Sonic Boom by shockedfrog 2010-08-29T08:13:00
Excellent concept. Fun game.
The sound did get a bit irritating after a while though.
Foon → Ludum Dare Explorer → Users → someone
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2010 | 18 | Enemies as Weapons | Graviton | compo | Fun | 3.96 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Trainline | jam | 826 | 2.58 | 2.33 | 2.74 | 2.75 | 2.68 | 1.69 | 2.34 | ||||
| 2025 | 58 | Collector | Debt Collector | jam | 717 | 2.88 | 2.65 | 2.81 | 3.54 | 2.52 | 2.29 | 3.18 | 2.81 | |||
| 2025 | 57 | Depths | Antmine | jam | 602 | 3.32 | 3.01 | 3.27 | 3.81 | 3.47 | 3.20 | 2.80 | 3.53 | |||
| 2024 | 56 | Tiny Creatures | Critter Club | jam | 946 | 3.04 | 2.83 | 3.27 | 3.64 | 2.77 | 2.57 | 2.73 | ||||
| 2024 | 55 | Summoning | Life of a Summon | jam | 878 | 3.30 | 3.41 | 3.57 | 4.25 | 3.05 | 2.80 | 4.01 | 3.46 | |||
| 2023 | 54 | Limited Space | The High Seas | jam | 990 | 3.03 | 2.84 | 3.03 | 2.78 | 2.75 | 2.00 | 2.33 | 2.87 | |||
| 2023 | 53 | Delivery | Legendary Hero | jam | 1090 | 2.97 | 2.68 | 2.91 | 3.12 | 3.14 | 2.95 | 3.34 | 3.35 | |||
| 2023 | 52 | Harvest | Horticulture | compo | 111 | 3.63 | 3.46 | 3.86 | 4.28 | 3.73 | 3.01 | 3.26 | ||||
| 2022 | 51 | Every 10 seconds | The Cult of the Ancient One | jam | 1143 | 2.82 | 2.59 | 3.05 | 3.05 | 3.00 | 2.66 | 2.92 | ||||
| 2022 | 50 | Delay the inevitable | Evacuation | jam | 685 | 3.53 | 3.52 | 3.18 | 3.63 | 3.17 | 2.75 | 2.78 | 3.39 | |||
| 2021 | 48 | Deeper and deeper | Diggy hole | jam | 1302 | 3.28 | 2.86 | 3.14 | 3.63 | 3.22 | 2.97 | 2.35 | 2.91 | |||
| 2020 | 47 | Stuck in a loop | Confusing corridors | jam | 1573 | 2.72 | 2.38 | 3.00 | 3.22 | 2.92 | 2.79 | 2.26 | 2.84 | |||
| 2019 | 45 | Start with nothing | Kobold Simulator | jam | 898 | 3.07 | 3.09 | 3.11 | 3.39 | 3.02 | 3.02 | 3.26 | 3.10 | |||
| 2019 | 44 | Your life is currency | Skeleton Arena | jam | 911 | 3.03 | 2.96 | 2.73 | 3.00 | 3.36 | 2.64 | 2.70 | ||||
| 2018 | 43 | Sacrifices must be made | Escape | unfinished | ||||||||||||
| 2016 | 35 | Shapeshift | Spear | jam | 1167 | 2.27 | 1.93 | 17 | ||||||||
| 2015 | 34 | Two Button Controls / Growing | Lab Rat | compo | 345 | 3.40 | 3.35 | 3.75 | 4.30 | 2.70 | 3.25 | 2.63 | 3.32 | 40 | ||
| 2015 | 33 | You are the Monster | Shadow | compo | 660 | 2.92 | 3.00 | 3.00 | 3.36 | 2.96 | 3.44 | 1.94 | 3.56 | 45 | ||
| 2015 | 32 | An Unconventional Weapon | Freedom | compo | 647 | 3.07 | 3.03 | 3.14 | 2.67 | 3.33 | 3.17 | 2.38 | 3.19 | 47 | ||
| 2014 | 31 | Entire Game on One Screen | Resource Operation | compo | 1119 | 2.50 | 2.38 | 2.81 | 3.63 | 3.15 | 2.67 | 41 | ||||
| 2014 | 30 | Connected Worlds | Summoner | compo | 1184 | 2.27 | 2.25 | 2.75 | 2.71 | 2.43 | 1.19 | 1.58 | 2.00 | 66 | ||
| 2014 | 29 | Beneath the Surface | The Deep | compo | 231 | 3.55 | 3.35 | 2.83 | 3.83 | 3.63 | 3.48 | 2.25 | 3.25 | 52 | ||
| 2013 | 27 | 10 Seconds | Attack of the Random Boxes | compo | 987 | 2.57 | 2.80 | 1.83 | 2.04 | 2.38 | 2.04 | 1.71 | 2.00 | 51 | ||
| 2013 | 26 | Minimalism | Kriok | compo | 95 | 3.79 | 3.47 | 3.28 | 3.66 | 3.29 | 3.12 | 1.97 | 3.08 | 100 | ||
| 2012 | 25 | You are the Villain | Hunt | compo | 315 | 3.08 | 2.85 | 2.62 | 3.00 | 3.05 | 2.39 | 2.22 | 2.65 | 77 | ||
| 2012 | 24 | Evolution | Fluff | compo | 112 | 3.50 | 3.50 | 3.16 | 3.41 | 3.09 | 2.89 | 2.23 | 2.93 | 87 | ||
| 2012 | 23 | Tiny World | Dimensional | compo | 749 | 2.45 | 2.34 | 3.54 | 2.02 | 2.42 | 1.00 | 1.27 | 2.18 | 100 | ||
| 2011 | 22 | Alone | BatKeep | compo | 560 | 2.18 | 1.82 | 1.57 | 1.81 | 2.86 | 1.48 | 1.69 | 2.11 | 2.27 | 60 | |
| 2011 | 21 | Escape | Stormcrow | compo | 307 | 2.70 | 2.45 | 2.80 | 3.05 | 2.95 | 2.89 | 1.33 | 2.75 | 3 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Misplaced | compo | 127 | 3.00 | 2.68 | 3.28 | 3.36 | 3.47 | 1.25 | 3.07 | 2.96 | 33 | ||
| 2010 | 19 | Discovery | Jungle | compo | 239 | 1.43 | 1.29 | 1.24 | 1.81 | 3.17 | 1.00 | 1.55 | 1.50 | 7 | ||
| 2010 | 18 | Enemies as Weapons | Graviton | compo | 4 | 3.88 | 3.96 | 3.69 | 3.88 | 3.85 | 3.36 | 1.62 | 2.80 | 99 | ||
| 2010 | 17 | Islands | Sheep are Flammable | compo | 60 | 3.21 | 3.00 | 3.36 | 3.50 | 3.21 | 2.46 | 3.00 | 1.40 | 88 |
Excellent concept. Fun game.
The sound did get a bit irritating after a while though.
It was interesting to have to lose some health along some of the routes, or to make it easier to get past some of the blocks.
Awesome stuff!
Mouse movement seemed a bit awkward, but nice idea.
Shame sound doesn't work in wine.
Fun game. Mechanics work well.
Interesting idea.
Great music, the jump sound effect was a bit annoying though.
Good use of the theme.
A bit slow though. It gets boring aimlessly shambling around the huge map.
I lost interest long before I had enough cash to buy anything.
Nice concept though, and I like the goals.
I like the strategy of trying to hack robots in critical areas. The game felt a bit slow paced though.
Very nice. Solid and fun game play.
Not really sure what this had to do with the theme.
Respawned right under a block (and died again)
Love the graphics.
Enjoyable game.
Some more variation in the robot graphics would make it better.
The city crashes whenever I try to do anything.
More graphical content would make the game more interesting. There also doesn't seem to be any goals.
Also the pinging alarm thing seems arbitrary - what is it for exactly?
Some documentation would definitely be helpful.
Great start to something. I like the graphics.
That was great.
An enjoyable game. I kept wanting to press up to jump though, and its annoying to wait for a miss thrown decoy to disappear (I kept pressing the wrong button)
Love the graphics. Smooth gameplay.
Somewhat lacking in audio though.
Nice idea, fairly good start of something.
Its an XNA project. I used the exe in the source download (src/ld18game/ld18game/bin/x86/debug/) to not have to use the installer.
Interesting concept.
The mouse is not grabbed when running it in wine. (Happens with all unity games that grab the mouse).
Nice idea, well done.
Took a while to figure out what to do, even with your instructions.
The static background image made it seem like nothing was happening when I tried to move, until some enemies showed up.
Not a bad game once I got into it though.
The collision could use work. It was annoying to have to go right back to the start when I fell through the floor on level 3. Good concept though.
I like the main character. The game has potential.
Seemed a bit slow
It was generally tricky to see where exactly there the 'ball' was going to bounce due to its erratic shape. It often seemed to bounce where the paddle wasn't. Also I found I could just leave the paddle alone slightly to the right and it would nearly always hit.
Letting them kill themselves seemed to be the easiest way.
Good game.
The ridiculously long dialogue was entertaining, though I died before I had a chance to figure out what the game even was.
Bit of an odd choice of keys and not much gameplay.
Haha - love it.
It does feel a but slow though.
One time I got stuck on a too steep slope at the begining.
Really like the squeaky run sound.
Fun game, good puzzles. Left me wanting more.
Nice idea, fun game. Sometimes felt a bit slow though.
Zooming out would have been useful, and sometimes the peasants were invisible.
Good game.
Sometimes throwing a vial doesn't work. the green bar still goes down though.
I often found that to make them kill each other, I had to be far away enough that I couldn't see what was happening which sucked the fun out a bit.
Its complaining that the game data is corrupted (running in wine)
You compiled the game in debug mode. That is not covered by the redist package (note the d on the end of the dll). You need to use release mode.
Nice start of a game. I like the graphics and music.
Not sure how it fits the theme though.
Good game. Graphics are great.
No idea whats going on here, and running way too fast.
Had to edit your library to get it to work in 64bit Linux.
You are casting pointers to int. Generally a bad idea, use size_t as that will work on both architectures.
The game felt a bit slow to be interesting, but a nice idea.
Haha, great fun.
Fun game. Good use of the theme.
Very nice.
Love the style and atmosphere.
Interesting mechanic.
Good start of something...
Wow, That was awesome.
Really great atmosphere.
I accidentally missed some of the dialogue because of x skipping it too fast, and it took a while to figure out the start screen.
The ending does feel very rushed though.
Love the atmosphere. The blur effect is excellent.
Hunting down the last piece took a while - there is always one that gets missed.
Nice game. I like the snow effect.
The ending seemed a little abrupt.
Flickering was irritating,
Hunting for the invisible exit became tedious.
I like the idea. Could do with being a bit less random.
It crashes for me also when clicking on the bar at the bottom (running in wine)
Took a long time to find my ship. So much happens so fast it is hard to figure out what is going on at first.
The ships response is slow that it is tricky to intentionally dodge much.
Fun, solid gameplay and a nice length.
I like the ending.
The links are broken
I like how the tiles shake when the rock falls.
Great game.
Not starting with any weapons makes it really hard. Took several attempts to pick up the first guy. Enemies killing you before you even see them is frustrating. The controls were hard to get used to which didn't help.
Simple graphics and gameplay but really well made. The music and sounds go well with the style. Good job.
If you try to drop a block inside another is stays with the mouse and the beam disappears which seems a bit odd.
Nice take on the theme.
Controls are a bit frustrating when getting them to jump.
The screen transitions were irritating as the pointer would effectively jump across the screen causing the cats to dash off wildly, usually back of the platform you spent ages trying to coax them onto. Quite fun once you get the hang of it.
The music is great though some sound effects would have been nice.
Solid platformer with an interesting mechanic.
Spikes could be a bit more forgiving
Good music and graphics.
I noticed that the screen sometimes jitters when standing on the ground which is irritating, a collision bug perhaps.
Level 5's mechanics are not obvious, but the level is really easy when you can just blast through all the moving spikes.
Link still broken.
That was awesome.
The jump velocity seems a bit extreme in relation to how slowly you move. Good start of something though.
Wow, Really well done
Fun game. An in-game how to play would have been useful. Dragging the ball is not obvious.
That was weird.
There is a page for competition rules (under the title), all content must be made by you.
Good start of a game. It was fun.
Sometimes the obstacles were impossible to dodge.
Can't get past the 'Press A to start' screen
Haha, excellent game. Well done.
Simple yet very effective.
I did initially think you had to watch out for your string being snagged on stuff. Good use of it being health.
Interesting mechanic, nicely executed.
Well it runs, but crashes when either I or an enemy tries to attack:
AttributeError: 'Event' object has no attribute 'code'
Also Autofire.png needs a capital F.
Nice idea. Something seems a bit off with the jumping guy, trying to throw just after jumping makes the throw noise, but the object doesn't get thrown.
Cant get it to work.
Heh, this is similar to my game idea - fly a ship to a target and avoid enemies...
The controls work well, and I like the menus.
Hard game, but fun. I also didn't figure out the shooting downwards thing. The graphics good, but it definitely needs some sound effects.
Nice game. Took a while to figure out how to lay the path, and being able to add loads of health made it a bit easy.
Great concept though.
Very cool game. Got stuck at one point when a guy couldn't move anywhere.
Fun game. I agree that the light should trail the mouse. Sound is horrible.
Better sound and graphics and this game could be awesome.
Interesting idea.
the dark green tiles made zombies hard to spot, also the grey tiles aren't obviously solid when compared alongside the purple tiles. Also the collision was sometimes a bit harsh.
Found it a bit hard to get into. Definitely needs the controls listed in game somewhere, nobody wants to read readme files. Also needs a way to skip the intro.
Seems to crash:
Exception in thread "main" java.lang.NullPointerException
at Graphics.Level.createLevel(Level.java:44)
at Graphics.Level.<init>(Level.java:33)
at Game.Game.<init>(Game.java:37)
at Game.Game.main(Game.java:198)
Runs way too slow in Wine
Beautiful graphics. Character movement and collision was horrible.
Closing the window seems a really odd way to start the game. The collision was sometimes a bit strange, especially when you walk into the crates.
Completed it!
Nice game. There is a lot here. Checkpoints would have been useful though.
Took a while to work out what was going on. The placeable tiles don't seem to do much.
The game seems to use the keyboard input repeat delay rather than checking the key state so so movement was horrible.
Can't play on Linux.
A Windows release would be helpful as they run in Wine.
Can't run this. No mac.
The music was great, though the gameplay wasn't interesting and the levels took far too long.
Also the first two levels can be easily be beaten by doing nothing.
Interesting game. It runs well in Wine. I did have trouble planting stuff initially as there is no feedback of what you did wrong.
It would be helpful to have the tools on the table somewhere, and labeled to not have to remember the keys.
Also the needle impression doesn't map perfectly to the tool which feels off.
You also don't seem to have any seeds or anything in the later levels.
If the worlds were a little more dynamic this game could be really awesome.
Good work.
Very good game. A bit short though. I liked the music. Controls were a bit odd, but they worked well once you got used to them. Seems odd only having a keyboard shortcut for restart in a completely mouse controlled game though.
Also a way to skip the intro would have been useful.
You really should have said somewhere that it was an XNA game. XNA does not work in Linux using Wine. Also installers are not ideal for this competition as they are annoying when you are trying to play a lot of games.
See http://www.ludumdare.com/compo/2011/12/20/packaging-and-preparing-your-game/
XNA is good, but I have Linux.
I also get the java.io.IOException: Can't read fonts/visitor.ttf exception in Linux, but the game sometimes seems to work.
The input doesn't work very well, it suffers from the keyboard repeat delay when you hold down a key and movement is really slow.
Also everything seems so random that I have no idea whats going on. Transitions between screens are not obvious. The drawn passageways the the green screen don't seem to correlate to anything, and there is no clue how to exit the shop.
Some instructions would have helped.
The audio was horrible.
I like the vector graphics. The controls were not great though.
Managed to get it running in Linux. There are quite a few games here using lwjgl. It requires the binaries from http://www.lwjgl.org/download.php and run it with:
java -Djava.library.path=lwjgl/native/linux -jar zilla.jar
In future, I recommend packaging it with the whole native folder rather than just the windows binaries.
Fun game. The crosshair cursor is a bit misleading as the mouse does nothing. Some instructions would have helped too.
Interesting idea, could make for some interesting puzzles. The random levels are not particularly interesting.
Got a bit confused by the hat thing at first. Also the some of the tiles are not obviously walkable. The controls are also a bit awkward, especially if you have a long way to go.
Interesting game.
You can also get it to work by defining java's library path:
java -Djava.library.path=./lib/native/linux/ -jar littleSheep.jar
Fairly fun game. The bombs seem to take ages to explode once they are on the ground.
Didn't work in wine, and your source link is broken.
I have no idea whats going on.
It really doesn't feel like you are moving at all.
Some visual feedback on the player would definitely help.
This does require a lot more work to be shaped into a decent game though but it has potential, and I disagree with sythe, this game is very different from Osmos.
Finally managed to get it working in Linux. Needed to download the lwjgl libraries for linux from http://www.lwjgl.org.
Nice little game. The input was a bit awkward, It didn't like pressing different direction too soon after releasing the previous key. Also there didn't seem to be an ending and there were only nine of one of the bacteria.
The amount of back tracking required to heal was a bit irritating.
Very nice game. The mechanics are solid, though I did manage to get stuck in a bush once somehow. The music works well.
A bit irritating when starting a busy level and dying before you even locate the player.
Good work.
Interesting idea. The flight mechanics are good though there is no feedback for getting hit. Sometimes I died when I was sure I wasn't that close to a planet.
Works in Wine.
Failed to get it running on Linux.
Not sure why, got other games using lwjgl working.
Game has potential. Plenty of bugs though.
In the first level, on of my attackers decided it didn't like the target planet and wanted to leave the universe.
Also had problems sending miners to a planet.
Didn't get it working on Linux.
Fun game. Seemed to be lacking a goal though, something like a high score or a target, could be I just never got that far though.
Great concept. Could do with a little more interaction though.
Nice to see a card game. Unfortunately I use Linux so I cant play it.
The windows version runs in wine, but unfortunately at about 1000fps and the character moves to fast it is almost impossible to go where you want.
Doesn't work properly in Firefox 11.0 64bit in Linux, No music and sound effects cause it to stutter badly. Runs fine in Opera though.
Didn't realise why the gun would stop working at first, you should mention the energy thing somewhere.
Also getting hit didn't seem to do anything.
Good game.
The concept is excellent, and the land building is really smooth. I like games like this. Unfortunately the unstoppable monsters killing everyone so quickly made it not as fun as it could be.
XNA Games don't run in Wine.
Fun game. The initial wall of text is felt a bit daunting and new text appearing at the top of the terminal seems a bit odd.
Just got an android phone the other day - yay.
Irritating when the planet changes colour right before you hit something. There should be some kind of warning. The game didn't feel particularly engaging.
I think the difficulty was ok for the game style, restarting from the beginning every time was a little harsh though.
I got half way through the forth level before giving up.
Nice graphical style and the music really adds to the mood.
Not sure what i was supposed to be doing though, and it didn't help that I couldn't turn at all. Mouse look doesn't work running in Wine.
It is a nice start of a game. The idea is good, but not particularly interesting in its current form. Good work for 48 hours.
Flying between planets was fun, though the turning circle felt a bit slow.
It ran painfully slow in wine, put playable. Nice game though.
Heh, that was great. My fly kept escaping the world though.
The centre blob ended up concave once which was odd.
Om nom nom ...
Teleporters definitely need to be obviously off or on. I did get confused from going right to get the train first, and getting stuck.
I don't think I went there at all when got to the end.
I do like the static text, but sometimes they changed just when was leaving.
Comma seems a bit of an odd choice for the restart button.
Anyway, it crashes after the intro in Wine.
Can't play XNA games on Linux.
I don't have OSX either.
Wow, that was awesome.
Wow that game was awesome! Excellent graphics and music.
The whole thing feels really well put together.
I did manage to get stuck in the walls sometimes though, especially when trying to climb.
