With It Or On It by SaRNEh 2019-05-03T10:55:36Z
The Art direction is really great, still I didn't really feel the power gain when my health was lowering. Simple but efficient gameplay anyway^^ GG to you! (oh and the music is great too)
Foon → Ludum Dare Explorer → Users → SoarenDev
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Dive To China | compo | 596 | 3.24 | 3.29 | 2.37 | 3.84 | 2.46 | 3.31 | 2.13 | 2.61 | |
| 2020 | 46 | Keep it alive | souvenirs | compo | 377 | 3.58 | 2.52 | 3.77 | 4.00 | 2.62 | 4.00 | 2.33 | 4.31 | |
| 2019 | 44 | Your life is currency | School Cred | jam | 3.00 | 3.00 | 3.14 | 2.57 | 4.06 | 3.07 | 3.37 | 3.37 |
The Art direction is really great, still I didn't really feel the power gain when my health was lowering. Simple but efficient gameplay anyway^^ GG to you! (oh and the music is great too)
Really well done^^ Quite sad that there isn't sfx, but the time the time^^
GG to you guys anyway!
Loved the gameplay, really. It took me some runs to understand that healing infected costed me "money", but I really like the fact that you have to chose to take upgrades or just stack money to heal infected in subsequent levels.
GG to you anyway!
Very nice game! Loved the music, and the gameplay is simple and effective o/ I'm just wondering why you choose a "level" based structure instead of doing an endless mode?
GG to you guys anyway
I liked the mood of the game :) I just think that it s sad you just dont know what to expect in the level when you have to buy things in the shot, and so you sometimes have to do the level and be stuck, then restarting it but this time by buying the items you need^^"
GG to you anyway!
@euler-moises Hey! Thanks for the feedback! Yeah I though about loosing reputation on lose, but as I coded the levelup system at the very last moment, and as losing level implies some particularities, I couldn't make it on time^^ And no, the game has no end, it's endless, and we hadn't the time to properly balance it, that's why when you reach level 4 and higher, you basically one shot / get one shot everything^^"
I love the idea! Didn't understood at first that I had to be quick so I lose like a dummy, but once you get the thing it's actually fun!
GG to you o/
Liked the "juggle" between fueling fire and using the umbrella, but I think it would have been better to give a little more time at the start to let the player understand what is on the screen and the interactions. I had to lose once to understand how to play, and lose several time to understand that there was water that was falling in the fire^^
But anyway, still good job on making this in 48h, there is some good ideas in there o/
That's a cute game^^
You shouldn't have placed the first skeleton so close to the starting point tho, because you have very little time at the start to move and avoid being killed^^
Still, good job there :)
Well I'm impressed you achieved to reach this point from ground zero in 48h, great job :o
I LOVED the mood, the music, graphics and global feeling of your game matches very well! I found the game really hard, the only way for me to approch the end without dying was to speedrun to avoid being attacked by ennemies X) but, well I know that testing/tweaking in 48h is clearly not the priority.
Still the final result is really cool overall o/
Funny game, I liked the mood^^
You achieved to polish it quite well, that's good to see :)
The game loop is quite quickly repetitive, but the small exotic gameplay phases like the lake and even the super simple Ice bloc breaking do a good job in breaking a little the repetivity.
Good job there!
I liked your game^^ Good utilisation of the theme, and, well, you're courageous to have done it from ground zero x) Honorific mention to the little shouts Nem's make while jumping x)
Note that there was a glitch on my side: sometimes, when entering a new level, the world was "shaking" from left to right for a few seconds, usually making the first run of a level unplayable :/
And this = best tutorial ever:
scheme.PNG
Funny entry, I liked the fact that you took the time to prepare an intro.
The music was good too! Good job to you!
And, woa, these vicious bear traps are so hard to see >:(
It may be strange but I LOVED the game^^ I'm really thrilled to see some really "original" concepts like this, not just tryharding to have a good game, but rather to have a good idea!
