32:38Z

Very polished presentation. This felt like a fully realized game and not just something slapped together in a few days. The game felt really good to play and the music was awesome. Very relaxing and easy to listen- perfect background music!

Click to Continue by Daniel Foutz 2022-04-09T19:47:09Z

Some people might call this a complete waste of time, but in my opinion this is a good complete waste of time

Hymenoptera King by Skleembof 2022-04-06T23:07:02Z

@pixeltech yeah, the game is missing one more mechanic to encourage the player to kill hornets. I was going to include ant villagers running around that you had to keep alive, but I ran out of time.

Currently you can lose if you don't kill the hornets, but its very slow. When they land they add to the weight, so if there are too many hornets flying around, eventually enough will land to end the game. The spider will reach the end before the weight limit is reached though.

My untested idea for the gameplay loop was that the player would have to balance killing hornets to protect the villagers, while still having enough hornets to be able to fly up and push back the spider. Unfortunately the lack of villagers removes any sense of urgency to kill the hornets, especially since they don't damage the player in any way

@plepletier the "spider" is just the giant brown box on top of the village, moving along the spider web. I didn't have time to model a spider :/

anyways thanks for playing

Hymenoptera King by Skleembof 2022-04-12T16:30:23Z

@iamwave All of my changes were either fixes for bugs that prevented the game from being played properly or workarounds to bugs I couldn't easily fix. I didn't add any new features, I made sure all of my changes fit the rules to the wording.

I did do a lot of bugfixes because many of the game systems relied on a finite state machine that I had to rush towards the end of development, so minor oversights led to unexpected behavior which also made it easy to knock out a bunch of bugs with a few changes.

Can you point out some changes that you don't think fit the critera? I added a sprint button as a workaround because the character moved very slowly on the webGL version (didn't even move on some machines). Since the speed seems to vary on different machines and browsers, I added a sprint button just in case you end up with a particularly slow ant.

I have the original release on the itch page if you want to compare them. The features are the same except for game breaking bugs. Once you mount your first hornet, the rest of them get stuck in flying state becoming invincible and never landing. The hornet spawner doesn't work because I used the wrong hornet prefab, and the game never ends because the hornets never land and the spiders position isn't registered properly most of the time (except in rare cases)

I'm on a boat - Anxiety Simulator by Sopata 2022-04-08T01:21:16Z

That was pretty fun! Definitely an anxiety simulator. I think the water pump mechanic was glitched though. I would pump out water and then the pump would quickly reappear with a small amount of 'health' left as if I didn't go all the way. So towards the end there were water pumps everywhere and I couldnt get rid of them.

I dont remember my exact score but it was around 2:30.

Good job making something truly unique

Nelson's Nightmare: Remastered by clemonades 2022-04-06T23:42:38Z

reminds me of the original Risk of Rain Very fun and polished gameplay loop. Definitely could use more guns and upgrade types though

Also, the graphics and music work very well together

Sandwich Drop by Renge 2022-04-10T20:02:47Z

Some technical issues aside, this was a fun experience! I wish it had some audio, at least simple sound effects. As for the gameplay, it was kind of difficult because you don't know where the sandwiches will spawn. I think a sprint button would have fit perfectly. I also think sound effects would have helped the gameplay because it wasn't always clear when a sandwich was on my cart. I found myself leaving too early from a sandwich because I thought it was close enough, just to have it continue falling after I move. A catch sound effect would have been a huge help

Inevitable Slap by Jacinto Mba 2022-04-11T22:30:44Z

Interesting idea, great modeling and animation work! You did an awesome job caricaturing the two protagonists of this very captivating and definitely not scripted historical event.

The only issue is that I'm pretty sure it isn't really possible to slow down Bill by more than a second or two. But good job nonetheless putting this together in time for the deadline

Highrail to hell by BadPiggy 2022-04-09T19:19:17Z

That was really hard but fun once I got the hang of it. Great job with the tight and polished gameplay. The graphics and music are very simple but nice.

Somnum Exterreri by DylanPiserchia 2022-04-09T20:38:43Z

Very interesting premise and ominous mood.

The graphics are creepy, but the lighting is way too dark. Not in a spooky way but in a too dark to see anything way. I couldn't see anything in the starting area and I couldn't tell there was floor I could land on after the first platform. I thought I had to jump into the bottomless pit.

The level design is pretty non existent, I think this game could work better if the character was inside some closed environment with platforming sections. Running in a straight line over a bunch of clouds wasn't particularly interesting, and if you fell down before getting all the dolls, there's nothing you can do to win and the game doesn't end so it forces the player to kill themselves after a single mistake.

Good job putting this together in time with such a large team. Coordinating work like this is hard with a large group and you guys pulled it off

THEMARUNGA by Trexxak 2022-04-11T17:53:49Z

Wow that was very very weird. The voice acting the gameplay, the theme, all very surreal.

I really enjoyed the presentation and wanted to get to the end, but the gameplay was way too hard and seemed unfair. The jump was too slow and floaty, but also not high enough and the meteor things moved way too fast. It seemed impossible to survive. Also another issue is that the graphics are way too dark. I didn't even see the play button when I loaded up the game for a while because of how dark it was. I did like the colors but they needed to be just a little bit brighter

Overall definitely one of the more unique and interesting jam submissions I've played so far. I love when jammers do full voice acting!

Fronk Frizby - Qoffee Cuest by LiquidFunk 2022-04-17T16:03:33Z

Holy crap the music was great! The writing was funny and sharp, and the little gameplay that was there felt very polished. I've never played undertale, but this somehow reminded me of undertale.

Good job creating such a unique experience in 4 days

We Have to Talk by Oleg Bone 2022-04-10T19:04:22Z

Very polished entry. Graphics and sound are wonderful (especially that walk animation). The gameplay fits the theme perfectly and is definitely a unique take on it.

Colony Defender by Henrik Ganard 2022-04-11T16:12:46Z

I don't think I've ever played a game where I felt so bad for the enemies. They did not stand a chance at all

Clear balancing issues aside, this was very well done in terms of polish and controls. The camera controls were awesome and the UI looked good and worked well. I didn't find any bugs which is a rare feat for a jam game.

The gameplay did suffer I think from the openness of the map. Something about the enemies coming from all directions and spawning from empty space made it hard to come up with some sort of strategy. If placing turrets actually cost a reasonable amount of coins, I feel like the game would be very difficult and unfair. You can't anticipate where the enemies will come from and if you don't have enough coins you can't react to them either. So it would just be a matter of time before an enemy spawns in an area with no turrets.

To counteract this I think you would need at least some kind of mobile turrets, or ships that you could issue orders to. If not attack orders like an RTS, you could just issue move orders. If you make the game based on rounds or waves, you could allow the player to make a few move orders before each wave starts. It would also be good if you included some kind of visual indicator of where ships will appear. Like a wormhole or something

RPS Arena by HungryCatGames 2022-04-09T19:06:21Z

This seems like its really close to being fun but its just short of being a fully realized game. Since all the fighters just meet at one point in the middle of the arena, it's hard to tell whether you're winning or losing, especially since they're all the same color. Maybe making the enemies red and your units blue would remedy this. The total lack of a score counter also doesnt help

There's also no real strategy since the enemies are just completely random which I guess makes sense since its rock paper scissors.

With some polish you could turn this into a unique autobattler where you pick your troops and their lane before each match. You would essentially be playing multiple games of rock paper scissors at once, but you could allow the player to upgrade their troops, or maybe buy more troops per lane to increase the chances of winning.

Also, I was going to say that I liked your logo but it looked familiar so I checked your LD page and saw that I already commented "Awesome logo!" on your LD 47 game lol

Rage Against The Cocoon by JoeDev 2022-04-18T17:39:24Z

That was great! (I also tried to make a caterpillar game for LD once, and it did not go well)

The caterpillar looked and controlled really well including the flying mechanic. There's something about moving on walls that's just super satisfying. The lighting and music created a nice atmosphere and really added to the joy of slinking around the world as a caterpillar.

My only criticisms are mainly the technical issues you're already aware of. The camera clipping through the ground and the character being hard to control in some situations, like when upside down did detract a bit from the gameplay, but these are minor issues in an otherwise exceptional jam entry

Hyper Kremlin Bros. II Tournament Edition by Samps 2022-04-06T23:35:20Z

I like the idea and the presentation is very nice, but I think the graphics make the game very difficult to play. The tiles themselves are weird to look at. It took me a while to figure out that those lines were stairs and not like a fence or something. Also, something about how tiles look makes it hard to visualize what the result of my change will be. And having to consider that the current tiles will shift along the direction I click, as well as Putin's position changing is a lot to keep track of. I wouldn't say the game is difficult because of these issues, but I never really felt like I was being strategic, I was just spamming clicks watching Putin bounce around the map, trying to push him away from the nukes.

I think the game would work better if there were levels with solutions rather than an endless cycle of tiles. If you want the game to be endless then I think you should make it easier on the player so the game doesn't get exhausting so quickly. Maybe adding a preview of what the map will look like when you mouse over an arrow would help. That way the player can focus on thinking about what order to click the arrows in.

The music and graphics were great though. Definitely kept the game interesting through repeat sessions

Sack Attack by Nate_Bit_Games 2022-04-07T20:58:31Z

This feels like a game I would've played on freeonlinegames or miniclip in like 2006 (which is a good thing)

While the difficulty of the game is part of its appeal, I think you should make it easier to start. Maybe have the sack floating in front of the legs to start off. I had trouble just starting the game because having the sack just drop straight down and not keep its momentum when you start was kind of hard to get used to

Alien Annihilation by MeritCoding 2022-04-06T21:40:49Z

I built the antenna and then somehow got the next objective to load, but I couldn't do anything else. Pressing E to interact doesn't seem to work. Whenever I finished an objective I would just run around the board spamming E and then it would randomly transition but I can't tell if it was because I pressed E or because a timer expired.

You definitely need to figure out the technical issues because the game is pretty unplayable in its current state. I will say that I like the walking animation of the main character. Its pretty funny and very elegant (meaning simple)

The Assessment by Okamit 2022-04-09T19:40:10Z

Phenomenal. This game might have the greatest audio production of any jam game ever made. The gameplay was very tight and polished and it felt like I was playing an actual Wario Ware game. My only criticism is that the pacing was pretty slow. I think the difficulty should have ramped up quicker (like a Wario Ware game), but that's a minor nitpick.

(Also, the Bo- doesn't put people on trial, come on that's Q)

Space Ninja by mhorth 2022-04-07T00:03:51Z

Great job on the slashing trail mechanic, but like others have already stated the game needs more features to feel more like a game and less like a wrist workout.

I think one way to overcome players holding down left click and flinging their wrist around is to make meteors break into pieces if hit in the wrong spot. If you have meteors of different shapes each with its own 'hotspot' the player will have to be more precise with their slices.

Indestructible Paws by GameBucha 2022-04-10T19:17:33Z

Very unique idea. I was kind of confused though as to how the cat troops worked. I know I could move them around and stack them to upgrade them, but I couldn't figure out how to consistently send them out to attack the enemy. I ended up winning on my 2nd playthrough by just spamming WASD. I found that pressing W would sometimes send a cat out, but not always. It was pretty confusing. The fish cannon seemed broken because the fish wouldn't fly far enough out of the cannon, but the hits still registered.

Overall I liked the game and the concept, but I really wish the troop thing worked better or was clearer. It seems like it could be a very interesting mechanic but needs more development.

(Also hope you and your families are safe)

Doctor Dilly-Dally by Sine Nomine 2022-04-06T23:16:42Z

That was great! I've definitely never played an LD game like this before

The writing and voice acting was hilarious. I do kind of wish I had some control over the outcome of the story just a few simple decisions that led to different endings.

ENDURACE - Drift Or Die by Phillip Scott 2022-04-09T20:13:24Z

Wow this is an amazing amount of work and polish for something made in 72 hours! This was genuinely fun and almost felt like a complete game. Watching cars ram into each other and explode was awesome (especially when it happened in the air)

The only issue I have with the game is the car physics. I'm not sure how to describe it, but it's like the car oversteers way too easily and the tires have too much grip, but also not enough grip? It's easy to oversteer when trying to make a turn even without getting hit, and when you do the car comes to stop too quickly which makes it unsatisfying to drive if you're trying to actually win the race. I got away from the smoldering carcasses of the other racers and was just driving down the track alone and I would constantly spin out and slide into walls just trying to drive normally. So if you continue to work on the game, try to get some outside play testers to give some feedback on the driving.

Chasin' Dreams by AnimalX 2022-04-10T18:39:40Z

That was fun! I love the dogs running animation, it looked great! The gameplay was fun too, it felt like real dogs playing, they way the just chase each other for no particular reason. Making the mom faster than you was a good idea and forced you to be more strategic with your sprints to the treats.

My main criticism with the game is that the character controller felt a little barebones. There are a lot of things you could do to improve the feel of the controls and make it feel like you're controlling a dog. Having the dog accelerate instead of stopping and starting immediately, increasing the turn damping and maybe rotating the body into the turn a little bit, having a slight slowdown right before a jump as the jump animation starts. Little things like this can go a long way to make simple gameplay feel a lot more polished and robust. Also, a simple looping soundtrack would fit great for this type of game

Great job putting this together in 72 hours!

Desert Oasis by Janku 2022-04-11T15:57:00Z

Very unique atmosphere, reminded me a little bit of the old Creatures games. The graphics are really charming, very janky animations but in a good way that fit the overall tone of the game, and the background music really adds to the mystery of the world.

The gameplay could use some work though because there really isn't much you can do to control the outcome. It's more of a starvation simulator than a game. I think a big part of the problem is the camera controls being too restrictive. You should be able to click on a Blurp to snap the camera to it. That would make it easier to get it away from the predator when its hungry.