More checkpoints would definitely help as you die really easily.
Runs well in Wine, although my xbox controller didn't work.
Fantastic job, well done!
Heh, interesting. Takes far too long to get anywhere though.
Good game. I liked the music and the simplistic art style.
Managed to win, but then the game crashed a not long after.
I wanted to control the spiders, they were cool, though they didn't seem to do much.
The player movement was interesting.
Yay particles.
Running in Wine, which doesn't play the music in gamemaker games. Sounds like I'm not missing much though.
A but buggy, I managed to break it. A running animation and not accepting input. Also my planet randomly vanished.
Heh, that was fun.
The kid in the background was great.
Great game! Deformable terrain + explosives = win.
It runs well in Wine. Its very easy to get stuck, and restarting from the beginning every time gets frustrating. You also didn't say in game how to restart when you do get stuck.
Also if you try to throw a bomb when there is already one in the world, it delays it to be thrown after the first one explodes, which is odd behavior. Took a while to figure out why bombs were randomly being launched.
I also managed to break it by getting out the top of the first screen.
Nice game. I like the artwork and the music is nice.
It would be helpful to have an indicator for where the tile will go, especially for the larger tiles as they sometimes didn't go where I intended.
Err, Whats going on?
The game didn't seem to accept any keyboard input for me. I could shoot, but that was it.
Also the tutorials are completely unhelpful.
Doesn't run on Linux, and doesn't give any helpful hints as to why not.
Runs almost unplayably slowly in Wine. Looks good though.
It wasn't obvious what was going on. I didn't figure out how to get more oxygen until nearly everyone was dead.
Sorry, Can't play XNA games on Linux.
Interesting idea. The linearity of the game did seem to diminish the purpose of the karma thing though.
Also a lot of z-fighting going on and other graphical errors. Some of the jumps felt like I was way off, but somehow made it.
Wasn't sure what was going on at first, but I managed to win.
Good job for your first LD.
Works in Wine, but without sound.
Nice game, The tanks didn't feel much like tanks though, and I had some trouble with the controls.
The menus are a bit unpolished, but well done for adding that much functionality.
Interesting game, Still not entirely sure what was going on, but I was entertained by the story.
Where is the source?
Windows executable crashes in Wine.
Didn't get the Linux version to work, but the windows version worked in Wine. The speed was broken though, the car moved impossibly fast unless you held the mouse really close to it, and also the time bars when mining disappeared long before the mineral was extracted, leading to a lot of confusion.
I would suggest moving to cancel, rather than clicking on the item.
Also crashing into stuff was not obviously a bad thing.
Nice solid game, well presented and excellent music.
The player hitbox sometimes feels a but unforgiving when there are many bullets to attempt to dodge.
That was awesome! Controls ware a bit awkward though.
Nice.
Took me a while to discover the multipush mechanic.
The game feels smooth. I like that you can shoot down bullets.
Its a great start, but is very unfinished.
Quite fun. I didn't see a single star though.
Also a but awkward playing in Wine as it sometimes suddenly changes speed up due to wine not supporting music in gamemaker games. I guess when it loops or something.
The windows version works well in Wine. Takes a while to load.
Really enjoyable game, although a bit tough on the wrists after a while.
The graphics are good, except the rock and hole images, and the music goes well to set the mood of the game.
Cant test the game in Linux, but thanks for the video.
XNA games don't run on Linux using Wine.
Nicely put together game. The resizing is good.
The way the level wraps is a bit odd just jumping, and I did manage to fall down a gap at the edge.
Good job.
Fun puzzle game, good set of levels. Well done.
You seem to have rounding errors or something when drawing the tiles. Sometimes lines appear between them.
Fairly fun for a simple platformer. I liked the dissolve effect, but it could have done with better tile graphics to be able to see movement better.
Great game concept. Unfortunately the mouse-look doesn't work when running in Wine so I couldn't get very far.
The game UI was a bit confusing. Its good you made a gameplay video.
Movement was very slow, Also waiting to shrink again after intimidating the boss into oblivion took far too long. the game chugged a bit there too.
This game was fun! Unfortunately it froze up after a while.
There is too much time spent waiting for your turn, and there doesn't seem to be anything happening at all for a lot of it.
Yay, magical pretzels!
Good job.
Not really sure whats going on, and the UI is really awkward to use.
Interesting concept. The interaction was confusing though.
Won just by turning off all the boxes.
Runs well in Wine.
I didn't realise I was fighting at first.
You can also easily get more oil by interacting with defeated robots.
Wouldn't run in wine unfortunately. Just freezes when you start a level. Like the intro though.
Fun game. Physics were a bit broken though.
Music didn't work for me. (Firefox 11.0 64bit Linux).
Very cool game though. Did start to get a bit slow around 300 points.
Starting to fall seems a way too slow, I mostly died when trying to navigate a thin branch or web and the spider kept stopping to fall for a few pixels.
Well done for creating a VM. The game could do with more levels though.
404 for both links.
Excellent game, great fun.
Sometimes it felt like I was dying for no reason, but I think that is because the game over screen is so abrupt I didn't see what did kill me.
Also the monsters attacking the second they spawned right next to you was irritating.
That was excellent, Good job.
Did not run with java 1.6.0_24
Exception in thread "main" java.lang.UnsupportedClassVersionError: monopolyNoNotThatMonopoly/Main : Unsupported major.minor version 51.0
Like the music. Some of my turrets didn't appear to be firing when I had a lot of them.
This looks cool, unfortunately you only released the web player version so I cant play it in Linux.
That was crazy, though I'm not really sure what you were trying to do as there seemed to be no way to win or lose. I got fed up with the noise after about 5500 points when the game didn't seem to be going anywhere.
Great game, though it did feel like too much of a grind to get through the last tournament. Also there is a bug when the prize money is $1666.66666667 and displaying without a decimal point which is confusing.
I really like the random monsters.
Great game, excellent graphics, good fun.
A few glitches though, the distance text goes under the obstacles and there is occasionally a white bar where the background loops also enemies disappear before they are completely off screen.
The hitboxes seemed a bit unforgiving, there were times where I died when I was certain I didn't hit anything.
Great start though, hope you continue developing this game.
Do you ever get to the final evolution?
Umm, ok...
I have no idea whats going on. It always says I never got far enough. The controls are a bit confusing, I kept getting up and down mixed up.
Unfortunately XNA games don't work in Linux.
Getting the same error as everyone else.
Kept dying far too quickly. Never managed to buy anything.
Also the game sometimes freezes in the buy menu.
Both up and down arrow keys seemed to go upwards. It worked correctly with my gamepad though. (running in Wine)
Took a long time before I realised you get more cells by picking up dots that drop when creatures die. They don't stand out at all. Also I got stuck in a wall after being a bat. Also the massive text boxes at the beginning are irritating.
Good game though once I got into it. Nice concept and I like the music.
Can't play as you released the windows version in debug mode rather than release mode.
Fun game but a bit unforgiving. Had to learn the level to stand a chance. Got as far as the water but found that a bit hard to control.
I get this error too and it does stop the game from working:
main.py:316: SyntaxWarning: name 'objects' is used prior to global declaration
main.py:359: SyntaxWarning: name 'score' is assigned to before global declaration
I fixed it myself so I could run the game.
I didn't realise there were pickup thingies for a while as they don't really stand out. The random colours can also make some enemies impossible to see.
I like that you can shoot down enemy bullets.
Can't run the game in Linux.
Can't play XNA games in Linux. Sounds interesting though.
Encountered the same bug as Wan.
Seems to work with wine in Linux, though turning is on the wrong axis on my xbox360 controller, and shooting is an odd button. Keyboard is fine though.
Not much of a game here but it is a start. Well done for your first entry.
Unfortunately XNA games never work in linux.
I really enjoyed this game. It was interesting how the gameplay changed over time.
The first few levels were nice and relatively relaxed. The around level 10, it was a frantic race to join up the dna. At level 45 though the DNA was spawning fast enough to make moving it irrelevant. Level 60 completed itself in seconds. After that it was more a game of killing viruses to allow the DNA to spawn.
The game randomly restarted which was irritating. I think I got to level 100 and clicked on a menu without realising.
One problem I had was with much upgraded movement, it was tricky to guess the limits of where you can move to. Perhaps you could subtly colour valid grid destinations for the selected object.
Also zip files are not good for Linux releases as executables lose their execute flag which may be a problem for some users.
Good fun game. A bit slow at the start though.
It would also be useful to say somewhere what the evolution options were.
I ended up trying to decrease the speed because it made it really awkward to control at high speeds. It was also irritating when moving to a new room and dying instantly.
Have a look at SFXR or BFXR for generating your own sound effects in future games. Loads of people here use it.
Nice game, Good graphics and solid mechanics.
Picked up enemies seemed a bit off though.
It would have been helpful to say Z advances the dialogue at the beginning though.
Nice.
A bit too much grinding at times though.
Also I noticed you can't fire arrows if you are standing too close to something or the edge of the screen.
That game was awesome. Great graphics, but really hard.
Nice game. It confused me a bit as I expected the game to end when everything was connected.
Yay, flying frog!
The poison in the first level wasn't obviously poison. Also the sound effect for eating something is the same as dying which made it a bit confusing.
Interesting idea, but a bit confusing. It doesn't help that you the stats popups cover each other up so they awkward to read, and hard to see who they belong to when there are a lot of them.
Haha, brilliant.
I got the same error as wilbefast on the linux version (openSUSE 12.1 64bit), but the windows one worked fine in wine.
The first level was the hardest.
Beautiful game. The music works really well and the art is great.
The first level is my favourite. The flying level is nice for the mood, but you don't have to do much to beat it, just stay at the top.
Cool game, Its great you made a flash version although the lack of mouse grab made it very hard to play.
Good game. Gave up after a long time with speed=10 which was tedious to move, and made the room impossible. I really like the title screen.
Cant run it. I get the same error as stoo using java 1.6 in Linux (64-bit).
Doesn't seem to work properly in Firefox 14.0.1 (Linux)
The bottom section is completely missing so I can't edit anything.
It worked properly in Opera though.
None of the links work.
Ok, This was awesome once I finally figured out what was happening. There definitely needs to be more feedback.
Nice game. It really hogs the CPU though which seems odd considering its design.
That was fantastic!
Interesting idea.
Unfortunately most of the graphics were flickering badly making it really hard to see what was going on. (Running in Wine on Linux)
Great work, I really like the art style.
Controls were tricky, games like this usually don't have relative movement.
Very hard, the only way I managed to kill anything is to attack when two others are attacking each other.
Very nice
There is no text in the linux versions which makes it tricky to play.
Good start though.
Yay, square earth. Good fun.
Didn't realise I could kill enemies at first, ended up dodging loads of bullets.
That was really cool.
Why not add an online version? it being flash.
That was great.
The input was a bit awkward though. Mouse picking would have been better.
Encountered an invisible wall at one point.
The stamina meter was a bit annoying at the start.
Seems very slow, and not particularly exciting.
The rate of file seemed far too slow.
Decent start though. I like the traps.
Awesome. Great entry.
The cannon sound wasn't very cannon-y.
Being able to spam cannonballs at high speed at low angles seemed a bit off.
Also I didn't realise you could shoot down cannonballs until I read the comments.
Interesting idea.
At first I thought the guy was moving without me clicking. I eventually realised it was continuing the movement from before an encounter which seems inconsistant with the movement style. Either have continuous slideyness without stopping, or click again to move after you stop for something.
Also respawning doesn't kill your velocity which also creates the odd move without clicking behaviour. Respawning on top of the angry mob didn't help either.
Its a good start though and could be a nice game with a bit more work.
Heh. Not bad. Feels a bit buggy though.
Now that... That's just plain evil, but funny.
Excellent sound effects, and the music works really well.
Great job.
Neat idea. Runs fine in Wine.
Nice concept. I couldnt figure out how to make any profit though.
Couldn't get it to run. The windows build doesn't run in Wine.
Tried running from source in blender, but pressing start only shows 'score 0' on a plain blue screen.
I don't know blender's game engine at all so I don't know whats up.
Nice game. Platforms seem a bit buggy when you collide from the side though.
Ok, that was strange.
Very cool. Good concept and well executed.
I recommend adding a preloader.
That was awesome. I really love the boss character design.
Got stuck on the edges of the platforms a few times.
Could do with a little variation on the players part, perhaps more characterisation.
Note for those with European keyboards, AutoHotkey is a fantastic utility for windows.
Good game.
Cool idea.
Would be useful to highlight the tile under the mouse. I sent minions to the wrong place a few times. Also knowing where minions were would be very helpful ad other people have suggested.
Interesting how much the info panel slows the game down.
This game could be awesome with a bit more work.
Really love the art style.
Unfortunately runs a bit slow on my machine. Also the controls are a bit awkward.
Excellent entry, well done.
Loved the dragon graphics and motion.
The game froze after eating lots of knights.
The Linux link goes to the OSX version.
Nice simple but challenging puzzle game.
Managed to beat the score on some of the levels.
For some reason the number of moves stays at 0 for a couple of levels on the select screen.
The sound effects were a bit irritating.
Still not sure what was going on, somehow I managed to kill some stuff but I don't know how to attack or anything. Q didn't appear to do anything.
That game was awesome!
That was cool.
The lag made it hard to play after a while.
Linux version didnt grab the mouse on Ubuntu 11.1
Nice entry though.
Very nice. Excellent lights
Minor thing - going diagonally into walls stops you, it would be nicer if you slid along the wall. Got caught a couple of times by being too close to a corner.
Love this game. Its an excelent start.
Let down a bit by the graphics though.
The game pausing when the build menu was annoying as I had to keep opening and closing it to see progress when waiting for gold or a minion to be assembled.
It would also be nice to have more information on each of the minions too.
It kept freezing on me after a few seconds into the game.
The sound was annoying.
Not bad. Found it fairly easy to win.
Haha, that was great.
A bit slow though considering how far you need to go.
Aiming is really awkward, also sometimes I got stuck and couldn't turn to hit the enemy. The collision does seem a bit glitchy at times.
Excellent job though, really good atmosphere.
Wow, that actually ran. I usually avoid XNA games because they never run in Wine but this worked fine.
The game is great fun. took a few tries to get the hang of having very limited ammo. Its unusual for a game like this.
The red tiles seemed a bit misleading, I kept thinking they were walls.
Also you don't seem to fire exactly where you aim which was irritating.
That was awesome, and oddly satisfying.
Unfortunately the game froze when I got to the second level running it in Wine.
That was nice, well polished and good fun.
Reloading at the barrels wasn't immediately obvious.
Interesting idea.
Took a while to figure out what to do with the children.
Awesome idea, the grass is cool. Great sound effects.
Controls are a bit awkward, the x axis needs inverting. It could do with a proper fps style mouse look. Click and drag was awkward on a touchpad.
Managed to catch two of them somehow.
Very nice solid game. Missed the beaming up goats to get health text on my first run. The game seems to get quite hectic fairly fast after the second level.
Couldn't buy a lot of the upgrades, they maxed out or something really early.
It breaks after you fail: Failed to load image "data/tex1.png". It is missing.
Also the track seems impossible. Died pretty much instantly. It is a lot more complex than in your screenshots and gameplay video.
The aesthetic is really nice though.
Also something in-game to tell you which keys to use would be useful.
Umm, interesting. The massive laser was satisfying. Takes way too long for your only attack though. The death sequence was bit long too, being unskipable.
Good start though.
Neat game.
Needs building costs somewhere.
That was really cool. Great music.
Shame there are no highscores, especially since it just loops after killing the boss.
It could also do with a little more info on the HUD.
The missiles are done well, and dodging bullets is surprisingly doable given the projection.
Interestingly the first time I ran it I only had the bottom half of the screen, but it was fine after that.
That was an interesting idea.
It would have been helpful to have the view mode information text on the screen rather than just 'press 1 2 or 3'.
Also don't create installers. Just upload an archive.
That was really fun. A good challenge. I didn't manage to defeat the final boss though. Could definitely do with some background music.
Nice game. Unfortunately running unity games in Wine doesn't render fonts which made it interesting...
Good game. Nice and simple.
My phone getting confused over the multi-touch didn't help though.
Oh brilliant. That was hilarious.
That was nice. Good story.
Its working ok now, though is that supposed to be text? its not rendering it properly.
Great game. Good fun though a bit short. I was looking forward to some really hard levels.
In some of the earlier levels it was hard to see how you are moving when no evil stuff is on screen.
This looks awesome. Needs other players to try properly though.
Finally fixed my unity font problem. Seems Arial wasn't installed on my machine. The menus were a challenge with no text.
Really have no idea whats happening. It gets hectic too fast so there isn't enough time to figure anything out before you die. The "L&R to shoot" text confused me too.
Cant play this.
Linux version crashes when I press enter to start.
Blender crashed when I tried to open the source file.
Wine wouldn't run the windows version.
Shame, this looks interesting.
Good game.
Falling feels way too slow at times.
Managed to get stuck on the moving platform level and hat to restart the game. The platform pushed me inside the wall and it wouldn't respawn. A way to restart a level would be nice as it was irritating having to wait sometimes.
Also the level after the one on your primary screenshot goes back a level when you die which seems inconsistent.
Still don't know how the level with the rope worked, managed to complete it somehow...
Not sure whats up with the final Hero screen, could move about a bit then it stopped.
Nice game. Works in Wine but no sound.
Interesting mix of mechanics. Didn't really figure out the colour change order but changing at random seemed to work.
The interface could definitely do with some hints as to what is happening.
Very nice. Great pixel art and great audio.
Kept crashing on me but updating Love seemed to fix that.
Inconsistency detected by ld.so: dl-open.c: 596: _dl_open: Assertion `_dl_debug_initialize (0, args.nsid)->r_state == RT_CONSISTENT' failed!
Muahahahaa... That was crazy. Got four endings.
Was a little disappointed when it said "mostly" not killing anyone when I managed to not kill a single person.
Didn't actually see the countdown until my third playthrough.
Excellent character work.
The combat felt lacking though. At least needs blocking or dodging.
Nice concept, though it could do with something to make it more of a challenge than just waiting for the colours to switch.
Good start. Needs more levels though.
The final one seemed a bit chaotic.
Nice game. Could do with different enemies or bosses to keep it interesting.
Perhaps I should have read the mission, I ended up with a score of 11000 waiting for something to happen.
Very nice. Good fun.
I am also getting a blank screen.
Excellent game.
Got a bit frustrated around level 17, but managed to complete the challenge mode. Could do with a way to pause between levels, or may be press a key to start. I like the way they flow together but needed a break without it killing my score.
Nice game, good music. You move infuriatingly slowly though.
Fun game
That was AWESOME!
Loved the combat and the horse was brilliant.
Interestingly the arrow keys worked with up being jump, but not double jump.
Back for more. Just played it though again for about the fifth time. Still my favorite game here.
The AI on Pard seems a bit off on the level with the two moving platforms and four pigs, after first killing one of the two to the right pard will always go to the left and get stuck, sometimes falling down the abyss.
Nice visuals. Not really sure what was going on. Managed to complete it though.
Interesting take on a fishing game.
The music works really well.
Good job.
That was awesome. Great concept and fantastic artwork.
Haha, that was great.
Great art and atmosphere, but seemed a bit glitchy.
Web version was impossibly slow but worked ok downloaded.
Platforms were very buggy, kept dying for no reason, and I could just hold w and essentially fly across the level.
The rewind is a nice touch.
Interesting mechanics.
Definitely needs more feedback. I kept dying for seemingly no reason at all.
Sometimes the only way to progress was just to try every option until one worked rather than planning it.
Managed to complete it though, despite all the text missing (Running in Wine).
That was great. Shame the theme wasn't Vikings.
The collision could use some work though. Occasionally on entering a busy room, it would jump back out again which was weird.
Yay Katamari.... That was great.
The movement got a bit annoying when the player is crazy shaped. Ended up spending most of the time catapulted in the air, and just spinning.
Haha, that was fun. Hard though.
Interesting idea. Fun game. Good job.
Nice intro, and good music, the gameplay wasn't great but has good potential with a bit more work.