I reached 100% :D (but I dont know if its a true rating or if you faked it eh?)
Quite sad that you couldn't implement the ammo recovery that would have allow us to play more than a few seconds :/ Maybe it would have been wise to implement an automatic ammo recovery over time as a last minute bandage?
Still I got your concept and what you was planning to do, and I think the basics of it are present and match the theme! So good job on reaching this point in 48h hours :)
Funny little game^^ Liked the physics control challenge! Good job here!
(and nice shaders btw)
Great idea to base on the Game of Life and thus nice use of the theme! Really happy to see some "advanced" puzzle-like concepts like yours!
Also liked the simple interface, signs and feedbacks are clear, so the game feels really clean! Good job!
I liked the chill mood of the game, and the fact that you can go at your own pace, litteraly keeping the game open on your computer while doing something else, only checking every now and then to water your plants :) (it's still open on my side btw x) )
I think that's a good take on the theme, and a quite unusual submission thanks to this "pace"!
Great job for this!
Now I'm imagining the government tracing circle with paint around infected peoples in the street ._.
More seriously, the game is simple and efficient, and works well. Quite unusual to see this kind of gameplay, so nice job!
Found it quite hard to manage several slimes with the lead being so slow. Don't know if it is a design intention, but I think it would be even more fun to facilitate movement somehow (making the slimes slide when you take off the bait for example?), and rather place the difficulty on being able to quickly micro manage the slimes.
Still had a lot of fun playing your game, and I found the gameplay quite innovative. (I managed to get 5 slimes alive at the same time for a few seconds :O )
Good job there!
The true game begins when you understand that you can push the inferno heart with your character #speedrun x)
Really great game, good and polished in every aspect, so nothing more to say that it was really fun to play!
Good job!
The gameplay is simple and effective, but quickly repetitive and too easy, as other people said. Would have been really great to have some sort of challenge increasing over time, but 72h eh. Still it works very well thanks to the overall polish and mood!
Still, everything is really polished (love the game over effect) and visualy beautiful (that water shader :o). The music fits very well with everything else. I also really liked your take on the theme, really great idea to use the story of Orpheus!
Good job there!
'4600. I'm bad^^"
Funny concept, it took me some runs to understand how I could recharge power. I like that you made some efforts for sound design (the whispers)! So good job there!
Really liked the art style! The game is simple but effective, so good job there! (And great achievement to involontarily hijack the ldjam site routing xD )
Quite sad that the game is so RnG dependant. If you don't have the right cards in the beginning, "you're toasted".
But still, quite impressive you were able to made this in 48h, and this is a really good game basis. I'm really interested to see what could become the game if you decide to continue working on it, so good job to you!
Incredible sound design!
Funny game, the difficulty is well balanced, that's cute and nice! Good job :)
Can't access your game page from your links :/ It says the page don't exists :/
Haha, it happens^^
I found quite hard to understand how I was advancing towards my objective. It took me several tries to get that I had to make the people come closer, and then making them open the "box"^^ Possible actions descriptions indicate "That can make them check their phone", "That can draw attention" but I found it quite hard to really know what was drawing them, and what was making them open.
But anyway, after some tries I got it, so I guess it works with trial and error :)
Anyway, I liked the concept, it's a very good take on the theme, and the game by itself was quite well polished! And more importantly, I had fun playing it, so good job there! :D
Thanks for you feedback everyone!
That input issue is indeed annoying, I'm quite sad that I didn't catch it before publishing due to time issues :/
@theartifacts You're probably right about the cause of the issue, it would make sense, I'll look into it for the post-jam release :)
@simukas Thanks for your remarks, that's interesting to have this kind of UX feedback.