You could also add some more commands besides just rush. Stay with the hands off approach but include commands that you could suggest to the Blurp that it might or might not follow. Like if the predator is close and hungry you could suggest that it hide, and if it listens to you, it would run to the nearest hiding spot. Or suggest that it sit down to rest or sleep so that it can recover some energy bar or other resource beyond just hunger.

Obviously this is a very complex game to develop in 72 hours and you did a great job putting something as unique as this together. I don't think there's another game of the thousands in this jam that is similar

Pixel-Panic by IdeasPerSecond 2022-04-09T23:47:27Z

Fun simple and hectic! I love the slowmotion mechanic, it makes it easy to pull off some really slick dodges which makes the whole thing just feel a lot cooler.

Puffer Panic by Grizwhirl 2022-04-10T17:08:40Z

Very unique concept but also kind of exhausting. The controls do need some work because spamming W and S felt kind of weird and unnatural although having four players on the same keyboard does limit your options.

Leaf the Ghost behind by BiOs3008 2022-04-06T23:51:57Z

I love how unique the game looks and sounds. I've definitely never played a game that takes place in a soapy hellscape before today.

The sound effects are very nice, especially the satisfying bubble pops.

The gameplay is also fun, but only for a while. Eventually jumping over the same platforming sections multiple times gets boring. I think it would have been cool if you added some sort of soap related platform mechanics like being able to build up speed by sliding on soapy platforms and ramps.

Asteroid Anarchy by Mateu 2022-04-07T01:55:23Z

That was a lot of fun! The gameplay was simple but very focused and it played well. I liked the sound effects and the graphics looked very "Star Wars-y"

One MAJOR design flaw with the game is that you dont show the score once the player wins. I did a bunch of replays to try and optimize my run (yes I'm a sweaty try-hard) and I was really proud of one of my runs, but I forgot to look at the timer before the end sequence!

I did another less enthusiastic run and I finished with 40 seconds remaining :/

Delay the Zombies by Jesse Martin 2022-04-10T20:07:36Z

Like others have pointed out, the zombies take too long to kill and don't actually hit you if you keep moving. Fix these issues and it'll start to feel like a more fleshed out zombie game

Last Stand by Pwnzer 2022-04-11T15:07:25Z

The graphics looked good and the blood splatter effect from hitting zombies was a nice touch. I disagree that the game could use a jump, because I think the lack of mobility increases the tension and forces you to really consider your movements, like 2d tank controls.

I could see this turning into a pretty awesome zombie survival game if you add more features like climbable ladders, buildings with barricades, windows, and doors and a lot more weapons/items.

Stay Afloat by Fredrik Rosell 2022-04-09T20:55:08Z

I agree that the submerged blocks are too hard to see. I love the idea though, very unique but I feel like the level design didn't let me explore the mechanics enough. I wanted to really experiment with the power management but I found it wasn't that big of a factor in the platforming.

Unfinished Valley by stochastic 2022-04-06T21:33:53Z

This is an awesome idea While its obviously unfinished, the few minutes I spent playing it felt very unique. It's like a farming game that makes you question the whole point of farming. You spend time working the fields to try and sustain yourself, but the work takes up your entire day and drains your energy, and when you go to sleep (next to the corpse of your predecessor), you can be afflicted with any sort of bad luck or disease that inches you closer to death.

I felt like I had a sort of epiphany that farming was just a waste of my time and I should be doing something more valuable with the little life I had left

I don't know maybe I'm overthinking it but I'm sure there are a lot of unique directions you could take this type of game

Gobling Game by lolopupka 2022-04-10T16:34:58Z

The graphics look nice and the setting is interesting, but the gameplay needs some work. I think if you add more minigames and things to keep track of while also increasing the pace of play, this could be a very hectic and enjoyable short experience. As it is now, the game moves along way too slowly and I found myself just sitting around waiting for something to break or the time to be low enough to have a reason to get on the bike.

But either way, great job putting this together in time for the jam. I know balancing is one of the hardest parts of game jams and there's rarely ever time to squeeze it in.

Forest by StudioCherno 2022-04-07T20:45:45Z

The starting sequence was very well done. When I loaded up the game for the first time, I thought this would be another directionless horror game where I would have to walk around for way too long to find the objective. But the layout of the village kept me focused and led me straight to the bulletin board. From there it was very clear where to go.

My only complaint with the game is that the survival sequence at the end was too slow and easy. I felt like I could go on forever, and when I died it, just restarted. Was there a way to beat the game or does the survival phase just go on until you die?

Either way this was a very nice breath of fresh air after playing a bunch of less polished LD games so great job all around guys.

Death Is Inevitable by TherealMoebius 2022-04-07T21:40:20Z

I found myself running around the maze for way too long before I saw the monster. It did feel like it would be just around the corner, but eventually the tension died out and I assumed the game was just glitched.

The problem with horror games in mazes is that if you're just waiting for a monster to appear, you never really feel like you're making progress. Its just endless running through a maze and waiting. I think you could remedy this by adding like safehouse mechanic. You're running through the maze collecting items trying to make it to a safe room while knowing there's some monster out there trying to kill you.

It gives the player something to do and raises the stakes by having the player risk losing all their progress if caught by the monster

AquaGone by firescape games 2022-04-11T22:23:11Z

That was definitely an experience unlike any other

The magical tiger twins of the pond who trade sticks for coins and coins for super sponges were a wonderful addition to this masterpiece. The soundtrack was also surprisingly catchy.

Venting Machine by EmberUshi 2022-04-09T19:15:02Z

Simple fun and funcitonal = perfect jam game. Reminds me of old flash games that were very simple but had endless replayability.

MOUSE&CAT by SethNerd 2022-04-10T21:58:15Z

Cool take on the theme, definitely impressive how you got the AI to find a way to the end consistently.

Pillage Quest by phats604 2022-04-07T20:01:14Z

I love the design of all the characters, but whatever effect you were using (chromatic aberration?) made the game hard to look at after a while.

I think the game would be better if you made all the characters move on a grid. It would simplify the design making it easier to balance the gameplay and add features. There's a lot you could do to make the game more interesting. You could have the enemies come in waves and let the player buy upgrades or items at the end of each round. Maybe you can buy mercenaries or something that automatically cover the grid spot you place them on.

Great job on your first solo jam!

Shutting Down by MrOrry 2022-04-09T23:54:39Z

Nice little experience, the only thing it was really missing was some audio (maybe even some narration)

Doomsday by TheGoodHunter 2022-04-07T21:49:46Z

I shot one of the other turrets and almost fell off my seat laughing. I don't even know why I found that so hilarious, I think it just caught me completely off guard. Perfect comedic timing

That was certainly an interesting experience but it definitely didn't need to be over a gigabyte

MooshiMooshi by AnonymousPanda 2022-04-09T21:31:13Z

Definitely the weirdest platformer I've ever played.

The graphics and music were well done, created a unique atmosphere and was certainly memorable. The platforming was simple, but when combined with the surreal graphics and mysterious fog it kept me engaged until I reached the end. I wanted to see what I would find and what I found was a totally not unexpected (and inevitable) ending.

The Fly's Eyes by Colossus_Gaming 2022-04-18T18:02:10Z

Good job submitting in time for the deadline! Obviously the game is unfinished but the gameplay you submitted is promising.

You got the fly to move towards the zapper, and the fly swatter to collide with the fly properly, although it doesn't make much sense why you would use a fly swatter if you're trying to protect your pet fly.

Maybe change the swatter to a hand, or something weird like a Q-tip to make it more interesting. You could also try to create some mechanic where you can swat near the fly and it will fly away temporarily so that you don't have to drag it away on your own. And a score counter to count how long you managed to keep the fly alive.

Again, great job on submitting in time and keep practicing game development! in a few years you'll be releasing some awesome games

Wreck at Delta Blue by Alex Stewart 2022-04-09T17:25:15Z

I actually found the controls to be very intuitive, and the gameplay straightforward. The main problem with the gameplay though is a total lack of feedback. You don't know how fast you're going or what direction you're moving which makes it feel like you aren't fully in control of your ship.

The samples were pretty hard to find because of the weird cockpit lighting. Didn't your parents ever tell you it's illegal to drive at night with the cabin light on?

Some other things I didn't like:

- The cockpit noise was extremely loud and annoying. Either tone it way down so it's just a low hum, or get rid of it. I had to mute the game to be able to play for more than a few minutes - There weren't enough asteroids and they were pretty small. Avoiding them did not factor into the gameplay for me - Moving from one sample to the next got boring quick. Another gameplay element would have helped. Something like a scanner that you have to manually activate that pings the samples would significantly improve the gameplay IMO

Obviously 72 hours is nowhere near enough time to make and polish a space ship sim, but you did a good job putting together the core features. What was there actually felt pretty polished and I could see myself enjoying a more fleshed out version of this (I like space sims)

Star Keeper by MrHumannn 2022-04-19T19:13:19Z

This was a very ambitious entry and you guys created something really cool and unique, but it has some flaws that hold it back. First off the controls are kind of unintuitive. I think the problem is that there's little to no feedback for anything you do. In space, you cant really tell if you're moving forward and when you're on the ground on the stars you can't really tell what you can interact with.

If you're going to have the player pick up the pipe in the red star to solve the puzzle, you should give them the ability to pick up any of the other props that are lying around for consistency. I found myself running around trying to pick up items in the other stars but couldn't tell if it didn't work because the mechanics were broken, or because I was pressing the wrong button or something. Also, don't give the player explicit instructions on what to do when they enter a room, let them figure it out themselves.

You should also add an icon, like the one that appears when you look at the red button, to show what is interact-able. When I walked into the hut on the white star, I could not find out what to do. I got there on my 2nd playthrough after failing the first time (and switching to Russian for the awesome voice over) and I found myself spamming clicks and F and E and other keys on the bubbles, the props on the floor, the flasks on the walls, and nothing ever happened.

The world you guys created is very cool, the amount of unique models created is very impressive, the music creates an awesome atmosphere and the fancy VFX guitar at the end when you lose is particularly amazing. Obviously the game has its issues because of the rushed development but I think you guys could polish this up and create a very unique game.

Galactic Crash by Zerox 2022-04-09T18:10:40Z

I feel like this could be a really cool game with more development. Basically a game like WarioWare but each mini-game serves a purpose to repair or operate the ship.

Good job making an interesting game in 72 hours

LD51 — Every 10 seconds

Arena Run by ping78 2022-10-08T02:38:07Z

That was fun! very impressive amount of work for a compo game. I like how all the guns felt different, but something about the mouse movement made aiming feel weird, and sometimes I wouldn't get a gun after 10 seconds and would have to just run away (intentional or a glitch?)

The sound effects and vfx were very well done, I especially liked the minigun bullet casings flying around

Ten Seconds Again by khaotom 2022-10-09T11:52:52Z

This is very clever game design and a great use of the theme I love when losing a game is clearly my fault and not because of some unfair or unclear mechanics. I kept pushing myself to let the timer run longer each level and it led to a lot of tension and excitement even though I was just clicking on some angry little blocks.

You could add more mechanics to keep the game interesting during longer playthroughs. Maybe different types of blocks with unique behaviorus, like a blue block that doesn't move very fast but shrinks, or a purple block that takes more clicks to kill. Maybe have some sort of infection mechanic where one of the blocks can convert others to its color when it makes contact forcing the player to decide whether to start clicking early or let the infection spread.

10 Second Shmup by stmatn 2022-10-08T02:00:21Z

This is an awesome idea and I tried really hard to enjoy it, but after like 15 minutes I was only ever able to shoot one ship. It is way too hard to line yourself up for a shot. I think you should have had all the movement on a grid to simplify everything, or a ghosting effect like someone suggested

I also found that there was no reason to move forwards or backwards, the only useful cards were up down and shoot.

Like I said, I love the idea but the execution needs work. I hope you continue to work on this because it has a lot of potential

Gnomageddon by Nikolaj 2022-10-08T01:18:00Z

That was fun, but I found myself fighting with the mechanics more than with the skeletons. It was really confusing trying to send groups to fight because they would stop moving when I went to select another group, or they would run off screen, or hide behind the houses. Technical issues aside, I think a fast paced mini-rts like this would be really cool with more buildings and unit types.

NIMBOSTRATUS by huskitch 2022-10-08T03:10:21Z

I agree with your assessment of this game being extremely difficult. The boost mechanic was hard to figure out because most of the time I would just die trying to jump into crystals. There are way too many eyes and they move way too fast for the player to focus on anything other than surviving.

The graphics are nice (reverse Devil Daggers) and so are the sound effects, but I think the sclera of the eyeballs should have been a different color to make them easier to see in the very bright atmosphere

The Hellchemist by ThorPalsson 2022-10-08T03:27:07Z

that was FUN! I played a bunch of rounds to try and get a higher score and ended up 5th overall.

I loved the music and the extremely weird character models and animations. The only thing I didn't like was the weapons. They all felt like the same weapon, but with varying levels of awkwardness in how the bullets come out.

Amazing work guys

The End Position by Taximan981 2022-10-08T02:21:57Z

wow that was great! The chill music and simple UI made it easy to commit like 20 minutes of my to trying to recreate the universe.