Beautiful graphics. Unfortunately the controls don't seem very responsive.
Plus it left my desktop at a stupid resolution when I quit the game.
Very nice. I really like the conflict the core mechanic creates. An nice break from the infinite shooting these games usually have.
Chugged a bit on the later levels when the screen was covered in bullets.
Them circles are evil.
That was great. Loved the retro feel.
That was cool. Very smooth.
Managed to it something a few times so the restart button goes off the screen.
That was awesome. Very original.
Managed to get to the end, but missed a couple of dots on the second to last level.
Runs in Wine, but far too fast to be playable.
Managed to get past the first level somehow with about 80 deaths...
Nice idea. Challenging game.
The trails were cool, but it would be better if they faded out after a while.
Failed to download it. A poor choice of host.
Not bad. Nice animation. A bit harsh with no checkpoints.
Only managed to get past that spikey critter on the second level a couple of times.
Cool game. Nice mechanics and well executed.
That was good. Well done for making an RTS.
Seemed odd that the menu required the keyboard for a mouse driven game.
Would have been nice to have some different feedback for attack orders.
Very nice. Only played against myself though. There didn't seem to be anyone else online for your cloud version.
Nice concept.
The keys looked virtually the same as the exit on some levels and I think the player was a bit small. Also the raycast light seemed to be a bit buggy in some places.
Great job though.
That was awesome. Love the control mechanism.
Once again an excellent game. Well done.
Really enjoyed that. Good job.
While the game runs in Wine, it is impossibly slow. Even holding shift still takes forever to get anywhere. Gave up after finally completing the first level. Cool concept though.
That was beautiful.
Loved the walking sound.
Love it. Excellent atmosphere.
Really like the way the background gets sliced too.
Heh, nice idea. Good story.
Unfortunately this doesn't seem to run in WINE.
Interesting idea but it seems very broken. The cars started off by slowly tumbling off the road and moving sideways. Managed to get one car to follow the signs but it just stopped after a while.
Enjoyable game.
Very nice. Love the background and the music.
Tried running in Wine, it ran but flickered like mad and wouldn't accept input.
Worked fine in windows though. Used xpadder to use a gamepad and invert the controls which made things much easier.
The artistic style was nice, but the game didn't play very well. It was hard to figure out where the gaps actually started and often felt like it was restarting for no reason due to the lack of falling/dying animations.
That was great. Lovely music and artwork and cool mechanic.
The levels were a bit frustrating though. I often destroyed the brick I was trying to land on. Also it seems you can still jump for a bit after dropping off a block.
Almost gave up on the final level but got there eventually after many, many tries.
XNA games don't run in Wine unfortunately.
Finally, a java game that doesn't require java 7. Running Linux.
Nice game. Good artwork and music, but the interface was horribly lacking in feedback of what is happening and is not particularly intuitive.
Also sometimes I click a + button and the value decreases??
Doesn't run in Wine for me.
Heh, good game. Yay potatoes!
The lights often made it impossible to see the colours properly.
Some feedback on hit/miss would have been useful.
Neat little game though.
Yay, ants!
This game looks great, sadly running in Wine on Linux there is no text, which makes it impossible to play.
This looks awesome, but I'm on Linux so I cant play the web version.
That was great. The only thing missing was tea. I looked in all the cupboards but I seemed to be fresh out.
That was really cool. Good job.
That was great, really like the artistic style.
Yay fishy!
Very nice.
That was cool, good work.
I did miss the main objective as it wasn't specified in game or anywhere on the page. The game doesn't seem to have a victory condition anyway... Just killed the boss from a safe distance.
Also enter wasn't a great choice for the trade key. It doesn't seem to have anything to do with the theme either.
Nice idea, the levels were far too easy though.
190 yay.
Very nice. Didn't realise you could press space at first due to not reading the instructions, that made it hard...
I did end up in an endless loop of death at one point.
Nice game, Collision felt a bit buggy though.
That was cool, the turrets were a pain.
Not much to do with the theme though.
Nice concept. It does get a bit dull after a while though, it often takes too long to get to the next advancement.
I stopped level 30. Security levels 6 and 7 were just waiting ages for it to be possible...
Nice graphics, though more distinction would have been nice. Sometimes spent the whole 10 seconds just looking for the target.
Nice simple mechanics, way too hard to win though.
That was fun. Nice frantic gameplay.
Online high scores would have been nice.
Hmm, somehow the player has disappeared with two lives left and the game is continuing...
Unfortunately this game doesn't seem to work in Wine.
Haha, That was awesome. Found three ways to survive.
While it runs in Wine on Linux, it seemed that move forward and left were stuck on and no amount of pressing keys made any difference which made things interesting. Still managed to complete it though.
It was not obvious at first that the extra boxes give you more time.
The white fade seems a bit strong.
Good start, though it could do with more work.
Haha, Excellent!
That was awesome, great job.
Wow, that is awesome. Great job once again!
Kept freezing for me (firefox 20.0, linux 64bit) which made it unplayable unfortunately.
Cool idea though. I don't have a tablet.
That was awesome, great job.
That was epic. Hyper mode with the massive claw fully upgraded was hilarious!
Excellent music, well done.
Cool game, I failed miserably though.
That was cool. Interesting mechanics, though I'm still not entirely sure what the other rings did even after completing it. Great atmosphere and interesting visual style.
I like how varied the creatures are.
Controls are a bit awkward though.
That was great.
Interesting disparity between the stepped movement and smooth camera.
Pressing escape to close dialog was an odd choice. Closing it when you move would make more sense.
The SDL version looks for libfreeimage.so.3 and your included lib is libfreeimage.so, renaming it works.
Nice little game. I like the art style.
Collision response could use some work though. Sliding along walls instead of stopping would be better.
Also more content would be nice, but its a good start.
Yay, Mole!
I like it.
Linux version is missing its data folder too.
Interesting idea, though everything did move too fast for the information to be useful.
Also I kept blowing myself up by firing when moving.
That was great after I I eventually figured out what was going on. Got a score of 1620, there didn't seem any reason to upgrade much as I could accommodate everyone who turned up in 5 rooms.
More of a difficulty curve would be nice. Perhaps the number of guests turning up should increase with your popularity or something.
I can see this working well on touch screen devices.
Still no idea what is going on, feels very glitchy. Half the time pressing shift seems to do nothing and I kept randomly getting stuck on nothing. Fell through the floor on the third level.
Also the sounds don't work properly for me but that is due to running it in wine.
Nice graphics and good mechanics.
I lost interest after the 11th night though, as it just felt like I was just doing the same thing.
The abrupt ending of the days also meant there was little point in managing your air as you can just hit a few mines to get loads of cash really quickly.
Great intro.
Great graphics as always. Nice mechanics. I never used the bell or the speed boost though.
Shame the story ends so abruptly.
Didn't work in Firefox, couldnt click on the begin button. Worked in Konqueror though.
Lost the ship off the edge a few times.
Nice game. Good atmosphere.
Collision is a bit dodgy though. Took a while to figure out the double jump as I kept sticking to the walls.
Quite enjoyable, but I think the level is a bit large.
I like the click mechanic but it felt a bit slow at times.
Very nice, though far too short and a bit too easy to beat.
Great lighting effects and art style.
Nice game. Didn't figure out shooting bubbles though.
Good start, though it could do with a lot more content to make it interesting.
The attacking animations could definitely use some work.
Very cool puzzle. I like how each phase requires reusing everything.
Really enjoyed that experience. Excellent sense of atmosphere.
Really cool idea.
Cool game. The menus are a bit daunting at first, but functional. The interface could be improved a lot.
Could do with more stuff happening as you can just set up a few profitable routes and can just leave it running.
I managed to miss reading the win condition and made millions trading in kryptonite an balloon animals.
Cool trading game. I like how the rails are constructed. Interesting that they are one way, but you can use both sides of one rail by building ramps at the ends.
I managed to get a stray carriage moving on its own at one point which was weird.
That was cool, A bit glitchy though.
The character sprites were great, but it was a bit odd that they don't flip when you move left.
The goal wasn't very clear at first. The spikes also weren't particularly obvious.
The levels were nice and evil, shame there aren't more...
Awesome concept and very well implemented.
Three games in one is impressive in the amount of time, and they all feel quite polished, and the switching mechanic is excellent.
The platformer however is really annoying, it feels like the blocks keep throwing you off when you try to do precision jumping and it seems weird that you can jump higher when moving left or right. There also needs to be some kind of hint for running as I nearly gave up on the first level. It requires far too many perfect jumps and precise timing for a game where that is not the main focus.
I think you should introduce the world switching in the first level, perhaps just a fracture or two just to hint at things ahead.
I also managed to fall through bottom of the world and not die once. It switched to the zelda game right at the edge.
Cool mechanics and great puzzles.
I like how you have to break the rules on the last levels.
Had to think a bit at the last stage, not dealt with subtractive colour for a long time.
I managed to get stuck in a ceiling once, portal was too close I think.
Interesting control scheme with the mouse.
Doesn't feel like there is much to it but it is a good start.
The graphics are great. Some sound would greatly improve it though.
That was great. The battles were awesome.
The fill fleet button didn't seem to work all the time.
The interface definitely needs improvement. It would be nice if you didn't have to click twice to get to the build menu, and more info on the build menu is definitely needed. It also took a while to figure out right click closed the menus.
Interesting idea.
Drawing tools are a bit limiting but that just adds to the challenge.
Could definitely do with sound.
Great artwork though.
Interesting idea, Shame it is so short.
Interesting idea and excellent atmosphere.
That was awesome. Really well polished and good fun.
I got to the 14s with everything unlocked before it got too repetitive.
Starting next to an invisible wall that enemies ignore was odd.
The coal resource seemed to be missing its graphic.
Also the resource numbers look like they refer to the wrong resource due to how they are aligned.
Nicely done. Could so with a reload sound though.
Also sometimes I seemed to get stuck on nothing in the towns, pressing space fixed it though. Perhaps something to do with the dialog system.
Wow, exceptional artwork. The setup and mood was great. Shame it wasn't longer.
That was awesome! Love the concept.
I almost won on my first attempt, the final guy was floating outside the ship at the last jump. The crew count went to 0 a fraction of a second after the you lose window appeared. That was irritating.
The next time I was down to 3 crew after the first four jumps, but the remaining three just wouldn't go anywhere dangerous.
It could use a bit more feedback on where to click and what stuff does. Sometimes things felt a bit arbitrary. Also the doors can be open but locked which seems odd.
It would be nice to have more strategy involved as it currently just seems to be waiting for the crew to go somewhere you can kill them. It would be great if the humans were reactive to what was happening too.
Cool idea, and fun to play.
Having to click the button between each level was annoying. You should map it to space, or enter.
Good start of a game. I like the light effect.
Horizontal collision is a bit unforgiving.
It seems to just stop at the bottom.
Cool idea, though it crashed a lot for me.
That was pretty cool. The ghost part and the music were great, but the click on dots forever stage gets a bit tedious. There really needs to be some indication of progress and perhaps some other mechanic there to engage with.
Runs fine in Linux using Wine.
Movement was far too slow. It takes forever to get anywhere.
Very cool game. The controls seem a bit broken for me. If I move the mouse up very slowly, the ship turns left rather than up, and moving left slowly moves down instead. Moving the mouse down or right work as expected. Moving the mouse more quickly works as expected but it makes the game almost unplayable as I cant aim. I am running the game in Linux.
The backgrounds were cool, but it feels like it is sliding when you move because they are so fast.
The camera feels more like a floating camera that walking around, also the collision could use some work, some of the tiles feel like invisible walls, and the gate has no collision at all. The graphics are pretty but let down a bit by the contrast in quality between the gate and the other models.
Very nice.
That was cool. Very hard though.
Message boxes?? AAaaargh
Great artwork though.
Great game. I love the rotating effect on the player and breaking stuff was very satisfying.
The slow time pickups were more annoying than useful, and some kind of scoring or goal would be nice.
Interesting choice to use space to fire when the gun is essentially controlled by the mouse. Also the shop didn't seem to work.
Great game. Well polished and challenging levels.
The only issue I had is I would often try to change an existing connection without removing it first which would then delete all my other connections it crosses which was annoying. It would be better to always create a link if you start and end a line on valid planets.
Cool idea and good looking graphics, however it was unplayable for me, The graphics kept freezing for several seconds whenever the level scrolls or something appears, however the game still updates when frozen so you end up moving blindly into the pits.
Firefox 31.0/Linux 64bit
Another well designed puzzle game.
An interesting mechanic and good level design.
Great job.
Solid, polished gameplay. Very nice.
Nice story, good mechanics.
The sense of hacking was great.
The research could be improved, it seems odd when it does nothing after every one having a message.
It would also be helpful to mark nodes that have been researched.
I lost the first time due to expanding slowly and reading everything, but the mechanics seem to favour taking over the map quickly.
Fun game. I managed 67 kills.
That was beautiful.
Gameplay is a bit weak though.
Like this game. Interesting concept and great artwork.
I failed miserably in combat though, takes me to long to figure out what command I need, and typing it correctly.
Some invalid command feedback would be good, I often found I make a typo and end up waiting for ages for something to happen. Not so good in a battle.
It also seemed inconsistant that dialogue uses the mouse whereas everything else uses a text parser. I think it would be better if it was all text input.
Also there doesn't seem to be any way to get back to a battle or dialog if you open the help screen.
Very nice game.
Killing multiple enemies at once is satisfying.
Didn't realise at first there were other attacks. Definitely easier with them.
Irritating bug for me was if I moved the mouse outside the window, it would shoot off to the corner, but then I am using a wacom tablet for a mouse.
Nice game, Hard though.
Cool concept. A bit unforgiving though.
Would be nice to have key controls for the settings to make it faster to switch between them.
Nice simulation. Took a few tries to get home.
Nice entry. I like the concept.
It was very laggy in places though.
Nice game, great art.
Web version worked fine for me (Linux)
The slow acceleration was a bit awkward to get the hang of.
I like that you can kill multiple enemies with one arrow and the time slowing feature was great.
There were a couple of times when I shot an enemy and the arrow passed right through them without hitting them, also when an enemy fires when time is slowed, their arrow doesn't go anywhere.
Very cool idea.
Unfortunately I also got stuck at that purple monster next to the magnifying glass. I'm sure I tried shooting everything I could grab at everything else but I must have missed something.
That was awesome. Fantastic art and solid gameplay.
Some graphical indication of when a gun is about to fire would have been helpful,
Great job!
That was an awesome game.
Some keyboard shortcuts to switch types would have been useful.
Also I am always too busy trying to survive to have time to read all the information.
I did unlock all the variations in the first round which made the second round less interesting.
That was fun. Great idea.
I played it until it crashed after about 7 stages when a fight was starting.
Interesting concept. The frame rate thing did feel like a bug. There are probably better ways to increase the difficulty.
Also I don't seem to be able to select anything other than story mode.
Cool idea. Could do with a difficulty curve or something. I stopped after 100 kills.
I liked that you can hurt yourself, it made it more interesting.
Cool game, great art.
The retry button in the html5 version throws an exception for me, so I had to refresh the page each time I died. Irritating in the places when you die 3 seconds in. Also hit an error when beating the first indoor stage so I could not continue.
The game over state isn't very clear. Took a while to figure out why I couldn't shoot any more, as the idle animations were still playing.
Also there seems to be no way to restart from the beginning as it remembers where you were.
(Linux, Firefox 37)
That was a great puzzle game. Challenging but not frustrating.
I like how entering from the top creates a natural progression of introducing the rules.
Most of the places I got stuck was from not fully understanding it, though now I have it figured out I want more levels!
Again a great job for PuzzleScript.
I just get a black screen with music on Linux.
That was epic. Great job guys.
I did find I was missing a lot at first as I tended to aim for the middle of the enemies rather than their feet.
Needs a 'YOU ARE FIRED' message when you lose.
Fun game. Had me playing for a while.
Only issue I had with it is that you stop if you move diagonally into a wall rather than sliding along it. That got me killed a few times. Also there seemed little point in not holding attack all the time, even with the penalty.
Nice lighting effects, however it often felt like I was being seen when I was sure I was safe, and more often not being seen when I clearly should be, e.g. on top of a person.
I would have preferred it if the patrols were slower and more erratic for more strategic route planning rather than mad dashing.
Don't like the inverted controls, but no idea whats going on anyway...
Awesome game, great job!
I love the art style and all the wacky upgrades.
Mouse button for attack seems an odd choice when the mouse is not used for targeting. I remapped the controls to an xbox controller which the game way easier.
The platforming felt a bit too floaty.
Also the green blobs you can shoot disappear when they go off the top of the screen which was irritating.
Nice game. Well polished. Needs sound though.
I found the third hit in the combo kept missing, making it seem like I jumped instead of attacking.
Also it was far easier just to ignore most of the enemies, especially seeing as they re-spawn so soon.
Any chance of a Linux build?
I tried the windows build in wine but unfortunately none of the text appears. I fixed this before for unity games but unfortunately the fix no longer seems to work.
I tried playing regardless but failed to figure out how to build anything.
The Linux build works. Thanks.
The 64bit build just crashes, but the 32bit version was fine.
Quite a fun game now I know what is going on...
Fantastic music. great job.
Unfortunately the lag on playing sound effects that flash has on linux made the munch sound quite distracting being almost a whole beat late.
Cool puzzle mechanic. Some of the levels were quite challenging. Took a while to figure out what the win condition was at first though.
Nice game. I died on the third level when I spawned right next to a big thing which was unfortunate.
The controls are way too hidden. I gave up trying to figure them out and read them here after much random mashing.
Perhaps it would be good to also bind the arrow keys as I know Z is somewhere awkward on some keyboard layouts.
Very cool idea. The text between levels was a nice touch.
The menu could have been better if you could swap in mechanics without having to manually remove the old one first.
Also the level that has the hint seems to arbitrarily change the established rule of get to end = win. It could be a good mechanic but should be introduced differently.
Haha, That was great. I beat them ducks.
You should give it an amusing intro. It makes more sense now I have read the description.
Beautiful art and great music to go with it.
Well polished and tight controls. A great entry.
I still don't know what I was fighting though. With the fast movement and noise of the background it was hard to actually see what they were.
Also all my trees ended up stacking up at almost the same spot.
Cool game but has a few bugs.
Running full screen the graphics didn't line up making it really hard, and sometimes I got the missed effect directly after a hit for no apparent reason. Also it seems like a rhythm game but the music didn't seem to correspond with anything. Cool music though.
I would have also be better if it saved your progress. I kept accidentally restarting the first level.
Some levels also have the first way too soon, before you have a chance to judge the speed.
Very nice
Great game. Sometimes the collision and physics seemed a bit off but I really enjoyed playing it.
Could do with a coin counter and perhaps a timer for each level.
Game is flickering badly for me too.
Linux version is also missing the data folder.
I tried using the data folder from the OS/X download but then it complained about the Mono library.
Great graphical style. I love the flying creatures.
The puzzles were interesting and well executed.
One minor gripe is seeing the credits in the cave for so long made me think that was it.
That was great. Simple yet fun. With some more polish this game could be awesome.
I struggled a bit with the keyboard controls on the levels where you need to jump and switch quickly. Then I remapped my xbox controller to the keyboard which made it much easier (the controller didn't work natively running in Wine).
The green platforms used as steps out of water were a bit sticky sometimes.
I forgot to mention in my previous comment that when you unlock the first realm it occurs in a place where switching back instantly resets the level which is poor design. I died many times at that point and nearly gave up before I figured out what was happening.
The movement felt a bit clunky, but a great idea and solid execution. I suggest making the corridors a bit wider, and perhaps explaining some mechanics in the first level. I ended up quitting to check the help screen multiple times before I understood what was going on. I found listening to the footsteps to be extremely helpful. A nice touch. Great job.
Brilliant. My main cause of death seemed to be impatience on that last level. I kept racing my past selves and dying. I like that you can get crushed by your own tombstones. The hit boxes seemed a little unforgiving at times, I swear jumped over that... I had to restart the last level a few times due to completely blocking the path at the second cannon but got there eventually.