I'll probably iterate over the text flow, size, etc... for the post-jam^^ I used the auto-resize to save some time and not having to handle problems with very long answers, but maybe it wasn't a very good solution after all eh^^ I'll try to find better solutions
@courtmac Thanks for your comment! Seems like writing english at 2:30AM (deadline was at 3:00AM in france) without anyone to correct the text wasn't a good idea haha
@barrier Yes there is an input issue for some people that I didn't detected before publishing :/ And yes, when you're stuck on subject changing it's the ending! I wasn't able to implement more than 4 subjects on time, and didn't implement an end screen, really sorry about the abrupt implicit end
@fiakaiera Thanks for your feedback! Now I feel a little dumb for not having seen the fact that resizing the text while the player read it was -of course- a very bad idea^^" I guess I should have saved time to take a step back on it before the end^^ Many thanks for your comment anyway, I'm genuinely happy if I was able to touch you :)
Simple and efficient game, I like it^^
Really like the bomb feedback, it does the perfectly the job even though you don't have sounds in your game! The graphics are cute too :)
Good job there o/
did 13.07, i'm bad^^
Really clean submisson, you achieved to polish it quite well!
The only small remark I have is the fact that the wood drop is random (or I didn't catch the rythm?), which makes the fire survival quite more affected by the rng than by your skill
But anyway, it's an effective concept, it matches the theme, and it was really fun to play! So nice work :)
Like said above, I also find the lighting and graphics really fitting!
For the ghosts, I also ignored as many ghosts as possible, as it seems never worth to fight them, as you always use more fire to kill them that waht you can gain of them (because of the several hits). You also lose some precious seconds moving back and forth several times to kill them.
But in any case, the game was still fun, and I enjoyed playing it! (Quite sad that you weren't able to implement the audio!) Good job!
I liked the idea to play with the balloon physics **and** with the player physics together^^ The UI is not well scaled indeed, but at least it worked for me in fullscreen.
Positive point for the music too :)
Anyway, congratulations for this first participation :)
I find the physics really hard to grasp, but I know you don't really had the time to tweak it in that short amount of time^^ Else, it's a really cute game^^ Liekd the music and the art! Good job for your first participation :)
Really chill game^^
Just to mention, I got two little bugs during my run: - The "black screen" you use to do the transition between the queen's room and the world isn't scaled to screen resolution. I play on a resolution higher than 1920*1080, so I only had a funny black rectangle poping at the center of my screen x) - Sometimes, after collecting a flower, my camera was offset (the bee was, for example, at the bottom left of the screen).
Anyway, no matter those little bugs, great job there! (And I liked how you took the time to make an intro dialogue with the queen x) )
Got 179 points! Didn't expected the rabbit to colonize that quickly^^ (but that's realistic eh)
I'm a big fan of systemic games so I really liked yours. Really good job being able to create a system in only 48h^^ I really see the potential of adding even more tiles and interactions between them to create even more surprising events!
(The art is really cute too :o)
As said above, the hitboxes are quite unforgiving^^"
But whatever, very funny intro and the concept is simple but effective and fits the theme! Good job there, and congratulations for your first participation!
got 13120!
It's
absolutely
impossible
when you reach several hearts at the same time xD
because of the different bpm you have to manage bewteen the two.
It took me several tries to understand that there wasn't any explicit indicator of the rythm I had to take, and that I needed to rely on the textual value with the bpm target^^ Maybe try to implement a sign of the rythm if you plan to do a post jam version of the game? It would make the "multi hearts" handling bearable x)
Else, I like the concept, and it fits the theme really well, so even if there are some flaws, great job to being able to produce this in 48h!
Heyhey!
Lovely game you have here, really fun overall
The only things that stands out negatively for me is the rocks artstyle which feel completely out of place: kinda realistic render while the character, enemies, and vfx are cute stylised (and very stylish :sunglasses: ), and the fact that you have no health bars for the enemies.
But outside of this, always impressed to see games made with custom game engine, especially when they are well made :) Really liked the vfx and the music :relieved: And yes, I had a good time overall playing your game guys o/
Bravo to all of you !
Wouah a minesweeper !