Flex Squad by Tobias Froihofer 2022-10-08T02:47:14Z

Nice take on the theme! That was fun and easy to jump into My only issue with the gameplay is that there wasn't any feedback from shooting enemies. The healthbar is hard to see especially when theres a bunch of enemies on screen at a time. I think a simple way to make it better would be to lower the brightness of the enemy cubes as they take damage. If you can easily tell which enemies are close to dying, it makes it easier to figure out where to move to try and keep your dudes alive. Also, a slight knockback effect when you hit enemies would add a lot to the game feel

Nuclear Descent by Skleembof 2022-10-08T01:46:45Z

Sorry I didn't have time to put any info during the week

Nuclear Descent by Skleembof 2022-10-12T22:33:31Z

For anyone running into sensitivity issues, you decrease the sensitivity with Q or increase it with E

Space Chase by DanielRMorgan 2022-10-08T01:45:16Z

Like others have said, the pacing felt great. I like how there's a bit of strategy involved deciding when to shoot

HURTEC by Trexxak 2022-10-08T01:33:28Z

Wow this game is hectic So much going on, it was hard to remember to mash buttons, aim, and dodge bullets while trying to complete the binary sequence. At first it felt extremely difficult, but then it felt extremely simple. I think you have some cool ideas here, but the pacing and difficulty curve makes the player just rush through the enjoyment. Obviously play testing in LD is nearly impossible, and I notice that you tried to ease the player into it by gradually showing new mechanics, but when I reached the end I felt like I'd just learned how to play.

Overall though, great job coming up with such a unique idea and putting it all together in time for the jam. The music was great btw

StrayaCraft by Enad96 2022-10-09T12:37:27Z

Star Dingo! Cool game, I loved the presentation but the gameplay was a little barebones. Forcing the player to reposition every 10 seconds to survive added some depth, but most of the time I was still just sitting around waiting for the enemies to die. The game kinda felt like a 2d shmup but with frozen enemies. I think there might be a cool idea there where you can incorporate the bullet hell of a good shmup at a more tactical pace. Like make the enemy ships have more intense attack patterns that cover the majority of the map, forcing the player to move or decide to tank some hits for tactical reasons.

10 Seconds Ambush by ironcutter 2022-10-09T12:53:31Z

That was fun! I got to the end in 3 attempts and my horse defeated the fruit bandits. The pacing felt really good, the short rounds made it easy to decide to keep replaying until I beat it. Round 9 was really hard but I think round 10 ends early because it felt much shorter than the others, although I didn't keep track of the time (might be a glitch).

Tower Stack by ChrisWiseman 2022-10-09T12:15:49Z

I think you should make the blocks stickier so they're easier to stack and add walls on the sides so that you can lean the blocks against them. Currently I think the game is way too hard because of how far the goal is and how long it takes to stack the blocks. It also takes way too long to scroll all the way up to see the goal and then back down to start stacking.

This is a good attempt for a first game jam, you did a great job with the art and came up with a cool idea but like most jam games, the gameplay balance made it too difficult to play properly.

Cat Wave RUN by CooLguNxDD 2022-10-09T12:06:15Z

I like that you removed the dead ends, I don't think they would have worked well since a simple mistake can ruin your entire run. The combat was fun but it seemed like a missed opportunity to give the player a reward for killing slimes. Like killing a green slime could give you a health boost, blue slimes increase your speed, and maybe red slimes are a combination of both. The longer I played the more I tried to avoid combat. Even though the goal is to go as far as possible, I think you should have some mechanic to encourage the player to stop and hunt down slimes so they can engage with the cool combat system and receive some reward that would help them survive longer

Nua by Cayurr 2022-10-08T19:54:29Z

That was cool, I loved the music and the strategy of calculating a route to kill enemies and maximize your rewards. I didn't get how the blue upgrade worked though. I did a playthrough collecting exclusively blue upgrades and it didn't seem to have any effect. The how to play screen says it decreases tile speed by 0.5 but every tile would always cost 0.5 tp. Does that mean that it reduces more expensive tiles to a cost of 0.5? The description wasn't very clear if that's the case.

Overall though, the game is well made and fun to play

Energy Out by Govoroha 2022-10-08T00:57:23Z

Cool idea, kinda reminds of Trine but with a brutal 10 second timer. I think the robots should have battery levels that deplete after 10 seconds, so that the timer isn't so punishing. Instead of killing the robot after 10 seconds, drain one level and maybe allow the player to manually shut down the robot to preserve battery. The gameplay would be the same, but the player will have more room to experiment and make mistakes before losing

LD53 — Delivery

Legendary Hero by someone 2023-05-08T22:37:28Z

I followed the signs and walked to the castle and was told that Gary was scripted to walk aimlessly around the map. Then I walked all the way to the sage who told me to go back to the castle. Then I ran all over looking for Gary but I could not find him.

Then I realized, as I wandered aimlessly around the map, that perhaps I was Gary all along.

The Overlooker by Geckoo1337 2023-05-08T20:46:13Z

Simple. but very difficult. I like how the difficulty ramps up significantly with each new rule. You get a false sense of security with the timer early on, and then quickly realize you have to be quick. Overall, it was a fun experience and I enjoyed the challenge.

Dungeons & Delivery by frozenfire92 2023-05-08T16:34:01Z

Really clever idea, but it needs a lot more polish to fully realize it.

my notes:

* One time, I clicked a dungeon and the character walked up to the door, and just got stuck there, ending my playthrough

* The teleporter skulls would just stop working sometimes, usually leading to me being cornered by a skeleton and ending my whole playthrough. I don't know if this is really a glitch though and I couldn't really test it since exploring dungeons is almost impossible.

* The most difficult part of the game is staying alive in the dungeons. I think you should rethink the dungeon gameplay to emphasize the business aspect of the game. I was never worried about running out of money or even thinking about the items I was buying, my main concern was trying to restock a dungeon without dying. Maybe make it so the player loses items from their inventory when they get hit instead of dying, and boost the movement speed of the character so they can actually out run the skeletons

* Moving around the map was annoying because you have to click precisely on the road to actually get the character to move. I think free movement would have worked or just fixed node to node movement.

* The menu that comes up after clicking on a dungeon is kind of misleading. I bought a bunch of items and then ran around the world looking for dungeons that needed restocking, but every item in every dungeons had a green "Have" icon which I thought meant that specific container had an item meaning it was already stocked. So I kept running around the world waiting for time to pass and the dungeons to get depleted. It took me a while to realize that "Have" means that I have an item in my inventory to restock the dungeon. This issue was exacerbated by the fact that I really didn't want to enter a dungeon if I didn't have to because of how dangerous they are.

Overall, I LOVE the idea and I really wanted to play the game, but I kept running into issues that prevented me from enjoying it. Honestly, I think this idea has potential and recommend you develop it further

Alien Parcels by NoNiMad 2023-05-05T17:00:35Z

This game is testing how well you know the rules, but something about your explanation, the manual, and the UI just confused the hell out of me, so I made my own tutorial at the end of this comment in case anyone else is also confused and needs some more help figuring it out.

I like the idea, and it was fun once I figured out how to play, but it felt too stiff. There is only one solution for each package, and it's very easy once you know the rules. I think the game is missing another element to make the gameplay more dynamic. Maybe you could give the player a stock of stamps and allow them to add or remove stamps to complete a package. Or if a package has the wrong number of stamps, the player could compensate by selecting an alternate route, and maybe there could be a scoring system based on delivery time or package condition.

The general idea is really cool and you could turn this into something like Papers Please with a bit more work if you wanted to.

Here is my attempt at explaining the game:

1. Click the little white arrow on the bottom half of the screen to receive a package 2. **All you can do with a package is accept or reject it by clicking the check-mark or X icons** 3. Each package has a destination, a weight, and a symbol. Your job is to determine whether the stamps on the box are enough to cover the delivery

How to know when to accept or reject a package

Each stamp color is worth a number of units: * Green: 1 unit * Blue: 2 units * Red: 3 units

Each unit can cover EITHER 3kg of weight, or 1 jump on the star map.

So when you receive a package, count how many total stamp UNITS it has (remember the value of each color) and then do some simple math to determine if you should reject or accept it. The package must have the minimum amount of stamp units to fit the weight and distance

Example/Tutorial

Package weighs **12.5kg** and needs to travel **2 planets** away.

The package has **one red stamp** and **two blue stamps**.

1 red stamp = 3 units

1 blue stamp = 2 units

Total stamp units on this package = 7 units.

Since each unit is 3kg, you need 5 units to cover the weight (4 units only gets you to 12kg)

We have 2 units left. Since the package needs to make 2 jumps and each unit can cover 1 jump, then we can accept this package.

Note that if we had 3 units left, we would have to reject the package because we cannot have any left over units.

After you accept the package, you need to pick a space ship to place it in. This is where the symbol on the package comes in. The in game manual has a list of combinations that are not allowed (the hieroglyphics on the left tell you what combinations to avoid). As long as you don't make one of these forbidden combinations on one space ship, you'll be fine. Seems easy except the game doesn't show you the symbol of the package on this screen, so make sure you memorize it before accepting the package!

Package Panik by Gerolmed 2023-05-06T00:55:52Z

I agree with others that its a bit difficult to understand based on the tutorial. I figured things out through trial and error. I think the best way to introduce complex mechanics is to have simple tutorial levels that only show a few mechanics at a time, but obviously designing a tutorial is not feasible within the time limit.

Overall I liked the game and I would play a more fleshed out version with deeper mechanics.

Frontline Express by Vilmantas 2023-05-10T17:53:12Z

The idea is unique and a good take on the theme, but the gameplay was just a lot of waiting around. It wasn't particularly difficult to keep the camps stocked since the resource depletion was really slow, which didn't motivate me to drive all the way back to camp to restock. And in the 3rd level, I gave up after getting to the east camp and then looking up at the timer and seeing there were over 3 minutes left of waiting around.

I think the game would have been more fun if you had to drive past enemy fire, and the over all timing was reworked to increase the intensity. I think there's a lot of potential to turn what you made into a unique experience, one that I don't think has been done before

Morse Messanger by Alexander Tan 2023-05-08T18:42:36Z

That was a surprisingly fun puzzle game! I imagine this isn't much of a game for someone who is already familiar with morse code, but it was a new experience for me. I actually managed to beat the game but I had a little trouble with the last one because I deciphered the message out of order, as in I didn't know which character started the message.

Storky McStorkface Express by Flying Dog Fish 2023-05-08T16:53:24Z

I hate Flappy Bird and expected to not enjoy this game but... it was actually really fun! I even beat all the levels. It reminded me of the old flash games I used to play on the school computers back in the day.

The gameplay was very well balanced coming just short of being too difficult, and I found all the levels to be very enjoybale. I did almost have a run ending mishap when the elephant rotated mid-flight, but I managed to pull out a victory

Shipyard Mercury by chompdev 2023-05-06T17:02:37Z

I really like this idea of building a ship piece by piece and trying to figure out where they go with subtle visual cues on the pieces. It forces the player to pay close attention to the layout of the ship which increased immersion and left me wanting to fly it after it was built.

_F*CK Consumerism_ by MnemosyneVL 2023-05-05T22:11:52Z

Interesting premise, but gameplay was too simple. I think even an ammo counter and some pickups would have made it a lot more interesting, and I agree that the game could have used a hit marker or something to let the player know they hit an enemy.

Also, I noticed that when you walk into the red circle, your gun gets turned around and pointed directly at you, allowing you to kill yourself. Is this intentional or a hilariously morbid glitch?

Great Race of Mercy by Dexort 2023-05-10T18:18:31Z

This is a cool take on the theme and much more unique than most other games which mostly involve some variation on playing delivery man.

The character controller felt polished and was fun to control, and the sound effects really added to the atmosphere thanks to the lack of music and desolate environment.

CIGOGNES : Baby Delivery Services by ThomasLebel 2023-05-08T18:11:05Z

The main gameplay mechanic is interesting, but I think you should have cut back on the number of hazards and kept it simple. The game is interesting and engaging early on as you learn how to use the redirecting mechanic, but before the player has a chance to experiment with it, they get swarmed by enemies.

Another issue is that I found it difficult to see the color of the baby, mainly because of how small and obstructed they are by the stork, but also because all storks have a green backpack, which was misleading when quickly trying to sort everything out.

This is an impressive amount of work for the compo, and I like the overall concept, but the lack of polish made it difficult to enjoy the game, and I think you could have gotten away with only having a single hazard (maybe the witch)

Wormpocalypse: Battle for Chornobyl by Emty 2023-05-09T23:23:33Z

WOW that was so much cooler than I expected! The fully voiced intro sequence/mission briefing was a great touch and not something you normally see during ludum dare. The gameplay was simple but the car controller felt very good, although a bit janky inside the worm. The minimap animation was cool, and I love how the music started off suspenseful and then became a full blown action theme when in the worm.

K9 Express by Skleembof 2023-05-05T20:37:38Z

@chompdev Thanks for your thoughtful comment.

I had very little time to work on this jam and I gave up multiple times but after slapping together the map and being impressed with how it came out, I decided to at least try to deliver something playable, and I was just barely able to upload before the time limit.

So it's riddled with issues, and isn't much of a game right now, but I am working on some simple bug fixes to address some of the issues like the sensitivity.

I do plan on developing it further for the (conveniently timed) upcoming 32Bit Spring Cleaning Jam on itch.io, so the plan now is to have a finished game by the end of the month.

K9 Express by Skleembof 2023-05-06T15:34:53Z

@frozenfire92 the camera definitely shouldn't be rotating around the dog. Can you tell me if you played the web build or used a gamepad? I released an update last night that fixed some bugs and I thought I addressed the camera issues

Level Delivery System by Le Don 2023-05-05T18:17:27Z

Allowing the player to play each level with any character is an awesome idea. This could be a really interesting game if it were further developed. Great job making a really unique game for LD.

Also, Dave is the man!

Drony Delivery by frelude 2023-05-05T23:16:25Z

That was a fun little puzzle game with a surprisingly good difficulty curve for an LD game. My only complaint is that the graphics are a bit too noisy. There's just so much detail and bright colors on screen that it was kind of hard to tell what was going on at times. I mainly had trouble finding and identifying the trays.