Just played through again - 29 deaths, 10:49.43. Much better than the 103 deaths from my first run.
@odlog-oglog Windows build now up.
The game uses a custom engine I built from scratch.
@odlog-oglog I use c++. There is a health bar, its the red block at the bottom of the screen.
You can adjust the window size in data/settings.def. I didn't have time to add a settings menu.
Added a post compo version if anyone is interested.
Yay, I won. I ended up not opening the first door in the red room though. I like the views of the gates when you open the doors. The game did lag a bit for me.
Nice little game. Movement is a bit slow for how big and empty the map is. Somehow I managed to miss Rakriel's stall at first by going right. Some paths to act as directional hints would be useful.
I really like the concept and the overall atmosphere was good but I really have no clue what I was doing. It was quite easy just to keep all the bars at maximum, then the reward at the end of the day seemed quite arbitrary. It could also do with a clock or something on the UI to show time of day.
That was great. Interesting mechanic. Good Humour. It was a bit frustrating when cultists would get stuck on something or randomly stop for no reason. I kept finding cultists I had left behind without realising. It could do with using WASD as an alternative to panning around with the mouse. Also it seems to get stuck if you get too close to the edge of the world. Also the game over screen needs so say how to restart. It seemed to be just stuck there and I thought I would have to reload the page, but after mashing some keys it did restart. - Ah it says R on this page. Missed that.
That was certainly an interesting experience. Took a while to realise the targeting reticle was what I was shooting at as it doesn't always appear for some reason. Also the Linux build starts in a super tiny window. It resizes ok though.
I'm also getting the Couldn't find file: res/files/audio/EP.wav error. (Linux version) Tried extracting the res folder from the jar but it didn't help. The files are certainly there though.
That was great. Nice simple platformer but well polished and and some good additional mechanics. I had a much easier time once I mapped my gamepad to the controls. The enemies were very hard to hit. It was much easier just to run past most of them. I also died a few times due to the game lagging for a second. Its great that you respawn instantly when such things happen though. Also as a lot of the platforms are higher up, you spend a lot of time off the top of the screen which is not ideal. The bow was by far the best weapon of the three. The multiple endings were a nice touch.
That was pretty good. The visuals were great. Could really use some sound though. It get to a point where its impossible to lose after a few upgrades. I stopped with a score of 36848 with 7050 energy. In the end I was ignoring half the spiders as I could quickly get back more health than they could damage. Some of the small pickups were impossible to hit, and it was irritating (at first) when pickups dropped behind the raised in the floor at the back.
That was great. Solid mechanic and I really like the artwork on the cards. Decided to stop after a score of 158. It seems quite dependant on the luck of the draw but there is certainly some strategy involved. The end turn button and bet buttons could do with being highlighted on mouse over, took a while to figure out how to start. Also the turn counter seems odd, usually such counters count the round rather than individual players turns.
Interesting premise, and quite entertaining. The explosions are satisfying. Some monsters are too big for the arena causing them to get stuck and sometimes popping outside the arena. The only ones that are a threat are the tiny ones. It is irritating when they spawn on top of you so you die without knowing what happened. I got stuck outside the shop map and had to restart.
Good start of a game. The character model and animation were great but the combat was a bit unsatisfying. Needs some fatality animation or at least some dead poses to blend to instead of just disappearing in a puff or red. It was far too easy to just sneak attack everyone. Even the boss you can just walk behind and he will forget you are there.
Decent start but the way the enemies are entirely predictable and only come two at a time makes it very easy just to stand still and shoot everyone. The additional things you can buy were not useful.
Looks like you had the same idea as me. Unfortunately the links don't seem to work.
Links are working now. Thanks. Movement is very floaty and the combat feels unresponsive. You need to be able to cancel animations or give some feedback on why you can't attack or block. Also if you can't turn, the opponent shouldn't go behind you. It happens when you lose. I got stuck in a loop of continuously fading out when I won at one point. The transitions are far too slow. Also your money takes a while to update once you get back to the equip screen which is odd. A reasonable start for a compo entry but definitely needs more work to be a fun game.
That was quite entertaining. I like all the different attacks you can use. Great work on the intro too, and the ending made me laugh. Multiple enemies tend to end up on the same spot quite often making them very easy to beat. It seemed odd getting several souls for what appeared to be one kill.
Nice relaxing game. I enjoyed the music though the coin sound was a bit jarring compared to the overall mood. I like how the eating is gradual, so you have a chance to escape rather than being an instant game over. I did die the second I pressed play on my first attempt though. I guess a pig spawned on top of me.
The gun was not very satisfying. An aiming reticle or iron sights would probably improve it. I had more fun getting them to bunch up and blowing them all up at once. Decided to stop at wave 10.
Nice art. The gameplay could use more work. It needs some kind of feedback when you take damage. Currently it feels like health goes down for seemingly no reason.
Love the artwork. A solidly built and enjoyable game. The movement penalty from the second stage felt like a bug. It was a while before I figured out it was intended. I initially thought it was caused the controller I have plugged in. Perhaps the descriptions could be better as 'disable forwards movement' isn't really what is happening. I also don't like how you have to mouse over the tick and cross buttons to see what they are. I kept getting hit on the first level by invisible bullets. I think they were underground. They should really collide with the terrain.
The inventory system was well made, the rest could do with more work. The world is plain grey for me. Also I had no sound and it felt like I was dying for no reason. One of your shaders is not linking: `error: interpolation modifier mismatch for varying parameter (named frag_texIndices) between shader stages` `New light shader 8`
That was fun. Great work on the music and sound effects. The roll animation was a nice touch. The collision is often little glitchy when walking between platforms you can drop through and solid ground. The shoot control being on the mouse, but the mouse used for nothing else was a little weird. I would have liked reload to be on the mouse as well if fire is there. The R key is a bit out of the way. A lot of the rooms were a bit too much just jump-and-shoot. The ones with platforms are much more interesting to play. Also your download link says Linux but there is no Linux build included.
Can't really play. I just get a black screen with the UI. Fixed this issue in another unity game by reducing the quality setting but you have no config window and adding '-screen-quality Low' doesn't seem to do anything. That said I did manage to somehow get to level 3 room 4 from the minimap alone.
That was entertaining, if a little frustrating at times. Some of the buttons are so close together its hard to not attract the cats on the other buttons. The laser pointer was a bit hard to see, also it seems to shine through the walls. Is the fourth level supposed to be broken?
Nice game. Good atmosphere. The sky should have been much brighter though. Struggled for too long getting to the ledge above the ball puzzle without the double jump as I only had 23 coins at that point. Managed it eventually though. Got dead-ended in the room with the river as I did not have dive yet, then had the bug of coins not appearing on restart. Being launched by breaking pots was irritating, also broken pots being in the way and having to wait for them to disappear. Final score: 58,38,3,16:07. I didn't find the map useful. Missed it entirely on my first attempt. Interesting height effect on it though.
Very nicely put together game. I like the humour. The combat didn't flow as well as it could. Hits didn't really feel like much, especially on the boss. Sounds or particles could have helped there. The boss wasn't really a challenge, the other skeletons were far tougher. I like the fact you trip over swords on the ground. No zany explanations on why you cant take their swords?
@mruniverse, There is a bug if you drop things too close to a boundary they can't be seen by the AI. They will retrieve any stolen items they see.
Nice game, some good puzzles there. The hardest level by far was the first one with lasers. Got a bit frustrated with having to wait for the failed screen in that one after miscounting yet again. The lasers not being turn based was an interesting decision. Most of the later levels looked like they were going to be really hard but were actually pretty easy.
Nice socoban game. I had the key appear next to the wall where it was impossible to get out on the first level. The game could do with a much simpler first level to explain the mechanics.
Some nice ideas here, it is a good start. Fairly sure I managed to get everything. The mouse was not captured by the game making turning super awkward as it stops when the mouse reached the edge.
I love all the monster designs and sound effects. The bombs seem to affect much farther than the particle effect suggests. That and the guy that shoots back were the only challenging enemies, though I did not get to the end. I like the card mechanics though it didn't feel like the upgrades were doing much.
Nice game, I really like the water effect. Took ages to figure out how the spells worked. The buttons seemed to just do nothing but make the number go down really fast. I initially thought you were supposed to use them on demons. Perhaps you shouldn't be able to waste spells where they will do nothing. Also once I did figure it out, it was really hard to get the cursor where I wanted. It was always too close to the character so I would die before being able to transmute a tile. Moving up+left or down+right seemed way faster than other directions which felt weird. Probably to do with the projection. Spawned in the middle of lava a few times. Oddly in one playthrough before I figured out the spells, water seemed to do no damage. Found loads of keys that time but it eventually crashed.
Interesting experience. Wonderfully atmospheric. I love it. Either some collision or something to keep within the playable area would be useful. Also a fullscreen option on the html5 version would have been nice. The intro was confusing, especially due to dealing with how the html5 container interacts with the mouse. Managed to get to the end after reading some comments here though. I assume it was the end. It just stopped after the third level. I also hit that softlock guiding the first creature to the right, proceeded to get completely lost, then it crashed when I tried to see if I could reset the level by pressing R.
I win! That was a fun game. Definitely could use more work though. Some sounds would be a massive improvement. The slight delay in attacking took a bit to get used to, though once you figure out each enemy it is quite easy but still enough of a challenge to keep it interesting. I had way more stuff than I needed. I barely ended up using anything at all. Having to click for the dialogue was annoying.
Love the mechanic, The third level seemed a bit broken though. The balls kept disappearing mid flight so I couldn't progress. Got the uranium but only half way with the metal. It wasn't obvious what to do at first but didn't take long to figure out. It's great you made the intro and level transitions. Amusing that you finally escape the asteroid only to crash straight into another one. The character was a bit frustrating to control in that final level too as you constantly have to fight the slopes. I also wanted a way of cancelling a cannon placement if you pressed F accidentally or at the wrong place. I did get catapulted across the map placing a mine once. Has lots of potential for a puzzle game if you limit the cannons. Great job.
That was fun. Not quite sure how the spider combat works. I initially thought it was a whoever is bigger thing so got eaten by a tiny spider who I assumed was no threat. Before that it was quite exhilarating knowing there was a huge spider around and thinking all I could do was try to get bigger. The game was quite different after that realisation. I totally didn't read the explanation above of course. It also seemed to get a bit choppy and unresponsive at large sizes, though maybe it was just less noticable when moving faster. Well done for making a multiplayer game. I would like to play it with more players.
Good game. Much longer than I expected. I escaped twice, once as a ghost and once as the skeleton to see what happens. I love the hand drawn aesthetic of the interface. The first wise ghost you meet you can walk around but it constantly opens the interaction window. Also had a ghost spawn on top of me one time.
Nice artwork. A simple yet fun mechanic. I also could not get past Vrederus. Got down to a single enemy chicken once, but at this point it is just retrying over and over hoping it may work this time. Not much strategy involved due to lack of content from the time constraint. With more stuff this could be great. All the characters on in a pile in the centre makes it hard to tell what is happening. Some stats would have been nice. The game pausing when losing focus was unfortunate, means I cant listen to the music running the other version in another tab, or do something else while waiting for the battle to finish for the 100th time.
Fitting music and fun costumes. I like the concept but there is not quite enough to it. Decent entry though.
Some kind of progress indicator would have been useful. I ended up doing something else while the level played out as it was quite easy to get to a state where nearly everything was dying on the first tile. Does level 2 ever end? Things seemed to just stop spawning after a while. Had trouble selecting some tiles in the second level for some reason.
Nice game. Works perfectly in Linux using Wine. Not much of a challenge though. Those are some really efficient sprinklers and it rains a lot for a desert. Covered the entire map in green and have more money than I know what to do with. Some fences to keep the animals in a region would have been useful. The game could do with balancing and an end condition but it was fun.
Nice idea. Good job. Encountered some bugs: you can click on the tree through the summon panel, also sometimes you can open the summon window and be unable to select stuff because it thinks items are already highlighted when they are not. The highlighting is a bit hard to see on some items too. I never got to see my skeleton because the game ends as soon as you summon the last creature.
Solid shooter. Not particularly challenging though. Definitely needs something more to keep it interesting. Nice you have a linux build, though I ended up running the windows build in wine as it was quicker than installing sfml.
Awesome game. I need more levels. The game goes straight to the game completed screen if you try to start again after completing it. The rotation is very useful, though it's a bit slow having to wait for it to stop if you want to rotate more than 90 degrees at once.
Nice game. Good atmosphere. The ending was quite abrupt. Platforming is a bit floaty. I didn't realise there was a double jump at first so got stuck at the first wall. I couldn't figure out how to acquire webs to make the spear. Took a while before I discovered you could hit the logs to get more firewood. There seems to be a bit of a delay before the health bar updates which confused me. I thought the wolf was still attacking me after I brutally murdered it with a blunt object.
That was a well polished experience. Great artwork. Good job. Had to come back to this page figure out that all characters must be at the goal. That could use some in-game explanation. The boxes level took a few tries. Had to reset a few times from getting stuck. Luckily R resets the level. Possessing the cat when on a moving platform (the fool wandered there) caused jumping into the abyss.
Nice game. Hard to control and a bit frustrating at times but it was fun. I also hit the bug where physics explodes when picking up a new engine. Even if I did manage to figure out how to eject modules I wouldn't have been able to click on it with everything flying around like crazy. A convenient boulder helped me out. Had the physics randomly start spinning with other modules too but the thruster was the worst. Never did figure out how to eject modules, even with the prompts. There also doesn't seem to be any way to quit the game.
I love the animation on the character. Too bad there I can't do anything with my inventory full of logs and rocks. It would be good to use the mouse to select an item on the the quick bar, as everything else can be mouse controlled. Also perhaps holding the mouse button to hit continually would be better. Too much clicking involved. I like that you included a dev log with the credits.
Nice level generator. I started right next to the exit a few times though. Kudos for using your own engine. I forgot about emscripten, I'll have to try that sometime.
Awesome idea. Unfortunately while it runs fine for me, the picking seems to be badly broken in the linux version. At the beginning I could get the items to highlight if they were in the bottom left corner of the screen when I was facing a specific direction. After destroying the lamp I couldn't get anything to highlight at all.
Umm, yeah. That happened. I found the random flailing too hard to control to be of much use. The roll seemed to be the best way to move around. You seemed to move in the opposite direction you were rolling though. Got everything eventually.
Nice art, fun story. I didn't like the control scheme. I had no idea what each direction would do what so ended up playing randomly. I found out there is sometimes text that appears after reading some comments here. I never saw that at all. Perhaps it should be always there rather than only appearing when half-swiped.
Nice atmosphere, great music and sound effects. It was kinda fun but frustrating when enemies spawn almost right on top of you and you die instantly. Also noticed sometimes gaining many new minions from nowhere. Not figured out what was happening there. Clicking on enemies to send minions was tricky at times, also minions get stuck forever if the enemy was behind a wall. Perhaps a mechanic like pikmin or overlord would work better here, sending minions in the general direction rather than being so precise.
Interesting idea. It was really hard to go in any direction I wanted. Flying off in a random direction and hoping I would hit something useful was more successful than trying to aim. The out of oxygen text does not appear in the html5 version if not fullscreen leaving me confused for a while when the game suddenly froze. Also the text by the spaceship is hard to read when spinning around a planet.
Nice graphical style. Good atmosphere. Unfortunately the controls are poor. The jump is wildly inconsistent, often not happening at all and even launching me out of the level one time. Also sometimes I latch onto a wall, sometimes just fall down. It felt quite inconsistent and frustrating to play. Did eventually get to the end though. Interestingly after that time I fell out of the world, when I restarted I had 3 chocolate pieces from the beginning. The text stays on screen a bit too long obscuring the level. Maybe hide it once the player has moved a certain distance. The music also starts muted for some reason, and doesn't play for very long.
The hit boxes were a bit harsh. With that projection it would be better if they only covered the bottom half of the sprites as they can hit you when they feel far away. Some kind of score or something to work towards is definitely needed.
Nice artwork and expansive map to explore. I stopped bothering to mine after a while. There didn't seem to be much incentive to do so and exploring was more fun. I also encountered the stuck inside the walls bug, and half the team being wiped out in an instant issues mentioned above.
Interesting idea. The platforming feels solid. The spike hitboxes were a bit unforgiving. Got stuck for a while on the second level for a while because I didn't think the jump at the bottom left was possible. Then I had to start over after I got the last gpu of the final level because my xbox controller I have plugged in started messing up the movement and made it impossible to control. It was much easier the second time round. Great entry. I really enjoyed playing it. Challenging but not too frustratingly difficult.
The html5 version was cut off at 980x600. I was able to use the web developer tools to resize the canvas to 1080x600 once I realised this.
Edit: the jittering started again on the bonus level and my controller is no longer plugged in, so no idea what could be causing it.
Your response prompted me to have another go at the bonus level. Got through the other levels super fast but hit that bug again on the bonus level that makes it unplayable. Seems to have something to do with dying on the moving platform on the right. It looks like the platform is still affecting the player position after respawning as the player is bouncing in the direction the platform is moving as if I was still on the moving platform.
Ooh - managed to solve it by getting onto that platform again - I can continue!
Finally completed it. I am a beast! Managed to trigger that platform bug a few more times but managed to resolve it. Interestingly triggering it on the final platform made me tiny. That was weird. Anyway, great game. A death counter would be a nice addition. It is good that you respawn quickly.
A well presented game. I like the story. The weight mechanics were a bit messy with the jittery collisions. I found the final level very hard to control.
That was great. It was fun figuring out the mechanics of each level but a bit frustrating having to redo the previous level over and over. It was good the level before the platforming level was quick to complete once you figure it out, though having to redo the one with the red box over an over was a pain. The hitbox of the boss of the room in your bottom screenshot was hard to judge. I would often punch it but die instead. Didn't figure out any way past your end.
I was a bit confused at first as the guards were not obviously guards at first, and there is little feedback from begging. Also the guards don't seem to care unless you actually walk into them. Nice game though. I like the art style.
Nice game. The brown pillars were a bit fast if you got too close. The turret was sufficiently irritating, especially when it can shoot through walls. I noticed sometimes I died and the last coin I picked up would not be there when the level reset.
Nice dungeon crawler. The levels are well generated. The monsters are no challenge though. I didn't figure out the crafting system or the teleport the first time through, did some damage to the boss then died. Then did a bunch of grinding but gave up when I realised just how much stuff is needed to level up: L1 = 15 things, L2 = +40 things, L3 = +65 things, L4 = +90 things - way too much. Turns out the boss was super easy with level 2 attack and armour, mainly because your attack stops projectiles. The crafting screen really needs to tell you what each thing is.
No idea what I'm doing here. Discovered that clicking on stuff and the inventory controls after pressing escape after dying, and figured out the refining. The buildables seem to do nothing. The controls says to use E for something but I failed to figure out what. Also you can click on asteroids through the buttons in the inventory.
I also suggest mouse for the grapple. The acceleration on the grapple direction controls made it tricky to use. I generally just left it pointing it to and used space as a quick escape button. Managed 1:43 on my second attempt. That seems to be about where it suddenly gets ridiculous.
Nice use of lighting effects. I gave up looking for batteries. Always lost it too quickly to be worth it. The maze is totally completable with just the small amount of light generated from just moving.
The turrets felt underpowered and not really worth building since your attack was so powerful. A fun, polished game though.
I also started just clicking the seeds. Dragging them was not immediately obvious. Beautiful game with fun mechanics. Some of the levels were quite tough. I almost gave up on the final one.
Interesting reversed parallax effect. It was entertaining. I like the victory sound. One apple was hard to spot behind the minimap.
Nice entry, very atmospheric. Using the escape key to skip is not the best choice as it also exits full screen mode. Also the camera doesn't reset right away if you skip text. Game crashed on me which is why I was skipping through stuff. Got stuck for a while thinking there was something else to do in the study, but figured it out eventually. Some of the doors were hard to spot due to camera angles.