Sweet idea there^^ Really cool take there, and I loved the art style. The global flow of the game is really smooth, and thus solid overall, you even had the time to add upgrades/progression in 48h so Bravo to you ! Really solid entry you have there
**vv - Heartstrokes - vv**
- Cute graphs - Otter <3 - Follows well the theme both in the base gameplay and with the upgrades allowing you to basically, go deeper
**vv - Improvements - vv**
- Mainly the photo mechanic needs feedback, like you should have something to confirm you that you *do* correctly take the photo of a fish (and also when you just take a bad photo) - The music loop is reaaaaaaly short so it becomes quite agressive after a few minutes, but tbh it's also a good thing that you achieved to add a music, even really short. - Impossible to reach the nasty eel on the left, so we can't get the money to get the 3rd upgrade :'(
= =
That it! Despite those rough things, that are of course normal in a non-pro jam, I find the idea really chill and cute, and I want to point out that a really nice effort overall. You have a working base gameplay, graphs, music, and even if it's all rough, it's really... hmmm. " :3 " (I don't find the right word eh). Big Bravo to you for this effort ! Hope to see you continue a little the idea and polish it after the jam o/
Impressed by the content you were able to produce in 72h. The whole game is smooth everything works well together.
The puzzles were sometime hard to understand imo, but most of the time they were pretty clever so great job for these!
Impressive entry for the jam anyway, bravo to you !
Capture.JPG
Honnestly, you can be proud. Personnaly I really felt the love you put into making this game. Yes there are a lot of rough / quirky things, but well that's the point of the compo jam and that's perfectly fine: we're here to have fun.
I'm also quite happy to see a typing game here because that's clearly unusual and quite original, even if it's a "straightforward" gameplay.
And for the art, well yeah, its paint level but we understand it and it works.
Overall yeah, it's not the game of the year but it's a cute entry of the jam, and you have absolutely no reason to be ashamed of anything about it. Everything is rough, but the game works, you have a complete gameloop, which is already a great thing.
So yeah, Bravo for achieving this in 48h ! I hope to see you again doing even better paint art in a next jam o/
Loved running like a madman with 2 swords in my hands^^
So sad that you didn't have the time to implement the difficulty going up when you go deeper but really great job for being able to do this in 48h :p
Damn, I swear these moles are coming from the depths of hell :cold_sweat:
To be honnest the game lacks a lot of feedback when you perform action (or get harassed by devil's moles), but I want to point out that I'm quite impressed you achieved a working and not-broken level generation in 48h while having the basic gameplay loop working, so big Bravo for this !
(so sad we can't rate you on graphics I wanted to reward those beautiful moles :'( )
Woa, long time since I saw an Breakout game in the Ludum !
Liked it, it's quite simple and "classical", but it's well done and works very well. You have a full gameplay loop, graphics, music and sounds so very nice work reaching this point in 72h overall. Big bravo to you guys !
Quite happy to see someone there taking time to add accessibility settings to customize the experience, especially for a bullet hell, wanted to point this out :o
You reached a complete game loop, so Bravo for this nice entry o/
Ha so happy to see a card game here! Really original entry and take on the theme, really refreshing one !
So sad I'm quite bad, but I'll give it a try again later to completely finish it :D
Bravo to you for doing this in 48h !
**vv - Heartstrokes - vv** - Damn a level generator in 48h, I'm amazed every time I see someone doing this in a compo, great job here - The vertical corridors using velocity are rough, but that's a really good proto-idea
**vv - Improvements - vv** - Obviously it misses a lot of mechanics but 48h and you know it right haha - Imo you should speed up all movements, both vertical corridor and base move speed, because it really feels heavy - Took me some time to understand that I needed inertia to move through the vertical corridors. Not sure how you could do this, but if you find a way to sign visually how it works to the player, it would be awesome
= =
So yeah, that's a very rough, but good basis for a roguelike or a procedural content-based game. Really quite the prototype as it is now, but a cute one, and I want again to say Bravo for being able to make a level-generator in such a short time o/
**vv - Heartstrokes - vv**
- Polished game - Simple but efficient - Awesome overall, everything works together - Awesome narrative design: gameplay, art and sound corresponding perfectly to your message / mood
**vv - Improvements - vv**
- Honnestly, nothing cross my mind except the lack of tutorialization for the first level. Maybe just moving your Sprint explanation directly to the start of the game would be great (or make it easier so we don't need the sprint) - <-Ok maybe just some "discrete" sfx could do the trick, at least when you lose and when you reaches the end of a level; but I do get it could create unnecessary noise to the mood so idk>
= =
Big bravo ! Honnestly you nailed it. I was very touched by the message, and every aspect of the game was corresponding perfectly and working together with it. And even if I put away the message, that's exactly the kind of game I expect from the compo, and here it's polished and "means" something.