F. Ragile by Akromaly 2023-05-08T22:25:29Z

The music and audio are great, the gameplay is fun and well designed. I like how the two enemy types behave differently, making the player think about what they have to do to avoid damage and deliver the package instead of just mindlessly dodging flying mailboxes.

Resource delivery by Ellistar 2023-05-09T17:31:51Z

I like the demolition mechanic, seeing the houses come apart as you worked was pretty cool. I dismantled the entire log cabin before quitting. The main thing I didn't like was how long it takes to make money. I think the pacing would have been better if you got at least twice as much money for each piece as you do now.

Eyes of Odin by Rocket and Blanky 2023-05-05T23:28:20Z

Wow that was hardcore. The raven was a little janky, but metal af

Involuntary Nannies by xHadie 2023-05-05T17:54:10Z

The presentation was great, but the gameplay is absurdly difficult. Even on easy mode, it was just too ovewhelming. I do like the idea though and I think this could work but you need to ease in new mechanics instead of dumping everything on the player at once.

catchaHook by TTU_HASAN 2023-05-08T18:20:13Z

WOOHOO!

Really unique gameplay idea, although the physics felt a little weird. It probably would have felt better if there wasn't so much drag or acceleration slowing the player down.

Watch The Hungrys by PartySquadMember 2023-05-09T17:17:17Z

Very quick and hectic. That was fun early on until the performance made it impossible to play. I think you could have gotten away with a LOT less animated characters if you placed them more strategically.

The music and graphics you chose created a bright and upbeat atmosphere which complemented the fast paced gameplay.

Commutator by Sodoj 2023-05-11T16:26:34Z

I think what you've done here is prove to the world that the metaverse will take place entirely within Microsoft Paint, and I expect you to port Doom for LD 54

Saving Captain Cino by StudioCherno 2023-05-08T19:41:01Z

Interesting premise, but not much of a game in its current state. The goal of delivering a cup of coffee seems completely impossible because of the sheer amount of enemies thrown at you. The weapons having limited ammo and no mechanic to dodge bullets kills any chance of being able to complete the mission.

Also it wasn't clear how the compass was supposed to be read, so I just picked a color and followed it until I fell off the map.

I think you should spawn the character inside the coffee tent, I mean there really is no reason not to since there is no risk or reward before finding the tent. My first playthrough I didn't see the tent and just ran aimlessly around the world getting shot at by the enemies and found nothing of interest. My 2nd playthrough spawned me close to the tent and I picked up the gun and coffee, however I ran out of ammo and my coffee got obliterated before I was able to pick up another gun.

Uberroo by Saryah 2023-05-09T16:03:44Z

Cool idea, although the level design could have used a bit more...level design.

The graphics are well done, the parody fast food buildings looked great, and the main character was very detailed. The UI also looked very refined and unique. I also loved the music, I'm currently humming it as I write this comment!

As for the gameplay, the main thing I didn't like was the lack of any feedback for the boost mechanic. Having an invisible cool down made it feel really unresponsive, almost like it was broken. If you didn't have time to create a cooldown bar, I think it would have been better to not allow the player to use the boost until it's fully recharged so they don't end up with unsatisfying mini-boosts. Also, I didn't even realize the seagulls had an effect on gameplay since they never really got close enough to do anything. I guess that's more a balancing issue than anything.

Overall though, great job on an almost complete Uber simulator!

Mech Express by No whOne 2023-05-09T18:06:19Z

Cool twist on the tower defense genre! The animations really added a lot to the gameplay as they made the picking up and slamming down cats and crates extra satisfying.

I agree with others that the gameplay gets to a point where it's just a bit too fast. The game isn't difficult at all, in fact I walked away for a few minutes and left it running before coming back to write this comment and the game is still alive (with the cats crowded around the house). The low difficulty made it so that when it got too hectic, I felt really demotivated to actually move the cats around since I was at no risk of losing and keeping track of everything felt like it wasn't worth the effort.

There are a lot of features you could add to improve the gameplay, here are some suggestions off the top of my head:

* Bonus zones that spawn in periodically. If you place cats in these zones, they have increased fire rate or infinite ammo or something. This way the player would move the cats more often to take advantage

* Make the green tanks fire a timed missile that does massive damage. This way when a green tank spawns, the player has to prioritize taking them down and redirect their cats as soon as possible.

* Cover system - Put sandbags and stuff in the world that gives cats defensive bonuses

* Flanking system - Give the mechs a damage boost if they shoot a tank from behind. This way the player has to weigh the value of the increased damage against the time lost picking up and moving the cat.

There's a lot you could do to make this game really cool if you guys decide to develop it further

Deliver Inc. | A Delivery Simulator by innocuousuk 2023-05-08T17:52:44Z

After restarting 10 times, I was able to properly load into the game world once. Every other time, the truck would spawn into an endless void. The game seems really ambitious and complex for a jam game, but unfortunately I wasn't able tor really play it due to the game breaking loading issue.

Witch's Familiar by Nion 2023-05-08T16:04:43Z

Very well done! simple yet beautiful graphics and music, with fun and creative gameplay. You did a great job creating such a polished game for the compo

Delivery Drive by Volodymyr Karchevskyy 2023-05-08T19:13:34Z

Something about the car crashing sound effect combined with the difficult driving mechanics was kinda hilarious

The gameplay was very simple but surprisingly fun! Trying to avoid damaging my car, making tight 3 point turns, trying to park as close to the sidewalk as possible while also racing to deliver the letters in time was a hectic and engaging experience

CIA - Mailsystem by StephanSchue 2023-05-05T18:06:37Z

I like the idea of having to explore the office to find the right switch to redirect the pipes, but there wasn't enough of a challenge to make proper use of it. The graphics look nice and the game was well put together. My biggest issue however is that I couldn't find Pepe Silvia and am starting to believe he doesn't exist

Syntech Surfer by Xandruher 2023-05-08T23:33:29Z

I don't know if this was a glitch or intentional, but holding W made you a lot slower than just tapping boost. I like the idea, and even the way you set up the delivery points, but the hoverboard mechanics could have used some more tweaking. If you accelerate the board along the ground vector instead of just the camera direction, I think the movement would feel better, and as others have said the board slows down too quickly which kills the feeling of building up speed.

Obviously playtesting and fine-tuning physics in 72 hours is basically impossible, so you guys did a great job within the time frame. The graphics and the audio were very well done and created a cool, gloomy atmosphere

Desert Delivery Man by HakuInu 2023-05-10T17:33:41Z

You did a great job with the environment art, creating a giant city with a few modular pieces. The music was a wild ride, I gotta say.

Running around the world was surprisingly fun with the characters mixamo animations and the many twists and turns of the city. My only issue was that there was no way to really figure out where to go other than losing and restarting the game. A map or compass of some kind would have made the game a lot more playable.

HOTARU - Guider of Souls by SkuLLyY 2023-05-08T18:58:11Z

The gameplay is very simple, but very unforgiving. A single mistake and you have to restart the entire game! The environment looks very nice, and the character animations are adorable. The background music is beautiful and soothing and the little sound effects for the footsteps are a nice touch.

I think the game would benefited from giving the player more horizontal velocity when they jump, because jumping on moving platforms felt really awkward. Some more playtesting would have improved the overall experience, but I know playtesting is impossible during ludum dare.

Great job overall guys!

DIVE or DIE! by PabloAbraham 2023-05-11T15:41:25Z

A combination of technical issues and poorly explained mechanics made the game very difficult to play. Sometimes the character would drop a crystal on the mining platform, and the game wouldn't let me pick it up. I would have to leave the platform, hold the collect button, and then walk back onto the platform to pick up the crystal. I also could not build any robots, the ring that forms around the robot icon would stutter just short of completing and the robot would not build. Because of the lack of feedback (other than the stuttering) I didn't know if this meant the game was glitched or I didn't have enough crystals. Then the enemies would steal my crystals and I had no way to protect myself so all I could do was wait for them to pass before filling the platform storage, or just slowly climb back up whenever my bag was full.

The concept is cool, the graphics are beautiful, and the amount of work you guys did in such a short amount of time is very impressive. Unfortunately the lack of polish on the mechanics got in the way of the gameplay

Space Haulers Inc. by apoly 2023-05-06T00:32:25Z

I like the overall idea of a resource management/colony builder with simulated physics in 2d. It'll be a lot cooler when you implement the orbital mechanics.

Delifery by Gog 2023-05-08T15:52:47Z

Welcome to the world of game jams! This is much better than most people's first game in that it actually plays like a video game and not a broken disaster.

The more games you make the easier it becomes to predict how long it'll take you to complete specific tasks, which makes time management easier. My advice is to spend more time planning and to make sure you get enough sleep during the jam. It might be fun to treat this like a marathon and try to pull all-nighters working non-stop, but that never leads to better results. I did that my first couple of jams, and can vividly remember staring at the computer at 4am being completely unable to follow any of the code I wrote.

Chain Mail by Gev 2023-05-08T19:07:06Z

I liked the graphics and audio, simple but added character and created a unique mood. The gameplay was very barebones, but the character controlled well and it was at least fun for 2 levels. The UI and overall presentation was top notch

"idk, i haven't finished it" by bl4ck 2023-05-05T18:33:30Z

I am not a fan of the "wall running" which was impossible to control and just felt unsatisfying. It felt more like glitching the game than using the mechanics properly.

I like that you tried to create an interesting platforming mechanic but I think it definitely would have benefited from more playtesting. Part of the issue I think is the level design which doesn't let you really use the mechanic properly. You have to hit the containers at weird angles to shoot up and then quickly fight with the camera to try and land on the container. If the level was less vertical and you could actually run on walls and not just shipping containers, it would probably be a lot more fun.

LD55 — Summoning

Life of a Summon by someone 2024-04-17T21:54:14Z

I love your take on the theme, I don't think there's any other game out there like this. The graphics are ugly in a beautiful way, and the fact that you used your own custom game engine is very impressive.

I think the game needs some kind of goal or some kind of risk. It would be really cool if you had to fight the other wizard when summoned to really sell how stressful the life of a summoned creature can be.

Think Or Be Thought by AlexHoratio 2024-04-20T01:44:06Z

this is a really cool idea, but it wasn't exactly clear what it meant by digits. I thought I was just getting a fixed number of points or something for unique equations but i couldn't figure out how that worked. It took a few playthroughs to realize i was getting a point for each character in the equation which includes the operators.

I was tempted to leave it running in the background but I think it really needs some sort of big flashy point font or animation showing me all the points I'm getting.

oh, and I just used tab to switched between the boxes which worked fine.

Cummon Summon by asfdfdfd 2024-05-03T18:09:17Z

I had a lot of trouble understanding the mechanics. The combat was simple to figure out, but I had no idea how to use the ingredients. I clicked them and nothing happened, I clicked the summon button and sometimes a monster would be summoned other times it wouldn't. The sell button didn't seem to work so i couldnt buy upgrades.

I'm pretty sure there's supposed to be some visual indicator showing which ingredients I have selected, but maybe because of a glitch I couldn't see it. I just kept clicking summon and monsters appeared.

I managed to kill the eye-bat, the wolf-person, and the cat-octopus, but then I guess I deselected an ingredient or something and I couldn't summon anymore.

Overall, I like the art and the idea but the implementation made it difficult to enjoy the game. I played the webgl version btw

Conjured by James Dunlap 2024-04-19T22:37:58Z

I really enjoyed this, but it clearly needs some more time in the oven. I'm one of those people who loves vampire survivors and this felt a tiny bit like that, but with a twist. I think you might have to add one more layer to the combat to make fights with sorcerers more interesting because currently the AI just spams towers and the occasional little dude. The only winning strategy was to run away to a distant corner of the arena and just spam soldiers. This both gives you a powerful army and allows the AI to kill each other off making for an easy win.

I think you should allow mana to just keep filling up endlessly or maybe just cap it much higher than where it currently is. Holding off on spawning soldiers while being attacked so that you can summon a stronger unit or a bunch of weak units at once would be a very satisfying risk reward mechanic. The current cap is very unsatisfying and since the ai just constantly spams units, you pretty much have to do the same thing in a fight.

I know good balancing is impossible during LD, but good job creating a unique little game during the jam. Idk if you guys plan on working on it some more, but I feel like its very close to being a fun little experience, it just needs a bit more refinement

Breakout by tenshi42 2024-04-17T23:55:50Z

It sucks that you weren't able to finish it. My first playthrough I fell through the floor trying to climb the stairs and I saw that there was a giant outside area with trees and stuff in the game, so I was kinda disappointed on my next playthrough when the game abruptly ended at the elevator.

I love the take on the theme though, very unique idea.

Night 333 by MaiMai 2024-04-20T02:07:33Z

Very well done, the AI felt like they actually knew what they were doing and I think this is the first game I've played with hover cars that actually feel like they're hovering! I was driving over trees and everything lmao

By the way, i think the turning right bug is a gamepad thing. My first playthrough was with a gamepad connected and I ran into the turning issue. I could still play by pushing the analog stick forward and countering the turn. I then decided to try it again with my gamepad disconnected and I didn't encounter the bug. Restarting with the gamepad connected made it happen again.

Birb World Tour: Royale by samboyer276 2024-05-03T15:48:08Z

That was fun but a bit awkward. Idk if this was a glitch or intentional but in my first race I was like 60th place but when I crossed the finish line it said I was first. It was also kind of annoying missing power ups or catapults because they were floating above the terrain.