Interesting concept. Took a while to figure out what to do, even after reading the hold 'n' hint. I realised you can just tap all the keys a few times to rule them out making it trivial. This was before I figured out what I was supposed to be doing.
Decent platformer. Hitboxes were a bit unforgiving. I managed to land on the side of a platform at one point. I didn't find it particularly challenging other than a couple of jumps. Shame you only managed to make two levels. Some kind of death effect would have been good.
I also didn't realise you could attack. Nice art and fun story. A good entry.
I managed to win, still not entirely sure what I was doing though. Also the enemy score was cut off, or whatever that number on the left was. It would be helpful to have some visual indicator of the cooldown before sending the next unit. I found just spamming as many units as fast as possible was the best strategy.
Nice idea. Was fun messing around with the simulation. I found you can just hold the mouse button and the grace score will endlessly go up. Thought the blood was lava at first, that was a bit confusing as to what was going on. Could be great with some goals to work towards.
Nice little game with a good number of levels. Super satisfying when you beat a level on the first attempt. I used my mouse to mark the last power attempt but it would have been nice if the ui did so itself.
oops - double posted. doesn't seem to be a way to delete this one
Added a bug fix release.
Great game. Interesting mechanics and well presented. The long restart times did make it a bit tedious though, and as other people have said, the initial stage was not particularly obvious. Also I did get a bit stuck before I realised you can unassign orbs too.
Yay, I escaped. Gameplay feels polished, though it didn't feel you made the most out of the looping mechanic. It required too much frantic clicking with all the extra bullets that spawn. Hold to fire may have been a better choice.
Interesting take on the theme. A well polished game. It did feel a bit heavy on randomness with not much strategy involved. I kept getting stuck on maps with no boss encounter and having to restart.
Nice solid tower defense game. I like the day/night cycle. Way too slow on anything other than the highest speed, and because of that and the darkness I can't really see the enemies. Also the interface kept flickering which was quite irritating. It would have been nice to see the wave number on the interface somewhere.
For some reason the boss wasn't summoned properly. I was going round in circles for ages wondering how to lower that value. It worked correctly after I eventually died and restarted the level though. The code mechanic was a cool idea but under utilised. All the levels could be completed easily without reading it as they were all just kill everything that moved and collect any shiny things.
I kept wanting to jump less than the full jump height as you often can in games like this. A solid game nevertheless.
Great game. A good challenge. Could do with more audio. I started off arbitrarily running around and getting lost. There was always one thing left over taking too much time to find. Then I made a map. Non-euclidean maps are always tricky to make but once I learnt the layout it became very easy. After that I realised you can exit without actually completing everything. Thanks to a comment above saying to press # after the exit code. That was certainly not obvious. I'm glad the map was not random unlike my game which has a similar mechanic, it took many tries before I mapped the whole place.
Excellent puzzle mechanic. Some challenging levels there, especially since you can't pause to think ahead. Great presentation too. The sound design and level switching effect were great. There was one level where a tree was partially blocking a track junction which made things a bit unclear.
Nice puzzle game. It didn't work properly in palemoon - it ran but ground to a halt after several seconds. Was ok in firefox though it was blocked by my adblocker for some reason. That final puzzle was really awkward with the floaty movement and very sensitive mouse controls. It would probably have been better if you had more time on each block. It was a big difference in tone from the rest. I managed it eventually though.
That was great. Loved the commentary. Achieved 32277 once I figured out what was going on. The keyboard controls were not obvious.
Great atmosphere, but the controls were really awkward. It felt too much like things were arbitrarily jumping around. Spend ages getting confused on the second level until I eventually reread the instruction message - click **ON the centre point** or the picking doesn't work.
I like that the first three tasks were of the type that were trivial to get past once you figure them out. Didn't make it past the fourth though. The portals back to the start were a nicely done.
Nice game. Interesting idea. I never figured out the rules of mixing though. Often got the radiation killed you message when I was busy mixing berries. That was annoying. Also collision at glancing angles would be better to slide rather than stop you outright. Died many times being stuck against the door edges.
I like the idea. The interface could really use some work though. More info on costs and item numbers would be useful. The steel button to switch mine types was not obvious. Managed to bug out the colonist count so it ended up negative and ticking down rather than up. Also the storage seems broken. Sometimes the stored food value doesn't change, and I have had loads of stored stuff but none of some resources at the start of the next loop. If you build stuff before skipping through the tutorial the game wont start properly.
Nice artwork and many challenging levels. A great entry.
Cool idea. Shame it is so short.
I also completed it. Must have missed the loop somehow. It seemed fairly straight forward to me. I was a bit confused at the beginning because I found the broccoli before the farm. Found a place you can talk to the broccoli through a wall of trees. It ran poorly on my computer but was just about playable.
Love the concept. Could do with more levels. The first level was confusing as it has no player input. Would be nice to be able to scroll to see the whole program. Also space in the html5 version scrolls the page down if not fullscreen, and often seems non responsive. Having auto scroll turned on and the fastest speed seems the best way to play.
Those juicy crates aren't smashable? disappointed. Also crystals? those are clearly peanuts.
Good animations and decent first person combat. That is tricky to get right. The loop was way too long, especially since the crystals rarely drop. Also if you die, having to run through miles of empty corridors was annoying. The enemies should really respawn when that happens. I stopped on the second loop. I also ran the game in Linux. Worked fine though exiting was a problem. I preferred the mouse controls. The shield took some time to get used to. I kept wanting it to be when the mouse button is held rather than a toggle.
Very cute. The timer lies. It continues for a few seconds after winning and all the others were clearly more than a couple of seconds behind me as I lapped them all.
It was good good once I eventually figured out what to do. Certainly not obvious. In the end I didn't need to use any of the special powers. Mostly a case of just hunting down the right tile. The interface was the problem I think. Having a mana display on screen would have helped, and a grid may have made tiles easier to find. Mouse control would probably improve it a lot too. Also a restart button. I had to restart a lot before I figured out how it worked.
Nice atmosphere. The text appears way too slow for something you have to repeat many times. Also a bug - if press e on the bath a second time, there is no text but movement is still locked until you press e again. Some other objects do this too.
Great atmosphere. Not great puzzles. I struggled a bit even with reading the walkthroughs here. I think part of the problem is the slow fade and die even if you do nothing. Its not present on the first level so it felt like a bug to me, like a fail condition was triggering but not being reset. It does not give you any time to look around and think about how to solve the puzzles. Another bug I found is your health is not reset when going back to the menu and starting a new game. The wall run is nice but I found it a bit awkward to initiate. I also didn't realise you can jump higher when on a wall. The many doors level was just a bad puzzle. I also see a gun in your screenshot. I never found a gun. The enemies seemed a bit superfluous you can just ignore them.
Its a solid start but definitely suffers from a lack of time on the level design.
Don't be afraid of being too obvious in puzzle games. Its a great way to introduce mechanics. A common trap is thinking something is too obvious without realising its only obvious because as the developer you already know how it works.
Interesting mechanic. I was quite confused until I read comments saying it was only the 8 directions. Game crashes after level 4.
Simple and polished. The shatter effect was really nice. Did get a bit repetitive fairy quickly though.
An impressive amount here for a jam entry. The first person platforming wasn't great because the movement was very floaty. Didn't give me too much trouble though. I mostly just ignored the mean goblins. They didn't seem much to be very good at aiming. I like the bat creatures. The art style made all the creatures look too friendly to have to go round murdering them all.
Great game. The effects were used well. The darkness halftone shader was not so good, I think because it faded into the water colour water than black making it look like the blocks were dissolving rather than getting harder to see. A minimap would have been nice. I was stuck for a while just before finding the pickaxe because a route I missed.
Very nice maze game. The movement feels nice and smooth and the torch mechanic was interesting. I played about 20 levels but never notice the light shrinking though.
@seskon What's the problem? Linux dependencies you may not have: libogg, libvorbis and openal. @elosociu The gold is there somewhere. The map generator doesn't always make it easy to find.
@madbarron After playing it a lot I agree the character should have started off with the bag which does let you carry 5 gold. Bigger bag upgrades are definitely needed though. Ensuring there is always some gold near the start would have been a good idea as it would also teach players how picking up gold works before they get stuck miles away. If you just click somewhere with no tool selected it adds an explore task, it is still not ideal though as you can only place them on visible tiles. I intend to make an auto-explore task which will automatically uncover accessible areas.
Just uploaded a post jam version if anyone is interested. Still much to do but it has some significant improvements. [Details here](https://sam.draknek.org/projects/diggy) or the post jam link above for a direct download.
Exceptional artwork, and solid gameplay. I really enjoyed playing through this a couple of times. The lack of an ending sequence was a bit jarring considering the high quality of the rest. The small rooms with trellises over the entrances could be a bit awkward to get out of as you have to jump and often end up standing on a block over the entrance.
Nice game. Very polished. Some interesting mechanics. The peek down was a cool idea, though I kept forgetting about it. The character seems to bounce back when you try to move sometimes which was weird. At first I though something was stopping you enter some tiles.
Fun game. Good job with the visuals. Not having to go back to the surface to refuel is a nice variation of this format. Not finding anything at all until after 100m was a bit dull. There should be more stuff near the surface. Victory was extremely anti-climactic. I got to around 1200m
Interesting idea. The drills are quite satisfying to fire. I found all he miners. Not a great choice of controls though. G is an awkward key to use. A mouse button would have been better since you use the mouse anyway to aim. Also the tiles you start at being undrillable felt like the game was bugged.
Nice game. Well presented. I got to the end but still feel a bit confused about some of the mechanics. It felt like sometimes gravity would switch and sometimes not and I never figured the the actual rule behind that.
Love the story. It is well presented and sets a nice mood. The jumping was a bit too floaty, and restarting right from the beginning when you die was a bit brutal. It would have been nice to be able to skip the transitions though considering how many times I had to wait though them.
Decent job making a strategy game. The text was hard to read in some places, and even behind units in some cases. It would be useful to see how many resources you will get per turn.
Nice game. I like how you did the UI. It would have been nice to be able to inspect your cargo without going back the dock. There are so many crystals around to pick up, you don't really need to explore at all to win the game. It froze up on me when I returned after acquiring everything.
I had to try a different browser for it to work. I didn't see any windows executables in the downloaded version.
Excellent artwork. I like the controls on the right. Pressing up to go down faster was a bit counter intuitive at first bit I got the hang of it. Also would have liked a keyboard bind for the dive/restart buttons. I didn't see any coins. Were there coins?
That was great fun. Lots of frantic clicking. Getting the auto shovel was extremely satisfying, especially with ridiculous shovel sizes. Good job.
Great music. Fun gameplay. The movement felt really smooth. I suggest making it work with arrow keys as well.
A fun mining game. The text overlaps the items on the left if you don't go full screen making it hard to read. The layering was a nice mechanic, though I almost quit before discovering you could mine in the third dimension. It could have done with an additional prompt with the controls when you first get to a place you can do that. The pulling back to the surface was a nice variation on the motherload mechanics. A nice satisfying alternative to getting lost.
Great effects and music, though I found the camera impossible to manage being inverted and very sensitive. I only managed to find the fuel cell. You don't seem to have enough energy to actually explore the place. For webgl builds, make sure you have an alternative to the escape key as that exits full screen mode.
Stabbed everyone through the wall at the start, then there was nothing else. I didn't even realise there was magic until I was trying to open the chest at the end. The level could definitely be larger, and have more enemies. Them all congregating in one spot doesn't really allow exploring the more interesting mechanics you added. I liked the character models, but definitely lacking in gameplay.
Good riddles, terrible performance. I assume I got to the end. the elevator wouldn't go down any further. I went back up again and all the gold had respawned. Ended up with 18522.
Mouse sensitivity was way too low on Linux. Also I could not figure out any way to press the buttons on the device. I noticed they move slightly when you mouse over them when the pause menu was open, but nothing when it wasn't. I enjoyed the humour though.
I managed to kill everything, despite my best efforts to stop me. The linux version is a bit broken. The grid did not appear in combat mode so it was impossible to tell what is going on. I could run the windows version in wine which worked better. It took a while to figure out how units were attacking. An explicit attack order would have made more sense. Also a clearer indication of which stack was selected would have been useful.
Great atmosphere, though some submarine sounds would have been nice. I'm guessing I wasn't supposed to go out the other entrance at the top of the main cavern. Still managed to get back to the ship though. Getting out of bounds was far too easy, and there were loads of gaps in the geometry, but its an impressive amount of content for 72 hour jam.
That was a fun, fast paced game. For some reason you cant shoot when touching the starting tile which was confusing. I'm guessing it was something to stop the AI from killing you the second you spawn, in which case the effect should either be disabled when you try to shoot, or the tile be highlighted a different colour. It was fun that the enemies could hit each other, I cleared most of a floor by running circles around them to make them kill each other. The gun position was a bit odd. The exit would often spawn somewhere inaccessible on the Gateway levels meaning I could not progress.
I like the music and backstory. All the enemies clumped together made it impossible to read what they were saying. Spamming both books seemed to be the easiest way to progress.
Scored 2400. The movement was quite glitchy. A decent game for a first jam though.
Neat idea. It took a few attempts before I got the hang of what to do. For some reason the tooltips didn't show up for me, so I had no idea how much things cost. Weirdly they started working later on. My biggest issue was the edge scrolling. The buttons were within the edge scroll region so you can't press them without scrolling down. I would have preferred to use WASD or arrow keys. The interface for redirecting drills was not intuitive. The resource numbers were a bit confusing. I initially thought the numbers for power were the other way round, and I have no idea what was going on with the second population number. In the end it was simpler just to build things if they go red. Perhaps delay the corruption until after the tutorial is closed. I enjoyed playing it once I figured out how to get started properly. I managed to get to 45 levels.
Wow, that game was brilliant. I love the art and music, and the idea was really cool. The lighting was a bit dark though making it very hard to see the edges of precipices, and climbing was a bit janky, but otherwise great job.
Nice game. Plays well and I like the art style. I initially thought the other guy was a rival rather then help. There is not really any incentive to try to explore much as you can just go straight down, grabbing one or two gems per level. I think it would work better to be more of a puzzle game where you have to properly work with the npc to get all the gems.
A solid game. Great work on all those animations. I found it too hard though, I would get completely wiped out whenever creatures were uncovered. The soldiers really don't seem to be very good at their job. The mouse wheel scrolling the webpage was irritating, but solved by going full screen. Also the zoom step is far too large.
Played again and I think I just got super unlucky the first few tries. Managed to buy more soldiers before uncovering the nests of three creatures. Unfortunately the game crashed before I could complete it.
An ambitious idea, though lacking in content. What you have so far seems solid. Quality programmer art there. Functional and clear. It would have been nice if items were picked up automatically. I also had to re-read this page to find out how to craft stuff. I managed to accidentally break my storage chest instead of opening it. Ladder physics are quite broken.
Nice game. That water did look inviting... I like the cutaway effect, though it does let you see through to lower parts of the level at times. The perspective and darkness makes it difficult to admire some of the level though. I enjoyed the story, but some more interactables to investigate would have been nice.
Yay I win. A nice simple game with a decent challenge. Good job.
Is there any way to stop the carts? I hit game over before I have any time to figure anything out.
Very nice. I like that you can see the earth getting larger in the background. The particle effects on the refinery buildings don't stay there if you move the camera.
Found a non-aggressive skeleton, found three coins, and some friendly particle effects. Apparently I was still too poor though. I'm not going to go find more coins. Too much ground to search really slowly. As it is the game felt a bit tedious. The background being stars underground seemed out of place.
That was a fun game. Smooth, well polished gameplay. Managed to activate an elevator too close to the edge and it left me behind so I ended up falling out of the level. The attack of the small ones could be improved, some kind of graphical effect. They seem to have an unexpectedly high attack range. I also think some simple animation on the robot would go a long way if you are planning on continuing this project.
Not bad. Having to restart the game was annoying (as everyone else has probably already said). It takes so many shots to destroy a mine I ended up not bothering and just dodging instead. Too bad since the explosions are quite satisfying. Managed to get to the end after a few tries.
That was great. It took a few tries to figure out what was happening. I like the minimal aesthetic, and great work on the level generation.
Mining could definitely use some visual feedback. I didn't actually realise the grey square you start at was a base that needed defending on my first few attempts and was confused as to why I was suddenly losing. I suggest it be more visually a structure, and perhaps a persistent health value on screen. The other issue I had was I kept trying to shoot when I had a tool selected. Something like right-click to deselect would have been nice to quickly get back into combat mode. It would also have been useful to have a value somewhere of how many mining drones I have.
It got fairly easy once I figured out the enemies don't path around walls, so I could just impede their progress with just a few blocks and surround the place with turrets. Ended up having to stop at level 34 just because I switched tabs to write this, then game was just frozen when I switched back.
Cool mechanics, but it seems impossible to survive for very long. Once they start spawning a lot the -15s penalty ends the game very quickly. I think it would have been better if the characters would get as close as they could rather than waiting for a complete path. The falling elevators when you remove them was a nice touch. The best score I achieved was 123.
I liked the music and the character animation. An interesting idea using sounds, though I felt it could have explored this concept further. The only time I found the audio cues useful was avoiding the second cart. I also got stuck in the floor at the bottom of both the rappel points in the dark. I got to the end with plenty of fuel and glow sticks to spare.
Decent game. It is quite satisfying when you get to dig tiles instantly. I initially thought the resource values on the right were cut off by the screen. Having to type in amounts to sell was not ideal. The fuel amount and R prompt were very hard to see. That would have been better as a big visible bar somewhere. Occasionally the game would refuse to dig a tile downwards.
Hey, That last level just repeats. Took many tries to get there though. As everyone else have said, the falling sections were impossible to react to. At least they were not random. I made a note of them in a text file. A solid game but it was a bit hard.
Excellent audio work. Rare to see voice acting in Ludum Dare. The centre panel images were super tiny for me for some reason. Everything else was fine though. I found it hard to get into, the interface was not explained at all. I would have liked to have seen some reactions from the characters after you make your choices.
Very cool game, though I won just as things were starting to get exciting. I would have liked to continue. The tutorial disappeared before I finished reading it. Would be better to press something to dismiss it. Some more tactical options would have been nice other than just buy many units as possible. It would also be useful to see unit counts when fighting as it gets hard to see if your cultists are dying.
Great artwork. A nicely polished experience. The tutorial said up arrow was jump. Up arrow did nothing. I would have preferred up arrow to space for jump. The different gameplay styles in the different sections was interesting though it felt a bit disjointed.
I like the character model, and good job with the procedural levels. I Eventually got to the second level, but everything is way too dark. It was very hard to see anything at all. You need a torch or something. The camera popping forwards when enemies get too close was disorientating. You did a decent job but it definitely needs more work to be properly playable.
Nice game. A good amount there for a jam entry. Problems I had that made it annoying: - Zoom is inverted on the mouse wheel - Panning the camera with the mouse also gives selected trucks orders - I was forever having to reissue orders. - The action menu appears in the screen centre rather than where you right click. - Giving an order to a truck during loading will keep the bananas sprite but nothing loaded.
Some automation would be nice since telling the truck to go back and forth between two points was tedious. Also you can continue to upgrade the bananas to fuel value after it becomes 1, but it still says 1. Is that a display error or a waste of money?
Still, I enjoyed playing, though I did not get to the end. I would be interested in playing an improved version.
Who needs industry... Screenshot_20210513_223123.png
Cool idea, but I struggled with synchronisation issues. I got a bit farther with the sound off but not by much. There doesn't seem to be enough time to get out the way of the blast if you fail straight away. A box around the top row of arrows would have helped a lot. I had no idea when I should have been pressing them. I was a bit confused about the beat on the bottom, I wasn't sure I should be moving on the beat or not since it doesn't constrain you to it and there is not really any feedback. That click sound felt like I did something wrong.
Reminds me or Aquaria. Very nice relaxing experience. Great artwork and well polished. The difficulty was just right for the mood. An excellent entry.
Nice game. Starts off a little slow though. The controls are nice and smooth, but the camera sometimes made it tricky to see where you were. Bridges can be between the camera and the drone making it impossible to navigate for a couple of seconds. You can also fly outside the camera view frustum.