Probably my biggest heartstroke of the jam so far, bravo again :sunglasses:
Simple and efficient, that's exactly the kind of game I except for the compo !
Found it really adictive to be honnest, the "fast paced" of having just one life then quick restart works really well, and I sticked to it for a little while (until I finally achieve to gain diamond :D )
Anyway, very fun entry for me, and I liked the music o/ Bravo to you doing this in 48h !
Really smooth game! Cute art, and cute mood overall.
Design-wise, I liked a lot the fact that you have more and more ""obstacles"" as you catch the different fishes (as you want to avoid those you already have, and thus they become obstacles)
One QoL improvement that could be good would be to speed up the "line launch" sequence, because I think it's quite long to wait when you're casting it at full power.
But anyway, good entry overall, and impressing whistling o/ Bravo to you !
Really great job here ! You understood and used the "codes" of the horror game genre very well, and the mood is completely there.
Your whole little game feels complete and smooth (I mean everything works well together) so really great job on achieving this result in 48h o/
Cute narrative game!
Really engaging as other people said^^
The one thing I would add would be some feedback (even just a sound) when you compose a "good" telephone number, and when you compose an non-existant one; just to have a direct an explicit information that you did it correctly or not !
Great job on this ! Bravo to you^^
Great game folks ! One balrog means nothing against the invincible dwarf army.
Great art and sound, and very few UX issues given the time you had to do the game Big GG o/
Very nice point and click, I loved it :D
Very strong mood with art, ambiant sounds and narration, everything works well together and is coherent so great job on this :o
And all this is very well linked to the theme so big bravo to you, very well executed, you nailed this o/
@mikoziq Thanks for your feedback ! Nah you can't reach China sadly, didn't have time to implement something to show that you reach it, and I didn't want to just pop a message to say "Heeeeey you reached Chinaaa" from nowhere without showing it in gameplay :see_no_evil:
@saintchristopher777 Thanks for the feedback ! That's strange indeed, I didn't try on firefox. Just to be sure, did you hit green boxes to gain score but the score didn't budge, or you just weren't aware you had to do so ? x)
@cyzaine haha thanks^^ I didn't know the ref you mentionned, but thanks for this, it will be a great ref' for a possible post jam version o/
@lex Yes thanks a lot for the reference, it will clearly be a good inspiration for a possible post-jam release :)
@harrison-dunn Thanks for the feedback ! Yep I had to chose between making the music or the setting menu during the last hour of the jam so purely time issue here :/ And gotcha for the green block, had several feedback saying the same, and it's totally relevant tbh, at least I should clearly have specified it in the description (will do so now).
@radmccool hahaha yess, to be honnest I made the difficulty peaking high because the game does not have an end, so I didn't want you guys to get "stuck" on this for hours not knowing if it gonna end or not.
For the post jam version I'm working on, I plan to make the whole thing stay quite easy for the whole travel (don't want to have such a "difficult/challenging" experience finally) to focus on chilling with side content (like characters joining in and you can interact with them).