Overall though very fun and with some more polish to the mechanics and presentation and a real online mode, this could be a hit

Necromancer 101 by Ty Victorson 2024-05-03T16:44:10Z

Movement speed was way too slow for the size of the world. The graphics when it comes to lighting and textures could have used some more love as it felt like the realistic terrain textures and volumetric lighting clashed really hard with the look of the character. I like the idea of a 3D world with 2D characters like in Paper Mario, but the execution felt more like it was quickly slapped together than a deliberate art direction.

Of course this is ludum dare so there's never any time to really polish anything.

The combat had an impressive amount of work put into it, and while I didn't play long enough to unlock all the summons (due to the painfully slow walk speed), the fact that there are so many, each with unique attacks is very impressive. I did run into a glitch I think where the skeletons would attack the wolf that died and miss the living one even though I had it selected. It was also kind of confusing at first figuring out how to attack enemies. It wasn't clear that I had to click on the enemy to target them and that the order my summons would attack was fixed. Because of this I kept clicking and targeting my own skeletons trying to select them.

The Deep Madness by Sargonius 2024-05-03T18:25:23Z

I like the unique setting and concept. The feeling of building up speed was well implemented but I wish there was a visual indicator of your stats so you can track how fast your going and how much power and distance you added to your harpoon.

The music was great and the final bossfight felt sufficiently badass.

City Frustration Beer by ZevsEHG 2024-04-19T22:54:58Z

What was the idea behind the motivation bar since it doesn't do anything? Did you plan on doing something with it but ran out of time?

The gameplay was very simple, but the atmosphere was creepy and the writing helped make the world feel more real and interesting

Library Fighter II Turbo by JoeShanahan 2024-04-17T19:34:10Z

I liked the idea and the presentation was great, but I think the gameplay needs some refinement. I thought it was going to be a tactical experience where you could plan out your moves to counter your opponents actions, but I ended up just spamming fighters across the board making sure they dont kill each other. It didn't even matter what each fighter did, just send them out and hope the enemy randomly steps in their path.

I think the problem is that both you and the enemy have too much freedom to move and place fighters. There is nothing to force you to think about what your doing. If you're out of fighters, just pick up a new page. If there's an enemy in your way, just jump around and wait for them to pass. There's no risk in just waiting for an opening.

I think it would've been better if you had to protect like a base or something at the end of the board. That way you can't just wait for a strong enemy to pass, you have to counter them and put yourself at risk by stepping in their line of fire to send a fighter out. This would make the game a lot slower paced and more tactical but I think you could keep the pace close to what it is now depending on how you implement it. Maybe you could have strong fighters and weak fighters and the players can only summon a strong one after a few rounds or something. That way the small fighters can keep the pace high by forcing the player to dodge and intercept while the game slows down and becomes more tactical when the strong fighters are summoned.

Purrfect Portal by Teto 2024-05-01T00:19:11Z

Very impressive entry! you guys put a lot of effort into making this feel like a full game. I loved how effective the interactive tutorial was at teaching me how to play the game. The balancing felt fine as I was playing the tutorial, but after unlocking the final 2 buildings, it became very hectic and difficult to figure out what to do. It also felt a bit pointless since the bugs didn't pose any real risk and there was no goal to shoot for. I think a simple counter of how many games you completed would have worked to motivate the player more. Overall I enjoyed my time with the game but with no difficulty it got old fast.

I also think I found a bug where the Boo! game wouldn't complete but the counter would go higher than the 7.

Untitled.png

Sorcerer's Army of Summons by Rendow 2024-04-17T22:05:26Z

Nice simple game, I liked the feeling of progression. The lighting was a bit dark and it was hard ton differentiate the characters.

I think a game like this could be really fun with some polish and more fleshed out mechanics like rpg stats and equipment. Obviously out of scope for a game jam though.

Great job on the overall presentation and graphical work

Color Jumble by Tommes 2024-04-18T01:42:47Z

Good job on your first godot game, it can be a little weird at first because of its concept of nodes and scenes being different from something like Unity, plus a number of other quirks

This is a tiny game but the one puzzle it had was well made and I would've enjoyed playing some more if you'd had time to make more levels.

Summoning Station by DanB18 2024-04-17T22:42:51Z

This was way too difficult. I love the idea though, it took me a while to make sense of how it worked but once I got it, I had a lot of fun. I think you need to make the character move a lot faster or slow down time because it felt impossible to keep up with the pace of the clock.

The problem might be that there are way too many events in the station schedule. If they were more spaced out you could actually have time to clear a zone or plan for future arrivals and departures. Maybe changing the mechanic from picking up people to having them follow you or something would work better. Maybe you can do something like the calling mechanic from pikmin to gather passengers based on their symbols.

Good job putting this together in 12 hours, I know balancing a game takes a lot of time and is basically impossible during ludum dare.

Also, I agree with @codbaade that performance is an issue. Idk if its just an Unreal Engine thing but it made my fans spin up to 100% and ran poorly on my laptop. That might put some people off from giving your game a fair shot.

The Unlikely Messenger by T90. 2024-04-17T19:17:37Z

You guys made an impressive game in such a short amount of time. Creating both a fast paced shooter and an almost cinematic narrative experience is an impressive feat on its own, but the look and sound of the AI assets contrasts so hard with the rest of the game that it makes it feel rushed and low effort.

I have to agree with the others, the use of AI in this case totally overshadows the rest of the game. I think you should consider opting out of sound and graphics as your submission goes against the spirit of the jam (and also the rules since AI did the majority of the art and sound work). There are hundreds of artists making games by hand putting their skills to the test and you guys are disparaging their effort by making them compete with an AI, and you're even betraying your own efforts by making the AI assets the most impressive part of your submission.

Sumo Honing by Pikario 2024-04-17T22:26:30Z

Exceptional overall presentation. The graphics and audio were very charming, but the gameplay was a bit tedious and got exhausting after a while. The idea of creating a character by summoning body parts and features with cryptic runes is an awesome idea, but not much of a game on its own. I got ending 3 and wanted to see what other endings were like but having to play through the whole game again and redo all the symbol matching sequences kinda put me off.

Great job on creating a truly unique LD game, I doubt there's another ritualistic sumo wrestler summoning game out there :laughing:

Fiesta De Las Quimeras! by Jean-Francois 2024-04-17T20:12:02Z

I got the same error above using firefox but only on the LD page, on itch.io it worked fine.

As for the game, I loved the presentation! This is one of the most unique looking LD games I've played in a while.

I did find one major issue though, the tutorial doesnt explain how to summon chimeras and demons. It left out the part where you have to click on the tombstone. I tried to spawn things by spamming animal spirits until they all lit up but that didnt work. I then tried filling the circle with only the exact number of animals needed but that didnt work either. It was only when I read the itch.io page that i saw you had to click the tombstone lol.

Maybe thats on me, but I think the tutorial should have been more specific.

Once I figured it out the game became a lot more engaging. I didn't really like the offerings system though. The randomness was kind of unsatisfying and I felt like i was just sitting around waiting for the right items. I also think you should have some kind of limit on the number of spirits you can have summoned at a time because without it you can just keep spamming summons until there happens to be the appropriate number of animals on the circle for a chimera. I felt limited only by the speed at which the offerings get randomized.

Overall though, a cool unique experience and very polished for an LD game

Siela by Gnum_ 2024-05-03T19:33:21Z

The atmosphere, graphics, and audio are nice as is the voice acting and narrative but the gameplay is just one simple fetch quest. It's basically an extremely simple walking simulator. With some more work though this could be something cool as the setting is quite unique. Impressive amount of work nonetheless for a 72 hour jam. good work

Genie Cleany by Neandi 2024-05-03T19:41:57Z

This is a really cool idea, but also very difficult. After the 1st phase when I started racing the Genie, I couldn't clean a single lamp. I enjoyed the gameplay overall but with the pressure of having to quickly clean lamps before the genie got to them, I started to get frustrated with the mechanics as it always felt like there was a tiny spot I couldn't get to.

Witches Brew by delauraen 2024-04-18T01:32:26Z

An absolutely riveting experience. My only issue with the game is that its very hostile towards speed runners. I tried a number of creative routes to get to the ingredients but I kept getting blocked by the giant tree colliders and little props that i couldnt jump over. Other than that, it was phenomenal.

Circle of Life by UniOwl 2024-04-17T18:18:22Z

I think you should allow the player to move the gems after placing them since it's very difficult to visualize the angle of the lines ones they're slotted. The player is already limited by the pool of gems they have access to, they shouldn't be penalized for not properly visualizing all the possible combinations of angles. I felt like I couldn't really experiment with the summoning mechanics because of how limiting this was.

I liked how the monster you summon is based on the stats, and how the maximum possible stats you can get into a summon increases as you kill monsters and get stronger gems. It gave them game a good feeling of progression.

The difficulty curve is a bit intense though. It starts off slow but then explodes rather quickly. I thought I'd summoned a really powerful monster and was ready to see him do some damage but he got obliterated by a giant skunk thing. Seeing that was pretty disappointing. I think you should make the enemies smaller and weaker like disposable mobs so that effect of different stats between your summons is easier to visualize. I think this would make the game feel more satisfying and engaging.

The graphics and audio were very nice and the game felt very polished overall

Circle of Life by UniOwl 2024-04-19T17:42:10Z

@uniowl yeah i meant pick them up and move them after theyve already been slotted, since it's difficult to visualize the possible angles of a gem until they've already been placed and locked into a slot. And when I say the player is limited by the pool of gems, I only mean they have a limited selection at any one time since you can't "refresh" the gems currently available or discard ones you don't like. This is a good mechanic, but if you lock the gems into a slot, and it turns out you cant connect them to other gems because the angles don't line up, its starts to feel like you wasted the gem. Letting the player pick up the gem and move it to another slot fixes this issue and makes it easier to experiment with the possible combinations available to them

𝕲𝖗𝖎𝖒𝖔𝖎𝖗𝖊 by PistrunXvX 2026-05-06T14:27:29Z

The game definitely needs a tutorial or some in game instructions explaining how it works. My first attempt to play was very confusing and I thought it was just broken. Pressing enter on the book screen did nothing, and then the fight started but nothing happened for like a minute until a little spider creature moved across the screen at the end which resulted in...nothing. I think most people are going to have that kind of experience when they first play your game if you don't explicitly tell them what they have to do.

When I realized I had to type out the spells it started to make sense, but clicking to spawn a creature takes a few seconds for anything to happen, and watching your creature cross into the enemy territory but NOT visually do any damage just made the whole thing feel really unresponsive and unsatisfying.

It's a cool idea, but without more feedback for the player it just feels too undercooked.

Aaaaand I just realized that the ludum dare page glitched out and showed me games from LD 55 instead of LD 59 lmao. So if you're confused as to why your 2 year old jam game got a review, thats why.

Boneworks by Imbajoe 2024-04-20T02:47:13Z

Nicely put together, but I agree that it's way too difficult in its current state. The only way I managed to win was with @happyglitch's strategy, so thanks for the hint lol. At the moment, it feels kind of like a puzzle game more than a strategy game.

Anyways, I like the overall presentation and the concept is simple, but solid. Tweak the difficulty a bit, and it could be a fun little strategy game.

Nectar Nexus by Jupiterintardis 2024-04-20T03:46:29Z

Beautiful graphics and overall presentation, but the gameplay is just way too unintuitive and frustrating. I think that because there is only one solution to each screen and each solution requires so many steps, it takes way too much trial and error for the player to make sense of the mechanics. Level 4 was very confusing. The only way to learn the mechanics for rotating the bee that you will need for future levels, you basically just need to click the bottom flower when happen to be on the right tile. If you click it early, you'll see that the bee just moves forward instead of rotating which can mislead you into thinking you need to be directly above it to rotate downwards which then makes the level take longer.

Also, I accidentally clicked the back arrow once which kicked me out of the vase and I lost all my progress since I had to restart at the first screen.

I feel like there's an awesome puzzle game here, but you might need to either rethink the mechanics or just do a better job of communicating them with the player. Also, holy crap this might be the most content I've ever seen in a ludum dare game! Great job pumping out so many levels and unique art in such a short amount of time

FERRYMAN by Wwwan 2024-05-03T19:49:14Z

Cool idea but definitely too rough around the edges. I really liked the idea of summoning creatures to gain new abilities but the triple jump was totally op. Overall though you guys did a good job realizing a unique idea during the 72 hours. I think with a bit more polish you could turn this into a fun experience.

Amazon-Void by Bex2499 2024-05-03T16:00:09Z

The idea is good but the implementation could use some work. I agree with the others that a tutorial area or just starting the player off easy in a section with no enemies would have helped. I had to die like 20 times before I figured out how to get to a higher level and to learn the timing. Don't underestimate the value of a simple tutorial as it can be the difference between a player quitting in frustration and actually getting a chance to enjoy your game as intended.

But of course, creating a tutorial and polishing gameplay during ludum dare is nearly impossible. Good job putting this together with such little experience!

Crypt Decrypt by StorythreaderFox 2024-05-03T17:52:49Z

Cool concept but I agree with all the other comments about the lack of clarity and the awkward mechanics. I thought I was cheating by moving the box a millimeter at a time, but it seems thats the only way to progress. The UI is very tiny and difficult to read and only visible when fullscreened, and the instructions said I could pick up and place skeletons with right click but I couldn't get that to work, it just opened what looked like a little context menu with no items. Clicking the skeletons also didn't make them do anything.

I know bugs are inevitable in Ludum Dare, but I feel like they really hindered the game in this case and made it almost unplayable. The graphics, audio, and concept are great, but the execution is what brings it down. I feel like you guys were so close to creating an awesome little puzzle game, but it needed just a bit more time in the oven

Soul Pact by SesMiRe 2024-05-03T16:58:29Z

The graphics, the audio, the gameplay, the puzzles, the overall presentation was very well done. I think the craziest thing about this is how you managed to coordinate 8 people to put together something so polished in only 72 hours! I can't imagine how hectic discussions were or how difficult it was to make decisions.