Nice game. I really like the dwarf sprite animations. Managed to get all the bugs you mentioned in the description, also it seems you don't actually need mithril to mine dark stone, and the upgrade button tooltip is empty.
I meant the darker grey stone that says it requires mithril. Fairly sure I could dig into that before I acquired any. It would also be helpful to have information on your dwarves somewhere on screen, perhaps numbers of dwarves for each type of equipment. I imagine the disappearing dwarves all got eaten by a balrog or some other terrors of the deeps.
Just tried the updated version. The dwarf count is a nice addition. Reproduced that bug again for you. Seems consistent with this setup. bug.png
The explosions are satisfying. The html5 version has serious performance issues if you fire too much at once.
Very nice artwork and the gameplay seems solid. Items would often fall through the level when you dig them out. Also the window size is too small for the game.
Nice game. The camera rotation suffers a bit from gimbal lock which was not ideal but the movement was good. I managed to get to the end, but only by holding space for the entire third section. I found releasing space sped you up again so quickly I lost track of how things were moving and nearly always died straight away. The first two seconds thing seemed a bit of a hack. I did fly through bridges several times during that period. It would have been better to delay spawning of obstacles for a distance at the start. Perhaps just the bridges. I appreciated the extremely overdone intro scene.
It took several attempts to figure out what was going on. The interface was quite confusing, it may have been helpful to have a number for how much energy the solar panels were outputting, and the total energy the other modules needed. A lot of the buttons appeared to do nothing at times for no obvious reason. I eventually worked out it was from not enough energy. The tutorial doesn't help with the numbers, I assumed three on energy and one on biosphere would be enough to get started, not have to put everything as high as possible straight away. Also a lot of the events disappeared before I had finished reading them. A restart button would have been useful. Having to reload the page to restart was super slow.
A nice idea though, and the music is great.
Very nice game. Intriguing story and great atmosphere. You can actually open the chained gate after picking up the red key card. I was quite confused here as I never saw the 'you need a bolt cutter' message. Made more sense on the second attempt. Also password puzzle requires external knowledge. Managed to guess it after several tries though.
Great ambience an excellent artwork. The footstep sound could be better though. I enjoyed uncovering the story, though it did feel a bit incomplete.
Thanks for providing a Linux build. I have never successfully managed to run UE4 windows builds in Wine.
I was quite confused about what to do. The game felt like it was bugged when you catch fire, rather than being a game over.
Shotgun cat. I love it. It gets quite crazy after a while. I got to 519m. The main menu could do with an exit button.
Interesting mining mechanic. The narrative part was cool. The movement and collision are a bit janky, and I kept picking up the wrong item. Overall a good entry.
Nice solid game. I enjoyed playing it. I like that you can let stuff refine and while you go get more ore. I found it easiest to just make a single super long shaft straight down so the route back up would always be simple. I'm guessing the level is infinitely deep by the way it freezes every 16 tiles if you go too deep, I presume it is generating the next chunk. I decided to stop digging when it was taking a good 45 seconds to fall to the bottom of my mineshaft. I'm glad there was no fall damage.
Ah, forgot to mention the end of the red zone. Seems someone else did. I dug over twice that distance. The freezes were a couple of seconds long at that point. There is also some graphical weirdness with the generated holes being a different colour to the excavated areas when you get ridiculously deep.
Interesting idea. Satisfying destruction. Struggling to navigate the doors? take the direct route! Level -4 was annoying. I kept hitting the server doors over and over...
Very nice. Flying around feels super smooth. I struggled to find any resources though. Great explosions, but missiles exploding a mile away should be more attenuated. I kept thinking I was taking damage. The html5 build runs beautifully until you blow up an asteroid, then it is 5fps until it fades. Also everything had a green tinge there which made the enemies much easier to see than in the windows build. A fire button on the keyboard would have been nice, since you don't use the mouse for flying. Then I could have bound my controller to it.
Interesting idea. Definitely very different. I initially thought you had to chant on the beat, not as fast as possible. I really sucked at it though. Only managed about half way to the first heart.
I enjoyed playing this. I can see it could be something great. The first couple of tries I was confused to why I was randomly dying since the enemies pose no threat. It could do with some kind of low health warning, or some effect on the character as I kept killing myself. I like that you can hit enemy fireballs, though the cultists are trivial to kill if you just stay out of their attack range so they won't block. The levels were a bit too large and empty, and it could really use a minimap. Also it was tricky attacking downwards as you can't see very far in that direction. Perhaps try focusing the camera in front of the character rather than above.
Also for some reason health regenerates to 103, even though it starts at 100.
Great graphics and well polished. I imagine having four people probably helps a lot with that. I found it a bit hard to manage so many dwarves at the start but eventually got the hang of it when I realised you can cancel tasks by clicking on a dwarf even with another task selected. It is far too easy for everyone to just get stuck down a single hole though.
It seems odd you can't click on the task buttons. Also escape exits full screen mode in the html5 version causing problems. I managed to somehow get a dwarf stuck in a solid tile at one point.
Nice game. I love the design of the enemies. I played through the game without realising you can attack. I stopped when the levels started looping. Also an enemy would spawn on top of me when starting a level causing unavoidable damage. Some use for the coins would have been good. I stopped collecting them after a while. The wall collision was a bit rough. Getting stuck on flat walls was frustrating.
The game looks pretty, shame you were unable to turn it into much of a game in the time. From the video it looks like a lot of work was done that didn't make it into the game. Time is always extremely tight in these jams, it takes a few tries to figure out what works and what doesn't.
Wait, there was a barricade? totally missed that. I found it super easy just by hiding in the caves and trapping the creatures in rooms after they went past. The pickup mechanic was a good idea to add pressure, but with the creatures trapped there was no pressure. Especially the last level, loads of hidey spots made me think I wasn't playing it as intended. The caves should have had an arrow icon like everything else interactable. I discovered them by accident. Also sometimes the arrow prompts for the jems were tricky to see where they intersected the edge of the torch beam. I enjoyed playing it though. Good job.
It really needs some indicator that you are digging. It took a while to figure that out. I found you can dig two tiles at once if you click on one, then click and hold another. Also the coins value disappears if you have over 100. A decent start of a game though.
The interface really made it awkward to play, dig markers would disappear for no apparent reason, and it was hard to see which characters were selected or which tool was selected. Also sometimes the selection box would not even work. I even saw them fly up to the top of my sheer mineshaft for some reason at one point. That was quite random.
The mushroom incursion was a cool idea and was well done. I never figured out how to acquire resources, but I did get the two characters to the flag at the end. I think the game would have worked better without the autoscrolling.
This is probably the most similar game to mine I have seen so far.
That was pretty good. I found the aiming a bit awkward though. In the end I found it was easier just to leave it alone, stay near the bottom of the screen and just dodge most of the bullets. I enjoyed playing it though. Managed to get to the end without taking any damage.
That was entertaining. Definitely very relatable.
Very nice artwork. I did not get very far though. Punching didn't seem to do much for me. Kept getting killed by the first bat trying to punch it. The jumping was also a bit fast making the jumps very difficult. Also not being able to aim your light made some of the breakables impossible to see. It took a while to figure out my random dying was due to some kind of traps. Those were not clear.
Ah Motherload. This brings back memories. It plays well, though some kind of sound when you are full would have been nice. I kept not realising and this. Also the shop being so far from the upgrade place seemed unnecessary busy work. I think it would have been better to combine the two.
The game started well. I enjoyed the into and the first couple of levels. The rest unfortunately were just way too long and tedious. The boss too was not interesting as it had way too much health and you can just heal infinitely. The ending is also just a black screen with music. I guess you just ran out of time.
That was a very interesting game. It's not every day you get to be a spider. I don't usually get on well with text games but this one really made me want to explore. Something from different combinations would have been nice, just having three separate sets of things that worked made it easy to guess the solutions by process of elimination.
Great game. The movement feels fluid and the weapons are satisfying. The shotgun would occasionally not fire which was annoying. I ended up avoiding the statues after a while because I didn't want a worse weapon.
Nice cute game. Interesting mechanics. I like all the extra vines and roots in the background. The audio didn't work for me. I managed to glitch through some of the platforms, with one character pulling the other through. The spot near the end you have to swing along the ceiling was annoying as the items were not perfectly spaced, requireing going back many times. I missed four in total.
The was a fun game. The art was great and the plaforming felt good. It was nice that gems would be picked up anyway even if you leave them behind. There seems to be a lot of repetition in the levels. I guess they are not completely randomly generated. Some audio would have made a big difference. A suggest adding a 'space to restart' message on the time up screen. Since there is a delay before you can press it I initially thought I had to reload the page to restart. I managed to get a score of 2745.
Great mood. I really like the fires. Having several different buttons for interacting with things made things more confusing. I could see what I had to but not how to do it. Perhaps onscreen prompts for buttons would have helped. I also saw a much brighter green bar at the bottom at one point, I guess the edge of the level. It was a bit jarring as the rest of the game is so dark and moody.
That was great. I love the pixelated shader and the atmosphere was sufficiently creepy. Better sound design is the main thing it was lacking. The levels were good, but getting out of the holes in the ground was a pain. Especially the one right before you get the plunger. Also for some reason I could not damage the the enemy the other side of the pit after you get the shotgun. Gates could do with a prompt before you get the key. It is bad you get a prompt to press E that does nothing. Also the prompt got in the way of aiming at the creature I mentioned earlier as it doesn't go away once the gate is opened. The normal walk felt too slow for anything, and holding shift for the entire game was uncomfortable. An always run option would have ben nice.
Love the artwork. The tea drinking was a great touch. I played both characters myself which was manageable. Y was not the best key choice though. It felt like it could have done with a one or two more tasks to keep it interesting though.
Nice game. I also beat the snake. The first time I got there my character disappeared though so I had to restart. Had trouble breaking the ledges, managed it but still not sure what I did. The dig mechanic is really cool, though the animation confused me at first because it looks like you are digging downwards rather than into the back wall.
Nice atmosphere. The mechanic of shining a light on the statue to stop it was nice but seemed a bit lacking with only one enemy and the single long corridor. Managed to miss that the goal was to collect 5 skulls. Some text at the start to this effect would have been useful. You can't quit the game without winning or dying (or killing the process). Ideally Escape should open the menu. Also you can't turn off the torch when it goes flickery.
A bit too dark to see anything at times, and the broken physics were entertaining. I don't seem to be able to get onto the first track. The unfolding track is a nice effect.
I love the trees. Its easy to win just by spamming attack. The defensive option is a good challenge though. It seemed odd the attacks never visually connect. It made it harder to figure out which block was needed.
@hawke-games Thats odd, I never encountered that issue. Were you close enough? They should only not follow if they are too far away, running from aliens, or entering the helicopter. In retrospect, perhaps the distance threshold may be a bit low.
@wfmg I didn't consider the need for ui scaling. I will add it. Also those debug lines - I was sure I turned them off. Turns out a debug build also ended up in the zip file somehow. I should check my build scripts.
Great bad-ass chicken. It was entertaining but you unlock everything too quickly then there is nothing to do. The upgrade screen not pausing the action incentivised buying them quickly and not really reading what they actually did.
That was awesome. I really like the audio design. The upgrade window always seemed to pop up right when I started to attack which was unexpected and broke the flow. Otherwise an excellent entry.
The Linux version requires renaming to detect the pak file. I only made it to wave 12. I just couldn't do enough damage. Possibly bad luck with the upgrade RNG. Some audio would have been nice. Good game though.
That was great. The invasion was really well done. The building system is a bit clunky, but functional. It would have been nice to highlight which things can be built. I managed to get to the fourth moon, but got invaded with 4% chance. Quite annoying but keeps it tense. A restart button would also have been nice since it needs to happen a lot.
I enjoyed playing, it has its issues though. The sparkles on the coal bucket were barely there. I had to use the help to find out it was even a thing. The rooms were a bit disorientating when they suddenly switch direction. The cultist was not a threat. I did avoid him at first since the atmosphere and the music makes him appear threatening, but turns out he is rather blind. That said, the randomness was really well done, and the graphics were great.
Nice simple idea, and the gameplay is smooth but has some issues. It would be nice if the UI showed X/Y stacks somewhere. I also didn't notice them on the astronaut until quite late. You also have to spend most of your time chopping trees in a place where you can't see what is going on which is not great, which also means you can't see how much health you have left so game over is unexpected. The run upgrade didn't seem that useful. I scored 55 kills.
Interesting idea, but it got a bit dull doing the same thing for so long. Linux version works fine, but my keyboard couldn't input the star jump.
Awesome music. Very nice environment. The platforming is very hard. That first jump took far to long to manage. The jump line being constrained to a box rather than being a circle was odd. Your linux link says it's deleted.
Not sure what I was supposed to be doing. I think the dragon got lost. The distance got to 0 then it started going up again. The comments the villagers made were fun.
Neat game. I initially thought you had to stand near the fire to get warmth so was a bit confused for a while. It would have been interesting if this was a mechanic and you had to build a house to trap heat inside. I had fun making long chains of crates and moving arms to move everything to one area.
A simple but fun game. Interesting car mechanics. Shame you can't enter name in the leaderboard. I achieved 3:59.
Simple idea well executed. The clunk sound when you place a section was satisfying and I enjoyed the character animation. The jetpack bar doesn't refill when you restart until you use it.
I like the way the level changes each round. I also thought it was too easy at first since you can stand on a wall, but then it got much harder. I made it to round 9.
Neat game. Took a while to figure out what was going on though, even with the instructions. I lasted 380 seconds with 31 cures. The end card doesn't show the time though. It does get ridiculous after the number of guests grows a lot. I ended up just guessing towards the end. Some of the tinted sprites can look very similar. I had a tree and a very slightly darker tree. The cat was the best.
Well presented, looks great. I love the title screen effects. The controls took a while to get used to, they seemed a bit erratic at first, perhaps due to the camera motion. I was going to suggest the menu should be keyboard controlled, but then I saw the R to restart option. Not ideal but at least it was there. Faster restart times would have been nice since it happens a lot.
I also ran out of gold before unlocking the third tier. I didn't realise resources were limited until then. My harvesters continuing to go through the motions of gathering resources on depleted nodes was deceptive. My second attempt I prioritised wiping out all enemy harvesters.
A minimap is definitely needed. I like the ship designs, and the avoidance is nicely done. Harvesters occasionally get completely stuck on each other though. I kept losing my scouts out of bounds because they would chase enemy harvesters out of the play area. The pacing was too slow, and it is pretty easy since the enemies are mostly static. Can you not attack the enemy base? It would have been good to state the actual goal somewhere in game.
That was awesome. An interesting idea and really well polished. The phone took a moment to realise it was the score and lives but everything else was very intuitive. I thought you had to avoid the lights yourself as well, but apparently you are invincible. 134 was my highest score.
Good game. I like how your extra lives were handled. The controls were fine, but I found it tricky to actually aim due to things moving too fast. Also I has an interesting border at the top of the screen when the camera zoomed out when accelerating. (1920x1200 resolution)
The car handles well and was satisfying to drive. I appreciated the front wheels visibly turning. It would have been nice to be able to reverse. That would have saved me in a couple of places. The insta-kill on slightly touching the edge wasn't great though.
Enjoyable game. The background chatter was great. The boss ploughing through everything to get to you was brilliant. I really like potted plants.
It was quite easy to reach the top. I spent most time waiting at the top of the screen as the scrolling was very slow. The jumping is a bit floaty but the platforming is decent.
Interesting idea. I never found a way to get the bicycle, but eventually discovered you can just jump over the fence. Would have been good to randomise the questions, so you can't just remember a sequence from the precious round.
Beautifully polished experience. The upgrades were a nice surprise, though I did end up buying them all at once after my second round. With everything unlocked it felt like it I could continue perpetually and gaining more souls than I could spend, so I stopped after 20 minutes. I didn't realise the punch was a charged thing at first. Great work. I had a lot of fun playing.
I played the second version, it was a bit slow but playable. It didn't lock the mouse though which made turning annoying. You should provide downloadable versions if web performance is a problem. Also game over two seconds after pressing play if you don't move was not ideal. Not enough time to figure out what the deal is. You can also get stuck on the uneven ground which was annoying. Decent idea though, and I liked how the explosions freeze.
That was fun. Took a while to figure it out though. An issue was it was hard to tell which way the cars were facing. I also sometimes got the overheat warning sound but no cars were orange. I managed to trap one in a loop! I stopped playing after my score reached 75310.
Well... Its Tron. Missing stuff like scores, but it plays well. Great job implementing a functional multiplayer game in such a short time.
Interesting idea. A bit too hard though. A slower pace, and some warning sound effects may help. Also perhaps being able to zoom. 16 was my highest score.
Yay, I saved the dinosaurs. It seems extinction wasn't so inevitable after all. The upgrades were satisfying, and overall it felt well polished, if a bit short.
Neat idea. Could definitely do with some atmospheric music or sound effects. The timings weren't great, three times I hit game over just as I found the first anomaly. More time for this would be better since the pacing of the game until that point feels quite slow. At first I didn't think anything happens until after the warning message. It was quite satisfying when finally finding something though. It took several tries to get to that point though. Best score I managed was 5.
Neat little game. It is pretty easy to perfectly defend when you only have a few plants left. I stopped after wave 20 because it started to become tedious.
Cute game. Some good ideas there.
Satisfying combat. It was often hard to find anything to hunt though.
Enjoyable game. I managed 351 seconds. It was going well then I got completely swamped by a massive horde. The randomness to the shop was interesting, It ended up as 3 expensive clerics near the start though which nearly cost me the game. The inventory makes sense for spells, but for placing units it was an unwanted extra step. It would be nice if you could set priority targets somehow, I lost most of my archers to the bomb guys at the end because they were too busy shooting at one of the massive dudes.
I liked the monster design, especially the one that grows and shrinks.
I hit the same disappearing bug as others here on my second attempt. Also the performance tanked when that happened. The dirtiness and flies were a great touch. A nice entry. I got to 121%
Decent game. The fireball effects were fun. Some sound effects would go a long way though. Its a bit too hard to tell your mercenaries apart from the human enemies. Also a crosshair would have been useful to help with aiming, though with high mana regen aiming becomes irrelevant. The Linux build works, but doesn't grab the mouse so you can't turn very far.
Its an impressive town with a lot of detail there for the time constraint. Some of the outdoor areas were a but far with nothing interesting to do but hold w. I found I could ignore the guards a lot of the time and just blast through the map. The camera ends up pointing somewhere random whenever I clicked in the webgl version which was annoying. The exclamations of the npcs was a nice touch. Could have done with some music though. I appreciate the autosaves, though I did get caught in a loop of being seen for a bit.
Pretty awesome to see some Cornish lore having grown up in that area. I love the music and the atmosphere. Could have done with more sounds though. The menu was fun, though some parts were tricky to read. The combat was a bit clunky, I didn't find the heavy attack useful at all. Too slow for not much extra damage.
Fun idea. You can still play the level after you get caught. The movement felt nice and smooth, though the wall jump was a bit awkward.
That was awesome. It compelled me to have just one more attempt... The tombstones of other players were a great idea. It did take several rounds before I figured out the route at the start. The minimap at the bottom is not great. I had to refresh my browser a fair amount since the performance dropped after a few rounds so you have a fair few similar looking gravestones from me. It would have been nice if it remembered me. I got to 5th place (485m). That will do for now.
Haha, just played again and actually looked at the tutorial this time, Its way easier knowing about jumping and the boots.
Nice chill game. The music was great. The movement took a while to get used to, I spent a lot of time stuck inside the planetoids. Fairly sure I found everything. I enjoyed the stories.
Losing the game when fixing a hole makes the hammering sound play eternally (in the web version). It would be nice to be able to carry more than one thing. There was to much running back and forth. It was fun, but you get overwhelmed far too quickly.
Nice game, the hitboxes seemed a bit big though. I was often hitting things I was not that close to. Also 'travelled 3216 lightseconds within 02:11:89 lightseconds'? something doesn't seem quite right there.