Thanks for the feedback anyway o/
**vv - Heartstrokes - vv**
- Solid base gameplay - Really polished overall - Really adictive gameplay. - Impressed that you achieved clean level generation, **and** the full experience with gameplay, graphs and sounds in 48h
**vv - Improvements - vv**
- Even though the mines are "understandable" from afar, but could be good to have some tutorialization to actually indicate that they exist
= =
So yeah, basically not more to say haha, that's a really solid entry, Bravo for this! I said it above, but even though you "only" have the base gameplay, you have a polished entry and a qualitative overall flow o/ GG
Hey hey, I guess I'll repeat what people already told, but yeah it's really hard to understand what's going on for the combat, like when enemies attack, when you can attack, when you take damage etc... would be great to have more feedback on our actions.
Overall I also find the movement and attack animation quite slow, while you usualy want to have more "fast" actions and movements with this type on "action based" gameplay, so you might want to speed up the things.
But, despite this, I find the game cute and I really liked your graphics, I was like "Waa, it's smooth, works well together, and there a lot of graphic content for a 48h jam" so big :thumbsup: there.
Anyway yeah overall that's a cute game and Bravo to you for doing this in 48h, really hope you'll try to push the game a little further with a post jam version o/
I like your take on the theme honnestly ! Not always clear on what was going on (like what I had to do, what was ennemies and what was not), but thanks to the sounds I eventually understood :D I think I m a s t e r e d the level2/bossfight haha
Great job on doing all this in 48h, loved the overall graphical mood
So cute :o
The thing that bother me in the game is the fact that you can just buy more cows to gain more money without loosing anything in exchange. I mean you can just wait and do nothing else than buying cows, and you will eventually become RICH AS HELL and just connect every house without challenge. Maybe adding something like a time limit so we can't just wait CASH to overflow, or adding a negative effect if you have too many cows without linking houses could make the whole thing more balanced ? o/
meuh.JPG
Outside of this, I foudn the art cool and really cute ! I'm impressed that you created the cows with pro builder hahaha.
And the MOO sound effect is SS-tiers !
Anyway, Bravo for your cute submission !
That's exactly the kind of game I except from the compo^^ Simple but lovely.
I loved the simple but cool mechanics (the fact that you come back from the top when falling) and level design ideas. Again it's simple, it's of course very rough and lacks a little feedback on things you do (small sounds, or you know, effects when hit / take a hit; probably hitbars on enemies to know that you did hurt them) but you did a coherent thing with some cute ideas around the internet idea so I liked it despite this.
Bravo to you for your cute entry o/
Really impressed, big DS feel you have there mate!
Maybe it lacks a little feedback on some actions (like sound effects when you catch a fish, or just in general), but honnestly it works well.
So sad I don't have my DS anymore to play on it :/ But big Bravo to you on this, really happy to see some original entries like this !
Wouah really ambitious project ! That means quite impressive overall, but of course hard to polish everything (and that's normal!).
I liked the mood, and the intro cutscene was clearly a big big good point of your game :D Really hope you will continue working on this beacause i'm sure you can really polish these rough ideas.
(I'm still amazed you guys took the time to do voice acting for a game jam submission hahaha)
Anyway, Bravo to you guys for achieving this in 72h :muscle: :muscle:
I will rename your game: Fever Dream Simulator
Guys I really loved your game, I mean it haha. Honnestly my biggest giggle of the whole jam here, max score humor without any doubt X)
The frenzy of clicking everywhere with the MONEY and people pouting everywhere PLUS this devil saxophone in the background really made me laugh, and honnestly was really fun. It's rough, it's complete hell, but it's damn fun.
Big Bravo to you there, clearly a heart stroke among the dozen of other games I tested so far ! GG pour l'entourloupe o/
I'm impressed on what you've been able to produce in 72h eh.
I agree with people above about needing some more money so we can express our creativity directly at the start (even tho not having too much is kinda motivating for playing more). I also thing it could be great if you can have some kind of indicator of the value of what you have on your camera **while** you are taking photo, so you have directly the "sparkle of joy" when you see big catches on your camera, instead of having to go check on your mission status their value.
But anyway, solid entry, great job to reaching this degree of completion with a 3D game, I really liked your little game o/ Big bravo to you guys !