This is basically a complete game. Some more content, polish, and maybe reworking the graphics a bit to get a more unique style/direction and you are very close to a shippable product. Great work guys!

Bloud by aliflaliq 2024-04-20T02:18:15Z

Very unique art style! Kind of reminded me of classic neopets games. It's pretty difficult but the simple gameplay kept it fun for a few playthroughs.

The HTML version has some issue where the game doesn't scale properly. My first playthrough the game felt really cramped which made it more difficult than it already is. I downloaded the desktop version though and it was fine.

Frogs of the Round Pebble by Rugg 2024-04-20T02:43:09Z

Screenshot 2024-04-19 223451.jpg

I thought nah I'm not going to awkwardly hop around this giant ass map as this janky frog. Boy was I wrong. I did indeed hop around the giant ass map as a janky frog and I enjoyed every second of it.

Aside from the awkward animation blending and difficult to control camera, that was a very enjoyable experience and honestly felt more like a complete game than most LD games I've played today. I like how well implemented and unique the summoning challenges were. I kinda want to see more of these frog knights and their frog king so I was a bit disappointed when nothing happened at the end.

Great job putting together such a cohesive experience for ludum dare!

Phone Homies by IonBingo 2024-04-17T03:51:26Z

Maybe I'm dumb but that was way too hard. At first I tried analyzing a single aliens patterns and thought they were like flipping the order of the first 4 characters and then sliding them to the left, but their next message proved that incorrect which made me believe I was overthinking it. So then I thought it was a simple substitution puzzle and tried to get an alien to say earth by translating their symbols using my previous response as a reference. This took a while because the symbols are kind of hard to identify at a glance and my message is offset from the alien messages in the chat box so I cant just directly compare them. After spending a decent amount of time converting the aliens smiley faces, atoms, molecules, stars, saturns, and black holes to my smiley faces, atoms, molecules, stars, saturns, and black holes, while also translating each individual color, the alien replied with complete gibberish.

At that point I gave up. While I might be too dumb for the puzzle, I think the main issue is that you didn't give any real instructions or hints, so I had no idea if I was over analyzing, trying too hard or not trying hard enough. I also think you added way too many variables to start with. 8 unique symbols, 6 unique colors, and then the randomness of having 6 aliens who might or might not respond to the message.

The idea is cool and the graphics are really nice, but the gameplay is either way too difficult or there's just too much information thrown at you at once to be able to easily figure out what to do.

Heaven Divers by ThomasZane 2024-05-03T18:36:12Z

This was very confusing and I think the tutorial made it worse. What is a CD time? What are the green and red boxes under the arrows? It took me like 3 replays to make sense of everything. I think putting the unlabeled cooldown boxes under the arrows is very misleading as it seems like you have to wait until the boxes fill up to complete the combo or something. It took way too long to realize that they were just the cool downs for the individual spells.

Overall this is an interesting game with unique concepts, but its uniqueness makes it really confusing without a clear tutorial.

Summoning Tower by Julian France 2024-05-03T16:27:37Z

Music, art, and overall presentation was very nice and the gameplay felt well balanced and like a proper game but it did have some issues.

One thing that bothered me was the disappearing souls. This is not a good mechanic for these types of games in my opinion because it makes it difficult or impossible to balance properly since you can never know how prepared the player will be in later stages. If you miss a few souls in early rounds it could make it impossible to win in later ones which would end up feeling unfair. You lost after all the effort you put because you didn't have time to pick up a few souls on the opposite side of the track. To be fair though, I lost in level 2 and it wasn't for this reason so this opinion is more theoretical and based on my experience in other tower defense games.

It wasn't exactly clear where I could summon towers on the map. I figured it out later but I think the player could use a clearer indicator of where the towers can go and like a radius showing how far from another tower they can be placed.

I really liked the summoning mechanic, I can already see how hectic it could get if you had many tower types and you had to learn and execute the combos as the time is winding down.

On windows there was an issue where the cursor wouldn't lock to the game unless I did alt+enter to fullscreen which fixed the cursor but didn't full screen the game.

Also, I might be wrong about this but I think having an aiming mechanic for melee attacks is pointless and frustrating as it can get difficult to aim your very short range melee attacks when near a group of enemies. At least in this case where the enemies are just moving on a fixed track, it seems unnecessary to have to aim at them.

LD56 — Tiny Creatures

Critter Club by someone 2024-10-15T17:57:28Z

Very ambitious entry for LD. I like how it isn't just a straight Pokemon clone but a genuine effort to do things differently. The implementation is a bit on the janky side but it all works and it made me want to experiment more with the mechanics. I wish there were more tiny creatures and they weren't just crawling around on the ground though.

Oh and I loved the idea of having a little arena where battles take place rather than just doing it on the ground. It's not exactly the same but it kind of reminded me of Custom Robo for Gamecube. Different opponents could have their own arenas with different layouts,terrains, hazards, etc.

Tiny Rampage by LandoSystems 2024-10-10T14:27:49Z

That was awesome! the unique gameplay and surprisingly good voice acting caught me off guard (I tried voice acting in my game and it did not go well)

The main gameplay is really cool because of how engaging it is despite how simple the mechanics are. It would've been cool to have your tiny followers do something like give you more attack power or slowly attack buildings you're on. I'm actually not sure what the point of them was though. Picking up a tiny follower created a little heart icon which made me think they worked like rings in Sonic games, but I got hit without followers a few times and didn't die.

The main issue I had with the game was feeling like the hazards were too unfair. The recovery time after getting hit was way too long and I sometimes found myself getting hit by a 2nd hazard right after recovering. I think the recovery should be shorter but you should also give the player a short invincibility period right after recovering to prevent unfair follow up hits.

smolHunt by ping78 2024-10-09T13:54:44Z

brutal. You did a good job making the character feel like a cat but I wish there was a bit more gameplay to take advantage of the cat mechanics

Rise of the Wee Giraffes by khaotom 2024-10-10T16:50:23Z

This is definitely some kind of game. Kinda felt like I let the giraffe down at the end

Skrungle Rescue by dooskington 2024-10-09T03:15:10Z

I loved the skrungles and the idea was interesting but the map was way too big, there were way too many skrungles, and the roaches had too much health. I also found it sad that you could kill your own skrungles.

The climbing mechanic was cool and watching your little guys follow you around while you try to keep them alive was funny and engaging, but yeah the whole game could have been scaled down just a bit.

I did manage to persevere and save all the Skrungles though

skrungles.png

Whiskers of Fear by tinykidtoo 2024-10-08T18:27:32Z

Wow that was very impressive for a jam game! The mechanics felt very good and the AI was sufficient to sell the experience. The only thing that didn't seem to work properly was the gouda positioning system which kept leading me to a wall.

I managed to escape wiht the cheese but that cat scared the crap out of me a few times. Even though its huge compared to you its still very easy to lose sight of it and have it jump scare you.

Bunny’s Dusty Odyssey by Snowdrama 2024-10-09T03:33:07Z

The art style is very unique and the gameplay is fun but it got old after a while. The problem is that the levels are all basically the same and the gameplay doesn't change from one level to the next so you're just doing the same thing over and over again.

I lost count but I think I got to level 4 or 5 before quitting so maybe I stopped before new gameplay elements appeared. I had fun for a while but It's missing another layer of gameplay in my opinion.

Great job overall, it looked and played very well and felt super polished for a jam game.

Also I noticed that when you start the game it says you attack with X on but it's actually with C

Revenge of the Fly by Vodzik 2024-10-21T22:47:51Z

Wow that was awesome! I legit enjoyed it, especially the amazing soundtrack.

Gameplay might need some rethinking though since flying outside to grab some more dog poop after 3 charges gets kinda boring and repetitive.

White Blood Shells by Roka Josh 2024-10-22T02:27:24Z

That was great! I managed to win even though I got very lost due to the repeating textures, similar looking rooms, and lack of a map. The gameplay mechanics were simple but fun although I feel like the stamina mechanic was kind of pointless since the game didn't really give me any reason to manage my stamina. Running out just meant I had to wait to regain the ability to jump or sprint, not that I was in any danger of getting hurt.

Either way I had an overall positive experience which left me Osmosis Jonesin for some more gameplay

Play With Me by gord10ahmet 2024-10-23T02:20:32Z

very charming little horror game! I didn't expect anything weird going in so I was pleasantly surprised when the cat thing turned out to be a murderous psychopath.

Red Planet Reclaimers by Tudvari 2024-10-10T16:35:08Z

That was very polished and fun for a compo game! That was seriously an impressive amount of content for 48 hours. I could definitely see myself having fun with this as a much larger more complete experience if you decided to develop it further.

My only issue was that I had a hard time seeing enemies and differentiating them from blood splatters and ores and stuff.

The Guardian by egawag 2024-10-22T03:06:04Z

I beat it! Untitled.png

My first playthrough I ran around an empty forest, roared at some trees, then inexplicably dropped dead. My 2nd playthrough I found the little creatures and figured out how the gameplay was supposed to work. Overall I'd say it was a very positive experience thanks to the great art, sound, and music. But the gameplay got old pretty quick once I realized it was just an escort mission.

The roaring mechanic was cool but using it to protect a slow moving herd of lil mouse things just didn't seem that interesting. You made an interesting foundation for a game, but I think you should experiment with different ways to use the roaring and herd mechanics to create some more interesting gameplay. That is, if you decide to continue working on the game.

Twisted Pairs by yancharkin 2024-10-22T02:40:21Z

I don't think the cockroach mechanic worked out as well as you probably expected it to. My first playthrough I noticed that clicking and splattering them would make it difficult to see the faces, so on my second attempt I just ignored them and focused on trying to differentiate all the generic anime faces.

I think it would have been better if the roaches had a time limit where they exploded and left the permanent mark on the board, but you could prevent this by clicking them before that happens. This gives the player a secondary goal of trying to click on all the roaches while also trying to click and memorize the portraits. With the added time constraint this could make the game much more difficult and engaging. Currently it's just a simple matching game with some roaches crawling all over the screen.

First summer - a bee story by Chocolat-Endive 2024-10-11T17:01:59Z

Wow that was extremely enjoyable! One the most entertaining games I've played so far in the jam. One issue I had was that I couldn't figure out what happened if you didn't make it back home before running out of moves since I didn't see it written down anywhere, and I was worried about taking a risk and getting a game over (although after starting the game again to see if I missed anything I noticed there were tips in the escape menu).

This meant that I played the whole game being very tactical and calculating my routes so that I always had enough turns to get back. I played the whole game without running out of turns up until the very end where I ran out while trying to get the southernmost token. Luckily the penalty was negligible and I got my final token lol

Overall I felt the game was very polished and well balanced. I really loved the game design elements here. From having to choose one flower per day and having fixed turn counts to forcing the player to explore the whole map by limiting the stock of tokens at each neighbor hive. My only issue was not being able to click some flowers/hives that were at the edges of the screen and covered by the UI.

I think a good idea for expanding on the game would be if you had to build something with the honey like turning them into honey barrels or whatever. Something that required a lot of honey to make so that the player actually has a reason to keep making honey after they buy all the upgrades. Maybe to survive the winter they need a minimum amount of honey barrels and then after winter, the surviving bee population would be tied to the number of barrels you accumulated.

bees.png

Flea Patrol by Sviborg 2024-10-09T04:48:33Z

Wow that was way cooler than I expected from the screenshots. You somehow managed to perfectly capture the essence of fleas. The gameplay the graphics and the music were all perfectly goofy and entertaining. great job!

Honeydiverz by S1L3nCe 2024-10-09T00:01:15Z

That was fun and felt well made overall but it had a few issues that brought it down. The world looked nice but it was too big, and the enemies were too slow and weak to be a threat. They should have been able to run faster than the player to force you to kill them. My first playthrough I died messing around with the enemies, but in my second playthrough I jsut ran to the objectives and picked up the honey.

There's really no reason to kill enemies. The hit detection is also a little weak which made shooting unsatisfying. If the enemies had an animation when they got hit or the particle effects were larger with a satisfyting hit sound then I think I would've enjoyed the combat more.

The music was great and sufficiently intense as was the cool cinematic intro. The character art was also well done but I didn't like the fact that the designs were straight up copied from The Behemoth games. I love me some Alien Hominid but it would've been better to create a unique design for the game.

Dino Island Safari by Skleembof 2024-10-09T03:36:43Z

@tsaot my bad for not adding instructions anywhere but you can reload with right click

Dino Island Safari by Skleembof 2024-10-09T13:11:28Z

@sutt00 @shadowbrain

The idea for the theme was that YOU are the tiny creature on Dinosaur Island and you're killing giant dinosaurs to make yourself feel bigger.

I planned on making a t-rex and a triceratops which would have sold the fact that you're tiny a bit better but I ran out of time after underestimating how long it would take to create and finalize the main camera sequence. That's why I threw in that brachiosaurus "model" at the end

Tiny Creatures: A Nimkip Story by T C 2024-10-10T15:19:36Z

That was a unique twist on Pokemon but I think the exhaustion mechanic makes the game way too difficult. If every time you attack or take damage you either lose creatures either through death or exhaustion, you will always do less damage than the previous turn and you will get weaker as the fight goes on, making every fight increasingly difficult.

Maybe I didn't play enough to fully explore the mechanics but the combat mechanic exhausted me and I only got to the 2nd fight before giving up. I actually did the first fight multiple times because the game softlocked on my first attempt and I went back to try and recreate the glitch.