Simple idea, It took a few attempts to figure out how it handled. Its quite easy to find a spot where you will never miss though. I stopped after a score of 50 with the remaining time bonuses adding up up faster than it was ticking down.
Missed the bit about switching realities at first. That could have been more obvious. A really interesting idea though.
A cool idea, but the camera is a bit disorientating. It would be nice if death didn't immediately cut to the statue screen. It also feels a bit broken when you run out of hp. I enjoyed playing, Good job.
That was terrifying. The death sound made me laugh, as I said something very similar moments before. I achieved 131s. I started again and the first bug was stuck on the other side of a wall due to it blindly trying to move towards the player, so I could essentially last forever.
Pretty awesome start. I would love to see an expanded version. I was a bit disappointed the planets don't actually orbit the sun. Can you not scuttle ships? I got stuck at 0CP because of too much upkeep. The camera needs to pan slower when zoomed in, it is very hard to focus on something specific.
The fog was a nice effect but it made it a bit tricky to see what was going on at times. The loading screens were great. I lasted 201 seconds.
Great dragon!
It was fun sending everyone flying. I like the music, though some sound effects would have been nice. Everyone seemed to get stuck on the walls so it wasn't much of a challenge. The stone button is mostly blocked by the help text in the non-fullscreen html5 build. It also hides the mouse after pivoting until you right click again.
Very nice. I managed to unlock everything except the level 3 patch leaks goal. I really like the ship designs, and I love the getting drunk effect. The physics seemed to give up on level 3 after a while though. The third ship was a bit cramped, I would often get stuck on the stairs. Also the sails between the camera and the pirate were annoying. Picking up a bucket when trying to drink was annoying, multiple action prompts on screen at once is confusing. R for interact is an odd choice, a bit of a stretch from WASD. E, F or Space would have been better.
That was great. A fun, well polished experience. I lasted 6 minutes. The artwork was great, its a shape the camera angle makes it hard to appreciate the character models properly. I think it may have been better if the squads remain centred where you first click, I kept moving them too far to the side when making larger groups.
I love the menacing atmosphere. Found tons to things, but didn't realise there was a crafting system until reading this page after playing. Played for about 10 minutes and didn't see the monster. I eventually hunted it down but it killed me before I saw it properly so I *still* didn't see the monster. It would have been better to not cut to the menu instantly on death. The red plane that sometimes appears was confusing, and the camera clipping through walls was annoying. Great entry though. I enjoyed playing.
Nice aesthetic. Took a while before I figured out what to do. The random spinning direction arrow didn't help. The RNG is a bit brutal, the targets often tended to spawn too far away to be possible to get to in time. Some reaction by the people to your wanton murder would have been nice.
Cute cat, and a well rounded game. I'm just terrible at typing games.
A fun game. I stopped at level 15. The first time I triggered the slowdown, I thought it was something bad I had to avoid. The random generation sometimes meant having to wait ages for an opportunity to cross. I enjoyed playing. Great work.
The transition effect after you 'win' was great. Massive download for such a simple game, but it is UE4. Now I need to give my fingers a rest.
Simple but fun. Could do with some music. It wasn't clear that the pickups were doing anything. I got to level 26.
The movement felt nice and smooth, took a little while to get into it as I expected inverted controls. The text in the html5 version was really hard to read, and there doesn't seem to be a fullscreen button. As many others have said, some scoring is definitely needed.
An ambitious project. Some great ideas there. Interesting lore and nice environments. Could do with a bit more player feedback from doing the things. The red button was not obvious and pressing E on it didn't feel like it did anything, until everything exploded.
A fun game I like the alien critter. I got to 51 days. The amount of rovers gets ridiculous.
@pete-thorne I can't do mac builds, but the embedded web build works for me if you show only the iframe it is in. Only tested this in firefox and pale moon though. It would be good to know if it works in other browsers. Hopefully the embedding gets fixed soon so this workaround becomes unnecessary.
@flying-dog-fish selected units have a green circle around their feet. I ran out of time to add an intro. I hoped the game description would be enough but evidently not.
@flying-dog-fish oh hey, so they don't. Looks like firefox has trouble rendering GL_LINES. There should also be movement lines showing where the characters are going. Maybe that's one reason why so many people are having trouble with my game. Edit: They are now fixed.
@ninjavitis I realised the F1,F2,F3 keys were bad binds and added 1,2,3 as alternatives when I made the web version. Also R restarts. Seems I forgot to add that one to the controls list in the description. Oops.
@ian-dejong It is a custom built c++ engine I have been using for all my jam entries.
I'm curious how you even managed that file size for such a minimal game. Somehow my mothership got stuck continually moving to the right after the third wave which made the rest quite easy as the enemies were nowhere near me. until it eventually crashed `Caused by: java.lang.RuntimeException: Invalid contact spec!` (linux version) Got this crash on my second attempt too. The upgrades not being in order was odd.
Very hard. I didn't even get out of the show area. The timeless option was a nice addition, The forest area looks like it would be nearly impossible with the timer on. The X button is labelled as toggle board, but is jump.
Yay, I escaped. I liked the candles giving the place some character. It could have done with some ambient music though.
Nice idea. I also went out the window and over the roof looking to the way to progress. I did manage to fix the teleporter eventually though.
The disasters were interesting, but they either killed me instantly or weren't really noticeable. The platforming was very tricky to control. I love the art though. I got stuck at the boat with the dragon that pops out of the water for far too long. The third level seemed much easier and I only died there twice, as opposed to over a hundred times in the first two levels.
That was great. I loved talking to all the NPCs, and got all four endings. When backtracking, sometimes I entered the sewer level at the entrance, rather than the exit which seemed weird. Also one time I managed to get the admin key without needing the artefact first. Some music would have been nice.
Nice game, Has a decent level of polish. The spikes were all too wide, making them need almost pixel perfect jumps to get past. Also escape exits fullscreen mode which makes it a bad choice for opening the menu. The game died on me in the death menu on level 5, The buttons get darker when I click them but did nothing.
Interesting idea. It wasn't clear what I had to do at first, and the platforming feels a bit slidey, but it was fun once I figured it out.
A decent tower defence game. I really liked the different turret effects. Starting with only 150 points was rough, if you don't build your only turret in the right place it cant kill anything to get more points. A wave counter would have been useful to know how far you managed to get, also I would have liked to be able to destroy turrets to build something else in that spot.
Nice idea, a good challenge. The maze was the most annoying one to beat. I got stuck on the find-the-key one for a long time before realising you can pan the camera. The completion lights were useful. I also didn't realise what they were for a while.
Fun gameplay. Satisfying weapons. Nice music. Great entry! Being spawned on top of was annoying, but at least it was clear where they would spawn.
Nice game, The upgrades were satisfying and I like the artwork. I really struggled to get through the doors though. They are really narrow and because you are floating it is not clear exactly where you are to line up properly, the constant stream of enemies and bullets coming in through the door certainly didn't help. I ended up staying in the first boss room for ages until I had enough health upgrades to be able to tank leaving the room. I also took damage whenever the cards popped up as the comment above mentions. The pausing to select a card does break the flow of the game. Also the floating knives didn't really seem to do much.
The was great. I love all the extra details everywhere. The broken ladder is a bit obscure, I was stuck there for a long time until I finally saw it. It could do with some emergency lights or markings on the ground to highlight it more. Also you can't jump when holding a movement button. Took a while to figure out why I kept failing to jump over the hatch.
Very nice. Well polished and the difficulty ramped up well. I managed to get to the 16th board. The audio works really well with the aesthetic. It could do with some other music in the menu though. I thought there wasn't a game over screen on my first playthrough as I guess it appeared as I pressed space skipping it instantly.
Nice game. Moving with the keyboard would have been better. Too much clicking. I didn't realise your current number doesn't get shuffled with the rest at first, so I was panicking when the guardian stares when the re-roll timer is near zero. I also initially thought the white tiles were the impassable ones, turns out it was the numberless ones that were impassable. This seems backwards. An audio cue when the guardian is about to awaken would have been helpful. It was good you only have to restart the current level when you die, I got zapped once because I couldn't leave the starting tile.
Really cool game. A simple design that gets really challenging as time goes on. I Managed to score 52. Having the fist level untimed was a good idea to let people figure out how things work. I ran into a bug where I couldn't plug anything into the purple socket and had to restart.
Wow, That was great. Really well polished fun game. I also encountered that odd movement bug, and it would be nice to be able to skip the intro sequence. I accidentally pressed quit on the menu because I didn't realise it was a menu at first.
Some nice ideas here. Its interesting to be able to grow more trees to make the fires spread. Its not really fleshed out enough to be particularly fun though. The first big fireball ripping across the land is entertaining, but after that the 10 second cooldown was way too long to keep up.
Nice levels of polish, bit it's a bit lacking in gameplay. The character switch is an interesting mechanic, but since there is currently no reason to separate your characters it doesn't really have any impact on the game. You can survive indefinitely just by having everyone cluster in a corner and just shoot everything from there. I stopped after 5000 points.
The art is great, and it is a well polished entry. I appreciate the options to turn off CA and scan lines. Not a fan of the insta-lose mechanic, especially in the barrel that takes ages to stop moving.
Nice puzzle game. I really like the ambience. I feel the 10 second mechanic doesn't really work though. I was often just waiting for the correct time which was a bit tedious. Being able to manually switch may have been better, or just more things to do in each frame. You can also skip the charger by jumping over the gap to the door.
That was fun. Solid RTS mechanics with a fair amount of content. Definitely in need of balancing though. Once you get past the first couple of minutes, new units are essentially free. The resource nodes never seem to run out. Being able to hold shift to place multiple buildings would have been nice. Making doomstacks of hundreds of units was fun. It would have been nice to display how many fighters were selected so you can see how big a stack actually is, or make them not stack. My new goal was to take over the entire map before I inevitably hit the win screen. I had to stop making collectors. Untitled.png
Surprisingly fun game. The platforming is smooth and I like the main character art. The enemies were a bit lacking though and the sword is unsatisfying. The other weapons are good though. It seems like hitting enemies with multiple bullets gives multiple coins, making the shotgun superior. I also had the weapon spawn inside the walls a few times. Some difficulty increase would have been good as time goes on. I stopped after 51 rounds.
Solid tower defence game. I stopped playing after 200 rounds. Could have done with tooltips or something on the turret types for more detailed information. I didn't remember which was which from the intro screen.
Cute spidery critters, The game didn't like me trying to pet them though. The transition is a neat effect. Your link description is wrong. It's a Windows download, not an HTML5 game.
That's a lot of art assets... Interesting experience, I didn't realise you were supposed to collect stuff for a few rounds. The black blink overlay has gaps the top and bottom of the screen at my resolution 1920x1200
Great game, very well polished. Constantly having to reassign everyone every time was a bit annoying, and I didn't realise you can pick up dropped resources with the mouse for a long time. My first run was 250 years, and managed 132 on my second attempt. My game was also about building a statue, but you did a better job of it. Having a team probably helped.
Nice idea. 10 seconds was a bit short though, not enough time to properly see what anything actually was. It could have done with more permanent shortcuts near the start, the first 100 or so cycles did get a bit tedious.
The progression was nice though and it did get more interesting later on. I think the issue is that there are a ton of cycles where its not possible to make any visible progress at all until you start to move fast enough.
Sometimes the 'picked up coffee' sound would play but the game still resets which was frustrating. The sound suggesting I did actually just make it in time.
The game crashed when I beat the final boss. 'RuntimeError: index out of bounds'
Fun game, I enjoyed the shooting mechanics, but its a bit of a grind to get any of the upgrades. I only bought the uzi and one time upgrade. I get quite a jarring stutter when the world resets, but that may just be the web version. It could do with a way to mute the music after you start the game.
Nice game. The voice over was great, and the music really added to the mood. The timer makes the somewhat simple puzzles significantly more challenging. Starting over from right at the beginning was annoying, especially the first time you encounter the unexpected pitfall as there is no way to avoid that without foreknowledge. The intro suggested that things in the world would be rest, which they do not. Movement is too slow for anything without holding the sprint button for the entire game. I couldn't get the web versions to work.
oops - double post, website was being unresponsive.
Interesting idea. I understand the control system well enough, its just too hard to actually use, especially with the additional difficulty of herding the uncooperative cows. I imagine its feasible with enough practice but I have other games to play. My best run was only 3 cows.
Cool idea. The jump attack was great. It was amusing that you bounce on people's heads if you land directly on top of them. The random hero names were funny. The controls seemed somewhat clunky though, and everything seemed blurry. I spent ages with 100% health, then got killed super quickly by 'the floor is lava' modifier.
The sword animation was funny. Not a fan of the countdown when you enter a new room as it breaks up the flow and it felt like teleporting around arbitrarily. I think a more continuous system would have worked better.
Nice platformer. Its a good challenge with a decent number of levels, and they weren't too long as to be frustrating. I like how the sand blocks worked. It was a fun challenge to get both characters across them. My main issue was the moving platforms felt quite buggy.
That was great. The animations were excellent and audio was entertaining. It was a good amount of challenge. I managed to win, but kinda cheated with a bug that gives you an extra point if you stab the opponent again after he goes down. Very sportsmanlike... I also managed to stun-lock the final boss which was satisfying.
Interesting idea, it was was fun to be a fly and annoy people. I really didn't like the spin effect when you bump into something though.
Nice game, well polished. Kudos for a detailed in-game tutorial. There is not enough contrast between buildable and non-buildable icons making it easy to miss I could build something.
I love the graphics and the movement feels really slick. It wasn't all that interesting to play for more than a couple of minutes though.
I love the graphics, and music once I downloaded it - no sound in the web version. I didn't realise the elemental mechanic until I reread the page and tried again. so was quite confused as to why attacking did nothing. Some in-game instructions or some feedback when hitting the wrong type would have been useful. The bullet hell needs to ramp up much more gradually, it is ridiculous right from the first spawn. Also turrets probably shouldn't fire as soon as they spawn to avoid being hit straight away when they spawn right next to you.
Cool idea, That first wave is way too big though. I never got past the first day. The difficulty should ramp up way more slowly to let players have a chance to figure out how everything works. Its easy not to realise how hard your game is when you have been playing it all weekend.
The 3D art is great. The intro sequence was good. Very easy to win with so many sheep nearby. I never even had to cross the bridge. A bit disappointed the lose is just a game over screen, I was hoping for some smiting effects. My game is also about keeping a god happy with sacrifices, nice to see similar ideas.
Nice idea, and a good atmosphere. The controls could use some work though. I think left click for both move and action would have been better. It felt a bit unresponsive and I kept thinking I was pressing the wrong button - sometimes I was. Also a way to restart is sorely needed considering how easy it is to get stuck. I chased the first rats into a corner where they were impossible to click on to possess. Somehow I killed the scientists instead of possessing them. This happened a few times. No idea what was triggering that.
Interesting idea. The instruction panel disappeared way too fast to read it all so I had no Idea what I was doing. It would have been better to delay the timers until you actually start doing stuff to allow time to figure things out.
Your web link is not clickable - probably needs the http://
Nice game. It was a decent challenge. Locked doors could have used some graphical indication, I initially didn't realise hey were doors since the first time tried to interact with them nothing happened, so thought there was only the first two rooms for a while. Also a health indicator would have been useful.
Nice retro style game. Hard though, I only got to 419m. I like that you can see your previous wreck when you die. The laser seemed not much of a threat, other than obscuring the screen.
Love the name, interesting idea. The choice whether to try to shoot or avoid the enemies made it interesting. I like how ridiculous your ship gets, though I would have preferred a more gradual buildup. It was always over too fast.
Nice platformer. I liked the breakables. Shame there weren't more. The spikes weren't obviously spikes which confused me at at first.
Nice simple platformer. It was annoying have to to wait 30 seconds after missing a jump though. I think everyone else has already said that here. It was a reasonable idea, it just doesn't work all that well. That said, I like the graphics, and it feels well polished. I enjoyed playing.
Tried a few times and I'm still confused. Colouring the tiles the castle occupies would have been useful. I often ended up selecting the castle when trying to place a unit. Knowing I can move units made a huge difference.
The collision could use some work, but a decent first game. I liked the game over screen.
Nice idea, This feels like the start of an interesting game. The laser has no texture, and it seems weird that you can avoid it by standing still in the middle of it rather than hiding in the various hidey spots in some of the levels. It took me until level 3 to figure that out. The different abilities were well done, and the characters felt very distinct. It would have been nice to have a way to switch between them without getting them killed.
Your link is tagged as 'Source Code' when it should be 'Windows'. You should probably change that. I initially thought you hadn't upload a build until I saw it was an itch.io link.
Cool idea. Most of the changes don't really affect anything though. The enemy hitboxes seem too big, and can still hurt you after you kill them. It was annoying when the key changed colour right as I was picking them up. Fortunately there were plenty more lying around.
I love the pixel graphics. I really struggled to avoid the purple death blocks with the limited manoeuvrability. It would have been better to omit those entirely so I have a chance to explore your procedural level. 4 was my highest score. The countdown and out of energy message seems to suddenly come out of nowhere. A continuous energy meter would have made more sense.
Yay, janky dinosaurs. Best kind! Took a few tries but eventually acquired all the eggs. I kept just missing the last one. One attempt I got spaghettified and landed on the final egg. Was disappointed that didn't count.
I ate all the carrots in the field. If you get it right can collect two columns at once making it super fast. Too bad about the bugged score - these things happen. The pickup sound was poorly chosen. It is too loud and doesn't really fit with the rest of the game. Getting to the chest was more of a challenge. The big laser sight from the farmer suggested he would attack you in the field but it seems you are perfectly safe there. Having multiple smaller fields and patrolling farmers to avoid would have been more interesting.
Enjoyable tower defence game. A good balance of things to build. I was confused by the waves left counter. It started at 10, then went up to 15? Not having to protect your workers made it quite easy. Its funny you can push them around when they are sleeping. Hold to swing would have been been nice.
Ooh, a VR game. I can play these now. The plucking was very satisfying, though the curtain didn't work too well. I imagine the idea was to hide the things when the new things spawned in, but I was always inside the curtain when it dropped. Its a nice tech demo but could do with more gamey elements, such as specific objectives or puzzles to solve.
The weapon loadout was interesting, I loved all the player animations. It definitely needs some more feedback on damage, I often felt I was dying suddenly without realising I was even being attacked. I never made enough to buy a single upgrade. Thanks for providing the infinite money cleat, I had much more fun with it after that. Its funny the skeletons lie down when they attack you when you are above them.
Nice idea for a worker placement game. I managed to get to 13 days once. No idea how. It really needed tooltips or something to tell what each building was, and what they did. The help panel wasn't enough to figure out what was what. The lights were helpful to show you put a colonist in the right place. The separate farm and buildings screen was just confusing since the people are displayed in both. I ended up remembering where the farms were located in the building screen and placing them in that rather than switching so I wouldn't accidentally take someone off another utility by mistake.
Really cool little arcade game. Cats always makes games better. I didn't bother shooting on my first attempt since it was easier to dodge, but then I realised it restores health. It suddenly gets a bit ridiculous after a while though. eep.png
That was a great mechanic, and well used. I enjoyed playing. I struggled a bit on level 5, but eventually realised there were flowers off the edge of the screen. Resolved by not using fullscreen mode and resizing the browser window to get the whole thing in. My mouse also took the opportunity to run out of battery half way through which didn't help. Got to the end eventually. I really like the trails the scythe makes. All the flowers switching to the next frame at once like that is quite jarring when there is a lot of them though.
That was great. Nice graphics and the mechanics work well. Some goals or progression would have been nice though. I did find it impossible to redirect the harvester if the worm was about to appear underneath it, which happened a fair amount. I also had the harvester randomly explode when the worm was no where near. I suspect sabotage.
Nice chill game. I love the low poly aesthetic. I couldn't find any of the last three types, except one that could not be clicked on attached to a tree. The first five were correct, though not enough to save grandpa. I really enjoyed the identification of the correct variants from the notes, not so much the endless hunting. It was fun to explore but it got a bit tedious after a long time of not finding anything. Perhaps more fungi around would have been better. If you open the notes before the help text appears, the help never goes away. It was also not clear how to put the collected fungi into the pot to make the potion. I figured it out eventually but my first potion ended up being just water.