I managed to recreate the softlock 3 times and I think it has something to do with the airship attack. When I use the air balloon attack and then the skull attacks me the game would softlock. It didn't happen every time so maybe it depends on the follow up attack (don't remember which attack move caused it). Also I always picked the 3rd team (the one on the right) if that matters

Small hope for a tiny sea creature by Enad96 2024-10-09T04:26:53Z

That was fun and I managed to beat level 7. Sometimes it wasn't clear where you had to go because the little holes in the wall weren't very visible. There was also a hole that led outside of the map in like level 4 or 5.

I was pretty surprised to see Bruce from finding Nemo though

FLY HARD by Erlioniel 2024-10-22T02:48:52Z

This was a nice short experience, but not much of a challenge. The idea is interesting but it kind of felt like I barely had to do anything to avoid getting eaten. After beating the game I did another playthrough to try and get eaten and it took a surprising amount of effort to lose.

That's not that big of a deal though as the rest of the games elements carried the experience. The art music and sound effects were all appropriately goofy and fun.

Tinysaurs by v1ris 2024-10-10T14:06:50Z

Very creative and unique take on the theme! Overall a very chill experience with the relaxing music and lil mutant dinos hobbling around. (extra points for being a fellow dinosaur game developer)

A few things that could make it better would be some sort of journal that tracks your creations so you can track your progress as you "discover" new types of dinosaurs. The camera could also use some tweaking to make it easier to navigate. The smoothing feels nice but the look/turn speed feels too sluggish especially compared to how fast you can move the camera in any other direction. Also like @laywelin said consider locking or clamping the height of the camera so that its close to the ground. There's really no need to fly up anyways since the dinos are so small and the terrain is just flat ground.

Flick 'n Wave by GamerGoblin 2024-10-10T16:19:02Z

interesting concept but you didn't give any instructions whatsoever. I had no idea what I had to do but I explored a bit and figured out the general idea. I almost managed to beat it I think but the creatures dying when they touch the water was way too unforgiving. I got all the creatures from the bottom island but when i tried to get back up I kept accidentally killing them when trying to walk back through the narrow path.

1. I think you should add a tutorial because the game is actually playable, just confusing 2. I think you should only have the craetures die when they are flung into the water, not if they merely touch a water tile 3. I think you should make an HTML 5 build

I liked the gameplay and think it would be cool to play a more realized and polished version of this. Good job creating a unique game that fit the theme

Timukin Explorers by Thoastbot 2024-10-21T23:19:25Z

I missed the quick tutorial because I went straight to the text description to try and find instructions and ended up with a very confused playthrough.

While it's kinda my fault for not paying closer attention to the LD page, I think you should include some sort of instructions in the game itself to help players out. Like it isn't obvious that the water(?) spray is an attack since it won't have any effect on any entity other than a couple specific items. It's also unclear that you have to press a button to pick up items since you can pick up eggs and interact with fairies by just walking up to them. My first run through the game I thought it was just glitched or unfinished since you didn't specify the controls on the page.

Once I saw the instructions it all made more sense though.

I enjoyed discovering new creature types and trying to kill different enemies to get new items. One thing I didn't like was that it seemed like everything was just placed randomly around the map. I think you could have created biomes of related creatures and plants and had the player branch out to new areas to give a sense of exploration.

The game was an enjoyable experience overall though (once I learned how to play). I think some more content and polish and this could turn into a sold time killer

Pixie Pilfer by Spaint 2024-10-16T04:25:17Z

That was very weird but fun. There was something really satisfying about flying around with physics objects. I spent a lot of time trying to steal a vase when it turned out I needed the item inside of it lol

Need For Snail:midnight by AegisFate 2024-10-08T20:41:20Z

I loved the look and overall presentation, especially the UI. It all felt very polished and well made.

Gameplay was confusing at first because the mechanics weren't properly communicated anywhere. I was totally lost for my first few races because I had no idea what the items did or why the mouse in the airplane was so much faster than me. It took some trial and error to learn the mechanics.

I liked how there were a lot of car (snail) choices, but it might have been better to have the player progressively unlock them as they win races because the vehicle choice is important for winning certain races. I still don't know what effect friction had but I figured out that the shirnk up cooldown stat was the most important vehicle stat since it was (or felt) impossible to win some races because of all the hazards.

I tried to do the final race with x12 but I kept getting obliterated by t-mobile business cards.

I think zooming the camera out so you can see hazards in advance would be better since you sometimes end up in a situation where you have to react not to the hazard right in front of you but the ones that might come after it because if you shrink too early or too late you might not recover in time for the next one.

Need For Snail:midnight by AegisFate 2024-10-09T04:39:40Z

Sucks this happened to you guys as you'll probably get some 1 star reviews out of spite from angry and confused reviewers. I imagine this "accident" is botting gone wrong where they used the link to your game as the body of their mass commenting script instead of as a target. @Kirass also left a similar comment on my game and it's obvious they didn't even play it.

Silk Road by DocStep 2024-10-09T01:21:11Z

Downloaded it and had no idea what was happening but it looked interesting and unique.

Let me know when you've finished fixing the bugs so I can give it a shot

Silk Road by DocStep 2024-10-12T01:25:59Z

I loved the art style, music, and sound effects. You nailed it with the presentation. The idea is very unique but it's not exactly clear what you're supposed to do. The instructions don't really specify what you need to look out for or how the game actually works.

From what I understood, the cars drive around randomly (drunk driving insects) and you have to watch over them and click on them to make them disappear whenever they are about to collide. You can click on them whenever you want but if they aren't about to get into a crash then you lose points instead of gaining points (car saves). If they crash they break the silk road which you have to rebuild by spending silk.

This is a good idea but I found a few issues:

1. You have no idea of knowing what direction a car will turn. Each intersection gives 3 possible directions and with multiple cars from multiple directions this can get very difficult in a way that feels unfair. I think it would be better if each car had some indicator of what direction they were going to go, like coloring the next path they plan on taking. This will make the game easier at first, but it will still be a challenge with a lot of cars on screen. Most importantly it will make it feel like it's the players fault for preventing a crash instead of bad luck

2. There doesn't seem to be a difficulty curve. You should make it so that either the number of cars increases over time or the speed of each car (or both). At first the game seemed difficult because I didn't know the mechanics but once I got the hang of it, I found it to be too easy. I got up to like 35 cars saved before quitting because I didn't notice the game getting any more difficult.

Late Night Capsule Rescue by sourcehorse 2024-10-09T04:03:49Z

Playing around with the physics and and flying around was pretty fun but the main objective was not. Putting coins into the machine and popping the capsules open was interesting the first 2 times but it got old quickly.

You had an interesting gameplay mechanic in using gravity to pick up and break capsules. Why didn't you just hide some capsules around the world to encourage the player to learn to fly around in with the ship and explore the map? I feel like that would have made the game a lot more fun. Or at least make the player have to pick up the animals and take them somewhere. As it currently is you just do the same thing 7 times and then the game is over.

Good job making something unique but I left wanting to play a bit more than there was

Journey from Critter Grove by galaxybat 2024-10-09T04:16:04Z

The environment design and atmosphere is very well done and I like the idea of trying to navigate a creepy dangerous forest as a small defenseless creature.

The gameplay could have used some work though. The transformation mechanic in cool but I only found the butterfly since I couldn't get past the platforming section. The platforming felt too janky and unforgiving which made me quit after failing to climb the tree twice.

also. In the first area where you have to fly over the log, there's a little hole to the right between the log, the rock, and the hill where I flew over and then turned back into a mouse and got stuck.

Small things by SID37 2024-10-10T15:28:14Z

Very creative art style! My only issue with the graphics is that they are too dark. I think a brighter scene would have shown off the unique look a bit better.

Gameplay wise, I think the only problem other than the obviously too short gameplay is that the enemies should probably spawn off screen because having them materialize right in next to you is awkward from both a visual and gameplay standpoint

Relics Return - Point and Click Adventure by Cassreads 2024-10-11T16:13:37Z

Wow great work! That was both unique and well executed. I found myself struggling at first moving around aimlessly until I decided to read the book and noticed that there were supposed to be more creatures that I'm supposed to talk to. I used the description of the Naiad to find her near the water which set me on the right path to beat the game (the gemstone effect was very cool)

The only issue I had was that it wasn't clear which direction contained a path and since a lot of scenes were similar, just in the woods surrounded by trees, it was easy to confuse where I was and what direction I came from. It would have been nice to have indicators in the world that show where the transitions are so you can orient yourself better.

Also extra points for great voice acting! I tried my hand at voice acting this jam and realized just how difficult it is lol

ETHERNET by zhang 2024-10-09T01:38:13Z

That felt like major league cut the rope. The gameplay was fun but it wasn't exactly clear what the goal was at first. The tutorial level is a bit confusing because if you're trying to get all the files the level might end before you reach the end unexpectedly since the bug might climb onto the web as you're pressing keys trying to figure out the controls. Maybe add a third point towards the left that you have to swing to to get to the bug.

Also I found level 5 way easier than 4

Laverino by Kirass 2024-10-08T19:58:01Z

Nice little puzzle game but I think it needed more work on the lighting because I did not get a horror vibe at all apart from the spooky nanny in the window. I also ran into an issue where I got stuck on the toybox puzzle a few times.

The idea of trying to find plushies in a dark house while being stalked by a nanny is cool and the mini games/ puzzles were a nice addition but it would've been a lot better in darkness

Buggie's Spider Golf by mortusnegati 2024-10-09T01:54:05Z

cool idea for a mini golf game. I liked how you could move around a small area to better position your shot. The art was very nice but the legs ik was messed up when I played it. The legs would point in the direction I was moving like if the IK target moved faster than the body.

great job overall. There are a lot of mini golf games but this is a unique take that could be interesting if fully fleshed out

Mice are Coming by Petr Vejchoda 2024-10-09T14:07:37Z

So the idea was you create a level with hidden treats and traps as a human which you then share with other players to play in mouse mode? Can you explain how mouse mode was supposed to work? Is the objective to get all the cheese and survive while avoiding the traps?

This sounds like a very interesting idea but also really ambitious and complicated for a 72 hour jam. I'm curious as to what the final game would look like

Sea Beckons by Empyreans 2024-10-20T19:31:50Z

That felt like the skeleton of a complete game. It seems you got most of the mechanics and main elements in but left out the content, although to be fair it was about as engaging as Skull and Bones.

I'd definitely like to see a more developed version of this as I could so how fun a pirate game like this could be. There aren't a lot of good pirate games anymore and I remember being very disappointed with Port Royale 4 and wishing for something more engaging even if its on a smaller scale.

The art, music and presentation were well done.

Lab Rat Runner by anaastaska 2024-10-08T17:21:28Z

That was pretty fun and the music was catchy.

I did a playthrough with the rifle and the rocket launcher and got the 4th floor with the rocket launcher before losing. I liked the rocket launcher better than the rifle because I got better feedback on my aim since i could see the rocket. I think the rifle could have used a laser showing where you were aiming.

Overall I like the set up but I think there are some minor things that would have made the game better.

1. Ramp up the difficulty. Make the enemies a lot faster and stronger as you change floors. I only noticed the enemies were stronger on the 4th floor because they took 3 shots from the RP to kill instead of 2

2. Add powerups around the environment, and maybe some empty rooms with just power ups. This will let the player get stronger the more they explore

3. Maybe add a timer. either a timer that kills you if you stay too long on a floor or a point system based on how quickly you leave each floor. Either way it would encourage the player to progress and increase the intensity of the game

Also I think the attack boost power up was broken or is it not supposed to work with the rocket launcher? I got a lot of them but never saw my damage increase.

Forgotten (a tiny horror game) by ThisIsSpy 2024-10-09T00:36:32Z

I got some Silent Hill 4 vibes playing this but I didn't feel any horror. It was just some dude walking around a dirty apartment. I had a few horror games queued up and had the lights off with my headphones on ready to get scared but it just didn't work.

You did a good job of creating a setting for horror but I think you left out the horror. I never felt like I was in any danger or felt like anything was at stake. Even the main character seemed unfazed with his seemingly uninterested grunts and loud stomping footsteps.

If you want to make a horror game, you need to add something to keep the player on their toes. I don't necessarily mean a gameplay element or a monster, but at the minimum some writing to set up the scene. Some guy woke in a locked apartment whose girlfriend died years ago is not horror. Maybe write about how the girlfriend died under mysterious circumstances or something and the game could have notes scattered around that were written by her.

I know a game jam is not enough time to create a complex narrative experience but I think if you decide to keep working on it think about a way to make the player actually feel like something is not right rather than just writing it out in the description.

(also the default unity skybox reflected on the tv screen kinda broke the immersion lol)

ECHOES OF THE GNOMES by meylish 2024-10-08T23:37:47Z

That was terrifying and hilarious at the same time

I loved the newspaper articles about the gnomes in between shifts. They definitely added a lot to the atmosphere of the game and made me more invested in the game. Even though the gameplay was very simple I came away from it with some lingering curiosity about this world where gnomes have been discovered and used as test subjects for various things. Gnomes are such a weird concept for a horror game but it works because they are very strange but also familiar.

Sweet Home ? by Oduvan 2024-10-11T17:15:49Z

This felt really difficult and unbalanced until I realized I could kill enemies by clicking them. That's a surprisingly awesome mechanic for a little colony builder like this. It would be cool if you had like different weapons you could unlock to kill different types of enemies. Like spraying pesticide, stomping, flamethrower, 9mm handgun, etc. each with their own drawbacks that affected your own colony/ workers that you had to consider.

Cool idea and good job putting it all together in time by yourself!

Minions' Discovery by DongDong 2024-10-09T00:12:58Z

That was cool. I liked the unique attacks of the creatures and I wanted to experiment more after coming up with the genius strategy of blocking the spiders attack every turn in the third fight, but then the game ended lol.

The very short amount of game there is was fun and the art, music, UI and overall presentation was very nice and polished. The only thing I didn't like was the attack mechanic of dragging the sword icon to the enemy cards. It just felt kind of underwhelming and not visceral enough. It felt more like I was reorganizing my desktop icons than attacking

Carbs vs Protein: A Scrote Jenkins Story by Tyler Whitehead 2024-10-08T18:12:22Z

you've successfully murdered my ear drums

The pacing is way off because the game quickly became a matter of spamming towers and turrets. I never felt like I had to manage any resource other than my mental health while playing this game.

I think the game would be better if you had to upgrade your turrets and houses instead of just spamming more of them.

Gettin' Squirrely! by Cliff Coffee 2024-10-08T21:28:45Z

I had trouble getting it to run on firefox (version 131) but eventually it loaded here, but not on itch.io. It would also randomly freeze every now and then. Maybe consider releasing a desktop build as it'll likely run better on most PCs

The game itself was pretty fun. I loved the movement mechanics and climbing trees. It felt very polished and well made. I also had a hard time finding the nuts and my playthrough ended after I climbed a fence and tried to get back down by jumping towards the ground which clipped me through the floor lol

Overall good job putting this together solo. Just try to fix the build or upload a desktop version for better compatibility

Terrarium by Sabottage 2024-10-23T02:26:35Z

Interesting idea, I liked these types of games when I was a kid like the Creatures series. Unfortunately I don't think the game was in a playable state. All I could do was spam the search food button for one ant to SOMETIMES go out and look for food. I could also click the big tree in the middle to speed up the timer. Apart from those 2 things, there was no other way for me to interact with the game.

DRONE BRIGADE by Gaalsien 2024-10-08T17:57:34Z

Cool idea but extremely difficult. Im not much of an RTS or moba player so maybe my brain isnt wired correctly for this but I found it really difficult to micromanage the tasks of every droid. I managed to beat the "easy" level but the 2nd one destroyed me

Emberlight by Frostbeak 2024-10-08T17:45:02Z

That was really cool experience but there wasn't much to do which made it feel very short. The basic mechanics and the atmosphere are great but there was only one bindstone and one enemy. I was expecting something cool to happen when I lit the stone, but nothing ever did. I swam around the entire pond and found nothing else so I let the enemy kill me.

Obviously 72 hours is not a lot of time to fill a game with content but I think a simple "Mission accomplished" screen would have been good to have so that players aren't left wandering confused after lighting the stone

Critter Capture by TheXRLorax 2024-10-09T02:02:18Z

Didn't expect to play a Pokemon Snap-like during Ludum Dare. That was very cool but also extremely short and simple. The music and creature designs were great but the lighting was way too bright. All that light would've made photographing creatures out of a moving vehicle way easier but it kinda bothered me during my playthrough.

Great job making a unique LD entry

Mosquito Simulator by lance110 2024-10-09T03:50:35Z

Extremely realistic mosquito simulator. I'm a bit of a mosquito aficionado and this is definitely accurate mosquito behavior. Breaking the speed limit flying through a tunnel filled with cars in search for a blood meal is definitely something an aedes Aegypti would do

Turtle Shepard by Tsaot 2024-10-10T14:48:13Z

I think increasing the movement speed of the turtles and the size of the flashlight would make the game a lot more engaging. The idea is cool and the mechanics are interesting but the pace is just way too slow.

If the turtles were moving quickly and erratically over the sand it would add to the challenge as you try to guide them while trying not to step on them and scaring away the birds.

Gnome of War: Insects' Pantheon by Sapojkov Serghei 2024-10-08T17:33:25Z

That was pretty fun but definitely could have used some balancing. The enemies never got stronger or gained more health which meant you only need to upgrade damage for a few levels before everything dies in one hit, then its a matter of endlessly upgrading health to become invincible.

I think an easy way to fix this would be to not give the player full health when they level up. They have to buy the health upgrade which would increase max hp and maybe increase health by certain percent.

Rhythm of the Tinymon-Catcher by DropMania 2024-10-22T03:32:08Z

Untitled.png

I did it!

That was fun but the difficulty was a bit unablanced, I beat all the songs on my first try except for the one right next to the 5 tinymon gate. That song took me 4 attempts to beat. I mainly struggled with the back to back double notes. I found the last song to be very easy and got a near perfect but that might've been from all the practice I got on the previous song.

I enjoyed the rhythm game aspect although the keys were a little bland being just white rectangles, and I wish you had more feedback when you scored or missed a note. Maybe some tiny vfx or a subtle clap sound effect.

The tinymon seemed pretty pointless and tacked on though. At first I thought it would be a pokemon style game where you battled with a rhythm mini game, but in reality its a rhythm game where you just gain a tinymon when you win?

Kinda weird but an enjoyable experience nontheless

LD59 — Signal

Deep In Debt by Echo Team 2026-05-01T17:26:04Z

I had issues playing in the browser because of the lack of fullscreen and a glitch with firefox and browser games that lock the cursor. I had to play with the cursor unlocked which was pretty awkward but I managed. You should release a desktop build as well.

Gameplay was difficult to figure out because of the tiny instructions, but I did enjoy just exploring the ship. It was surprisingly detailed which made exploring it feel kind of exciting. The underwater shader looked good but it was too bright which broke the illusion of being underwater at times. Audio would obviously have helped too, but I get having to make compromises in time for the jam.

signOS by Wendel Scardua 2026-05-01T05:05:49Z

That was really fun and surprisingly addictive! Only thing missing was audio although considering this was made to run on an NES, I can already see how NES music might get annoying for this type of game if not done right.

I beat Leo before I stopped. Idk why but I was completely overthinking the beginning of that level and thought I had to somehow overtake the first robot and be the first through the gate. I eventually figured it out tho.

Great job making an actually fun and engaging puzzle game for LD!

Aurora 4: Prelude by ghost-in-the-toast 2026-05-04T23:37:09Z

That was fun and very well made! I made it to the final boss (or first boss?) before I gave up. It's fun but pretty difficult. I think the ship might be slightly too big as I found it difficult to dodge bullets. I managed to get to the end when I started prefiring to kill enemies as quick as possible before they start shooting, and when I realized I didn't have to kill all the enemies.

The game as a whole feels very polished and the music is great!

Gecko's Odyssey by RAFFE 2026-05-08T18:54:41Z

Very unique platformer with a nice artstyle. The colors and the music are great, and the gameplay was interesting enough to keep me experimenting for a while, but it got too frustrating after losing progress due to the unpredictable ufo signal. It felt like it would just disconnect randomly sometimes which made moving boxes across platforms feel very risky. Checkpoints would have really helped

Dracula 2: The Bloodening of Neo London by Guardaro 2026-05-01T17:01:55Z

Screenshot_20260501_125323.png

The graphics are very simple (except for the particle effects), but the idea that youre racing around a futuristic city tracking down a helicopter dropping ammo so that you can blast a monstrous cyber dracula in the face is incredibly epic. The music is great too with the castlevania lines and makes the whole experience even better.

Overall a short but very enjoyable compo game. Great job!

Bulletproof Broadcast by ugly_robot 2026-05-01T16:46:50Z

This was a very Aladeen game and I mean that in the most Aladeen way possible

I love how much you managed to get out of such a simple concept. I'm just pressing numbers and getting praised for it, but it feels wrong and it makes me want to do the oppoiste of what I'm being asked to do. The final decision was a very easy one to make and it rounded out the experience with a satisfying conclusion.

Also, the graphics look way better than you give yourself credit for. Great job making this in 2 days!

Juno Signal by toffedev 2026-05-01T03:24:50Z

I like the flat 2d character with the low poly 3d backrgound. I tried shooting enemies but I couldn't tell if it did anything. There's no projectile and the enemies didn't react after the shot so I'm guessing it just didn't work? It's also kind of difficult to differentiate the individual attacks of the combo since they all have similar looking particle effects.

Overall pretty cool little demo. I think the unique atmosphere and setting could lead to a solid game if you expand on the combat and combo system.

a Saunter by kukaracila215 2026-05-01T17:13:36Z

I was expecting something terrifying to happen to me or the child, but I was met with a peaceful little walk through a forest. The water shader looked nice when on the beach(not from the cliffs).

Also, I loved the car in the beginning, beautiful peace of engineering right thurr

Gasp Away! by Emsea 2026-05-04T22:43:52Z

That was fun! I like how the game lets you go as fast as you want and naturally punishes you for making mistakes when you get overconfident. The sound design was also very well done and I especially liked the crying at the end

Signal Spark by Tsaot 2026-05-08T19:13:13Z

Great and very unique concept, but the implementation needs some work. I found it difficult to tell whether I was in send or select message mode, and it wasn't clear at first what you meant by 'pick up a message'. This made issuing orders feel unresponsive.

The jumping between towers thing is an awesome idea, and I really like how the limited field of view forces you to frequently jump around the map to explore. What I didn't like was how imprecise the jumping felt. Clicking on a tower worked fine, but if I clicked in empty space, it would just jump to some far off tower in the distance.

I think you should make it clear where the player is going to jump and also add some reasonable limits to the jumping distance. Maybe you can add a power level and limit jumping to towers that have electricity. Sending your pawns out to fix or connect towers to the grid would increase your jumping distance and allow you to explore the map.

Of course playtesting, fine tuning, and exploring a concept during a 3 day jam is very difficult, and you managed to create a very impressive entry in the limited time.

O Blue World by FruitSoil 2026-05-09T00:15:32Z

I think the cassette scanner is broken. In the beginning I sort of snuck up on a cassette near the wrecked boat. The signal was at one bar, but when I jumped around the back of the boat I saw the tape and walked right next to it before the signal jumped to full bars.

I collected the 2 tapes in the beginning and then walked and walked, but could not find anything with the scanner. Eventually I found a downed airplane next a giant shark with stomach problems and the signal scanner was at full bars, but there was no cassette tape anywhere to be found.

The ambience of the game, the graphics and sound design, were really well done which kept me going despite the futility of finding the 4 tapes. Eventually I died by trying to get around an angler fish that got stuck on a slope when I accidentally jumped towards the ocean floor and imploded.

Overall a very cool experience but I couldn't complete it due to the messed up scanner. I pressed play after getting the 2 tapes and I think I heard some Lady Gaga? Was that the long lost CD?

SIGBLAST by marks 2026-05-04T14:06:13Z

That was great! Left me wanting more at the end. I liked how even though the gameplay was as simple as jumping and pressing a single interaction button, it felt like I had a lot of control over the solution. Since pressing C is just a generic interaction, you could pretty much do anything with the level design for future levels.

I also loved the art style but visibility did struggle a bit due to the tiling unlit materials. It wasn't that bad since the levels were small and you had a lot of texture variety, but some parts like the tiling rock walls made it difficult to separate the foreground from the background.

SILENTIUM by Shram 2026-05-01T04:13:51Z

Absolutely amazing jam entry! I did not expect that cinematic outro. This was an extremely impressive amount of polish and had me engaged till the end. You guys killed it

SCP-███ - Warehouse by FallenQWE 2026-05-01T03:44:04Z

You guys really nailed the speed of the monsters to make it feel like they're right about to catch you but still give you just enough time to escape. The stamina bar and the randomness of the alarm did a lot to add to the intensity. The monster design was also very interesting and well made.

The signal device did feel pretty weak. Since the warehouse was so big and made of mostly large long halls, I found it easier to just start running in a direction to get as much distance from the monster as possible and just keep a look out for brightly colored artifacts. I think the device should always point you towards an artifact instead of having 'no signal' readings. No signal just encouraged me to run blindly into the maze which usually led me towards an artifact.

Natural Luck by Alexandr Gerya 2026-05-05T18:21:20Z

naturalluck.png

This is as far as I got before my forest friends financially ruined me.

I love the depressing atmosphere of the game and how the animals express the emotional rollercoaster of gambling. I spared the frog from the horrors of gambling addiction and left him smiling in the corner of the screen, oblivious to what was happening to all his friends.

THE HORSE WE MADE by cesta 2026-05-01T04:25:48Z

The sores don't last forever... This was an interesting experience. Definitely one of the most unique LD entries I've ever played. I played it twice but unfortunately the second time I ended up in prison. Not sure what that says about me. Maybe I shouldn't second guess myself

Drum`n`Ice by PepeBrante 2026-05-01T19:22:51Z

Awesome idea and implementation, but the gameplay could use some tweaks to make it more intuitive. I think it would be better if you let the player create their own combos instead of having to pull off specific ones to do damage. That way, the player can start off by focusing on just getting the timing right instead of trying to memorize the combos. Later on when they get comfortable, they can learn the combos to do the special attacks for more damage.

I found myself struggling to pick up the rhythm while trying to memorize the combos, which made me look back and forth between the combo board and the rhythm indicator in the middle of the screen.

The music and graphics are awesome tho and voice acting in Ludum Dare is always a plus! Great work guys!

Signal wave path, NEW VERSION by valb soares 2026-05-04T23:12:31Z

Well I played both versions and you basically fixed all the issues I had with your jam entry in the new one, although its basically an entirely different game.

The post jam version is pretty fun, but I wasn't able to beat it because I got killed by a spider. I think it's a little too difficult as the spiders can spawn quietly on the other side of the map and sneak up on you. I died at the part where you have to shoot the giant nests or whatever on the antenna. I was backing away shooting at like 6 spiders in front of me when I got attacked from behind.

I think you should make the spiders die much faster, and change their attack so they dont instantly hit you. Maybe when they get close enough they play a sound effect to indicate that they are about to blow up which gives you time to move away even if they were behind you and you never saw them.