Very nice. The graphics were awesome and its a very polished experience. Many of the things I was going to mention are already fixed in the post-jam version, but there are a couple of things left: A wave counter or something on the game over screen would have been useful as a target to beat next run. Some UI elements are off the edge of the edge of the screen on my 1920x1200 monitor. The controller needs a dead zone, the character would always face up whenever I stopped moving which made things tricky. I found the keyboard controls harder despite this though. Also I suggest you change your links to end in `?dl=1` as that will make them direct download links rather than opening the zip file in dropbox.
The thieferinos were great, and the audio was good. The game was way too hard though. The mouse sensitivity was way too high and the movement too slow, and could also have done with a reticle. I found hitting them very difficult with the way the apples arc from the side. Making jam games too hard is an easy trap to fall into since you have been playing it all weekend so it seems so easy... I appreciated the hold to pick apples instruction that popped up. I was a bit confused as to how to pick the apples them at first. I really like the dissolve effect when you manage hit the pesky villains.
Interesting idea. Took a while to get the hang of it. I found the zoomed in view to be unhelpful and the laser didn't seem to do anything. The sounds were fairly visceral but it lacks the gratuitous blood everywhere. An ongoing counter would have been nice rather than just a final score at the end. You have a link tagged as linux but I'm not seeing any linux binaries anywhere.
Moo! A surprisingly enjoyable experience. Sometimes simple things just work so well.
Nice frantic bullet hell game. The flame attack was satisfying. Harvesting didn't seem intuitive though. The sound plays regardless whether you are harvesting anything or not so it was never clear how close I had to be. I found it was best to just mash both mouse buttons. I got to level 10 before it crashed.
The 'not enough money' voice was amusing, and the environment looks nice. I struggled a lot with the inverted controls, and the jumping physics are weird. I got stuck on an invisible wall at the top of the ramp by the bridge the first time I tried going over there. The plants appear to float rather than grow out of the ground.
A fun game. The roots were a good idea to make the world more visually interesting. The tunnels were a decent maze without being too confusing, and the enemy placement was good. The rat running sound could do with some attenuation and direction so you can better hear them approaching from behind. In my first playthrough it was constantly playing from a rat stuck behind the closed 100 door. It one didn't happen when I ran through it again though. I also didn't realise at first you get your seeds back after firing them.
Interesting idea for a variant of this kind of game. It felt smooth and played well. Managed 8979. An online high score table would have been nice.
Nice game. The art is good, the upgrades were done well and the movement is fluid. I would have liked to be able to chose where to plant my crops. I had trouble defending the plants at the top due to always jumping too high and having to wait too long to drop back down again. A signpost on the right for the upgrades place would have been a nice addition.
Really cool factory builder. It was a bit slow though, even with the 2x upgrade. I built something to research lemons and to my surprise the same machine also researched another 3 types. I just had to leave it running for ages and do something else. It would also have been nice to see which fruit you have already researched somewhere. My first playthrough I managed to completely miss the mint tiles, only realised I was missing stuff after reading the comments here. I had to go back and complete it properly.
Very nice. A good amount of polish for a jam. Lovely atmosphere. It would have been nice to have longer to explore each level. Extra points don't carry over to the next stage, I accidentally pressed the next button before upgrading. Armour and damage didn't seem to be worth upgrading since the main enemy is the time limit.
Very nice art, but that's about it. It wasn't clear whether I would be attacking left or right. The enemy attacking you was also really unclear. I found a spot I could hit its hat but it wasn't doing me any damage.
Aliens harvesting pants is a nice ridiculous concept. The laser arms were great fun to play with. The ship controls not so much. The physics seem broken with the raise/lower control so it was hard to move it accurately. Forward and backward were inverted on the centre stick. The player hands started jittering like crazy after a while and it became unplayable, so I never collected the full 50. I couldn't see any more civilians around by that point anyway. It could do with more ambient sounds, like screams of the people, or big stompy footsteps of your vehicle. Not sure if it was supposed to be a legged machine. It felt like it should be.
Wow, there is a lot here, but your team is huge. I enjoyed the story and the characters. That was a lot of text. The main world seemed a large and uninteresting though. My potatoes never finished growing before the bosses. Having all three in a row like that was unexpected but I had plenty of ammo by then so it wasn't much of a challenge. The collisions seem a bit janky, and escape will quit fullscreen mode in a web build so you may want to bind a different key, or add a button to open the menu.
I love the artwork. The game progression is done well in how it introduces new sets of cards. The second and third cards from the original set were a bit too similar to easily tell them apart. The game tends to feel unresponsive, I'm constantly clicking on cards or the reward popup, but due to some internal timer I cant click that yet which is quite frustrating. Your web link is broken.
Cool game. The movement feels fluid and I love the music. The level switching is a bit jarring. I didn't even realise it was a level switch until I read some of the other comments. I initially though it was some game over restart. The cats tended to stack up, and its super loud when you pick up ten at once.
I keep seeing your avatar on all the games I have been rating recently so thought I would check your game out. Its interesting how this often seems to happen in this event.
Very cool dragon game. Fireballs and destroyable castles make a good mix. Reminds me a bit of 'The I of the Dragon'. Not enough good dragon games around. The invisible walls were irritating, especially when a castle was right at the edge of a map. Also I sometimes got the map complete message but I can clearly see there is some gold left behind.
The idea is great and I like the atmosphere. The knight models were great, it could do with some clanging combat sound effects from the knights though. The dark knights died far too quickly, and since you can only store enough souls to summon two of them at a time they can never get the upper hand. It could be interesting with more balancing. I eventually managed to win by luring the guards as far away from the keep as possible, running back and summoning knights right on the gate. You can also get the game over screen even after winning since the game continues. Web version worked fine for me at first (firefox) but started to chug after a while needing a page refresh.
Nice game, great music. The attack power was an interesting mechanic. I would have liked some visual feedback to the direction you are facing. Feels like something is missing from the menu screen. It worked in firefox for me after opening the frame in its own tab. The http headers are not set up correctly on this site for for the iframe to work with some games. It crashed after several levels though: `TypeError: AudioParam.value setter: Value being assigned is not a finite floating-point value.`
I also missed it wasn't just a minesweeper clone at first. You should definitely add something to the description here about that. Definitely an interesting variation. I like it. The infected crops disappearing can usually resolve the states where you really can't tell which ones are bad. A nice side effect of the new mechanics.
Interesting idea and nice artwork. Constantly getting stuck on corners was annoying, it may have been better with circular collision shapes make navigation a bit more forgiving.
I didn't realise you had to hold E on the throwing plants until reading the comments. I assumed you were are supposed to mash E to win on all of them. On replaying I see the clues were there, I just missed them in the chaos. It wasn't very clear where the projectiles were to dodge them.
Fun game. Good atmosphere. I thought the spice pools were rocks at first. I got swamped by way too many attackers and couldn't build turrets fast enough on my fist attempt. Eventually just made it out with 476.8 after several tries. I like that that extraction just isn't worth their while if you don't make enough. Makes the game much more tense.
The mining is satisfying. The variety of minerals is nice and the movement feels good. Aiming at enemies is way too hard though. A turret that follows the mouse pointer may have been better. Prices on the repair and upgrade buttons would have been nice. The text in the bottom right does not display correctly in the web build. The text is too big for the box.
All the random events were fun. Sort of managed to get it to work in firefox. The headers are wrong for embedding but showing just the iframe in a separate tab works. The mouse cursor is offset though unless I resize the window just right. A restart button would have been nice.
Very nice visual atmosphere, audio doesn't really match it though. Only one reload feels like a bug, since it still tells you to go back to the vending machine to reload when you run out of ammo the second time. Not that the enemies were a danger.
Nice game, the artwork was nice. Could have used some sound though. I struggled a bit figuring out where the big gear should go, seems you have to be standing in just the right spot and the machinery didn't have a clear slot missing a gear. The barrel was also missing its 'press e' popup. Mouse sensitivity was a bit high, but playable.
Nice idea. Wandering around in the day seems to not be all that useful since you teleport back to the start when night falls. Also ctrl is a poor choice for crouch for a web build since ctrl+w closes the tab.
I like the artwork, but the gameplay is a bit minimal. It was not obvious what to do, I had to re-read the instructions here a few times before I figured it out. Not really any strategy involved other than try every combination. It threw me a bit since two afflictions shared the same cure, but once you have found them all there is nothing else to do. Some kind of potion inventory system would have been a nice addition, rather than the targeted succeed/fail. The requests end up going off the bottom of the screen.
That was really pretty, I loved it. The art, audio and atmosphere in general were fantastic. I had issues with things being off the edge of the screen when I tried playing fullscreen (1920x1200). Specifically the text on the second screen, and perhaps some exits. I managed to get by playing in windowed mode but I still had to edit the html to see the whole thing. The exit on the third screen was a bit unclear. There is a near pixel perfect jump on the scrolling level that was a bit frustrating, since the screen is moving its not so easy to line up correctly. My biggest issue was probably with the movement, I was constantly going the wrong way when underneath the rocks as the controls feel inverted.
Fun game. The smash sound was very satisfying. I struggled to hit the rocks a lot of the time. The very limited amount of grapples makes it tricky to get the hang of. All my attempts ended up flying off into space with none left. The game could use an introductory level without those restrictions to get used to flying around. I also encountered that gimbal lock issue mentioned above a few times which was annoying. The gravity suddenly spinning you around was a bit disorientating.
Decent graphics, not sure what the player was supposed to be though. Dodging shots mostly felt more like luck than anything.
Nice atmosphere, The lighting effects and audio are great. Global leaderboards are awesome, but I don't feel compelled to obsessively get to the top of this one. It ended up feeling a bit repetitive after a while.
That was great. Interesting mechanics and a good amount of polish. Good job making all those levels too. While swarming was fun, I did find it worked much better to sneak past with a single bug to munch all the crops. The swarms would be constantly be getting stuck on corners, and I had trouble getting them to attack the turrets. Sometimes they would and sometimes they would just stand next to the turret and get squished. Could do with a victory screen, and perhaps a clearer next mission button. When they were all unlocked I wasn't certain I had done the last one or not.
Nice chill game. Looting stuff is always fun. I would have liked to seem my own inventory and perhaps jettison stuff in favour of better items. I was confused as to how to drop off loot at first. The end voyage button sounded more like it would exit the game. It is not clear how the compass and parrot work, and they get too expensive to buy after a few days. I decided to hunt down a kraken after 6 days. I was disappointed.
Nice atmosphere. The ambient music is relaxing and space backdrop is pretty. I couldn't figure out what to do though. I could fly around and I figured out I could drag those engines around, but that was about it. The player controller also locks out if you look straight or or down rather than rotating any further.
Three different games plus the hub is a lot. Nice work.
Mooter Mania was quite broken. My first run I was unable to break anything after the first couple. Something broken with the physics. Subsequent runs always ended with the screen going grey after a while. Some mooter melons managed to escape the pen, and I think I saw some mortar melons getting launched into the sky.
The Cabbit Catcher was quite interesting, having to time it right was a fun challenge. The apples one was a it dull, but perfectly functional.
Nice platformer, the presentation and visuals were great. The movement felt a bit off with the wall jumps. It felt quite inconsistent, sometimes I would barely move and other times I would get launched off to the side. Everything was a bit too floaty too. The time mechanic could have been more explained. It took a while time to figure out what was going on there.
Cute character art, and nice atmosphere. A bit short though. Movement seems very buggy, I click somewhere and they go in the opposite direction and get stuck behind a wall. It wasn't clear that I picked up the blanket, and the 'could you fetch a blanket' message plays again and got stuck on when I tried to talk to the cat after giving them the blanket.
Haha, love the concept. I struggled a but with the vehicle physics though.
Nice mechanics. A fun game. The way the physics works sometimes seemed a bit odd at times, sometimes the vehicle would flip over, or stick to the side of the screen. I didn't actually realise placing ramps cost fuel until I the comment above just now. I did wonder why I suddenly lost after doing so well. It would have been good to display how much it would cost to place the ramp somewhere. I also often wanted a way to cancel a ramp placement because I started it in the wrong place or accidentally picked the wrong colour. I kept forgetting which mouse button was which colour.
Nice game. The attack animation is satisfying. It is missing a few gui elements though. Aside from the prices you already mentioned, something to tell you which level you already purchased would have been useful. Also some visual timer on the attack cooldown would have been helpful since it is so long. While the start of the game is fun, but it does get a bit repetitive after a while. X seems an odd choice for attack going with WASD. X compliments the arrow keys, but something like space may have been a better option here.
That was really fun. The crossing over rules made it interesting. I got to the secret room, though it wasn't obviously 'the secret room' until I played it through again and realised you can miss it. Leaving some eggs to come back to later from another door was a great mechanic. I was stumped at first before I realised you could do that. Seeing the broken eggs made me think I failed somehow the previous time I was in that room, until I realised they were being marked as hatched. Probably because their position is reset. The only puzzles I found a bit tricky were because I was forgetting I could cross over my tail.
That was really good. The voices were a great addition. I scored 167, the speed was starting to get tricky.
The locks were a it frustrating in how sluggish the pick handles, I did manage to get them all in the end more by raking over the pins rather than picking. I like chill music and the big grins on the customers once you give them their items.
This feels like it would be a fun multiplayer game, but the problem with those it requires other people... The driving part feels great, but I failed to figure out the cooking part.
I also came for the water physics. They are very nice. Shame about the gun upgrades not being purchasable. The spike upgrade has the same problem, but the popup switches to the other side if you mouse over the very left of that button. I did buy all the others though. It was fun. The mechanic upgrade didn't seem to do anything, and I didn't notice any changes after I bought the spike upgrade. Finding people with tasks to do could be annoying at times. I was confused at first because I couldn't find any of them and thought I must be missing something. The progress bars were a bit glitchy for me, they would clip behind the water or just not appear to fill up at all. (Using Firefox)
Very nice puzzle game. Great presentation, and a fun challenge. Great job. I did run into a game breaking bug on level 9 where some of the conveyors stopped being editable. It could have done with a clear button to reset fully reset the level back to its initial state. A couple of the levels had stations on the top row against the wall which made them harder to spot. On level seven, the diners do not appear to be asking for wasabi, bit it is required. I appreciated the speed up option.
Interesting idea, and very well put together. The artwork and general flow is great. I had a bit of trouble guessing some of the personalities, but I enjoyed the text. It could have done with some audio.
A solid platformer. I love the artwork. The off limits sign was a nice touch.
win.png That was great. Took many attempts bit I eventually won. A good amount of content and things to upgrade. Great job. The final fight was really easy compared to some of the others with massive armies. The fixed camera worked well but it was annoying getting piled on by enemies from just off screen. Happened a lot in the desert level when wanting to use the bow. Melee combat didn't feel great at first, the guy doesn't attack towards the cursor so turning to fight someone behind you wasted a swing. It felt you should be able to do something other than stand there and take damage in the long cooldowns. Also it would be nice to discard weapons. Switching between your best bow and sword was a pain when you have too many. I lost the scroll I was delivering on the mountain town level, luckily it didn't matter. The night map could often be cheesed by getting the enemies to fall in the water. The starter bow book didn't seem to do anything. I occasionally encountered enemies that didn't fall over on death. That was confusing the first time it happened. The environment can clip through the health and armour values. I also had it that the right click trace hit something in the foreground so could only run towards the camera. I was surprised how long it took me to notice the cart wheels don't turn.
The title screen is awesome, and I love the artwork and storytelling. The flying mechanics could use some work though.
Very atmospheric. Nice environment and good use of the ambient music, though it loses its edge after a while of wandering around trying to find any clues I may have missed. The invisible walls were very annoying. I often got stuck the wrong side of them. I managed to get past the second gate without the key, and was quite confused when I unlocked it to find I was back in a place I had already been. Putting the box down next to that gate made it impossible to pick up again as clicking would always trigger the gate instead. The code puzzle is a bit obtuse. The first time I tried the box never showed up as a thing to inspect. Perhaps I didn't stand in precisely the right spot to trigger that. I did notice when I quit though that the code is printed to the console so I kinda ended up cheating to get to the end. In retrospect I did find all the clues other than that issue with the inspect one so that was a lot of unnecessary wandering.
A solid entry. Nice seeing what can be done quickly with unreal engine and premade assets. The zombies were a non-threat. Seeing them there was intimidating at first but you can just stroll casually past them. The 'Press E to talk' doing nothing once you completed the two quests seemed like a bug. It wasn't clear you have done everything. I appreciate the Linux build.
Bouncing around and throwing packages was satisfying. I hope they didn't contain breakables... The marker was sometimes tricky to figure out exactly where to go, and it gets very confused when the target is behind you.
Took a few attempts but I eventually managed to win. It seemed more down to the randomness of the available abilities than what you choose though. Love the idea of mutating an insect army and the abilities were interesting. The final level was a bit tedious after several attempts. The boss has tons of health and the game pauses when it loses focus so I couldn't do something else while waiting for my critters to nibble at his knees. Too many of my inventions were weak. It would be nice if it gave a summary of all your failed attempts at the end.
A nice game. I like the presentation. The routes you could go seemed very limited though, and resources were a too limited for any reasonable exploration. The placeable map markers didn't seem to be useful for anything.
Nice game. I like the pixel aesthetic and the movement feels good. The compass was tricky to see though, and there was not quite enough contrast on the crates against the ship. Some interaction help text would have been useful but I managed to figure it out, One thing I wasn't clear on for a while was how to get the crates off your ship. I managed to deliver 23 packages before running out of fuel, then randomly crashed into another planet and could deliver another 6. That planet did not have enough vertices for its size so the character was running quite a way above the surface most of the time.
I love the aesthetic and the vibes. The movement system wasn't particularly interesting though. It could have done with environmental boosts or something to make it more interesting picking an optimal route, rather than point at target and press forward. I managed 1:21:32 after reading the above comment and just holding the boost button rather than both boost and forward.
Managed to get started building a mine and acquiring a bunch of gold. I like the direct use of gold as ammunition. I didn't realise the buttons on the helipad were buttons to click on at first. It felt arbitrary whether I could build and repair stuff or not. Some numbers somewhere would have helped. The goal is also unclear, am I supposed to sell gold for a score, or attack the opponent, or just hang out indefinitely. That splash sound highlights the fact there are no other sounds or music, which makes it a bit jarring.
A fun relaxing game. Great models. The garden was fun to explore and it was nice seeing all the other bees around and getting stuck on the scenery as bees do. I ended up with 44. I had real trouble flying at first. It took a while to get vaguely competent. Only being able to go forwards made it tricky. The hive editing was very clunky, mainly due to the super smoothed pointer movement and the lack of manoeuvrability. Having to select a cell to build something next to it seemed needlessly complicated and prone to confusion if you have another cell selected, which stumped me for a bit thinking it was being unresponsive.
Nice chill idea, shame you didn't have time to flesh it out more. I like the rough artwork. Disappointed you can't stuff people in the trunk. I did mess with peoples luggage to see if anything happened. Ren'py seems an odd engine choice for this, but hey - if it works...
@gamer-fates Try rating now, somehow the opt out of ratings option was checked. I did intend right click to shoot - seems I forgot to implement it though. It would also need map and inventory buttons to be fully playable with just the mouse.
Yay, a VR game. Played with a valve index. The shakey-cam intro was not nice in VR, and the grab threshold seemed a bit off. Sometimes after pushing off a surface I would fly back at it because it didn't think I had let go early enough. Gameplay was reasonable for a jam but it was somewhat unclear what to do. I died twice before figuring anything out, though my third attempt succeeded in 216.4477 seconds. Some more environmental storytelling would have been nice, the hands were great though so time well spent.
Nice atmosphere, it was fun exploring and finding resources. The control system was not explained at all in game, took a while to figure out how to move, then longer to figure out how to pick stuff up. Having to select the character is unclear and rather pointless since there is nothing else in the game that uses any kind of selecting. I only built two oxygen stations and nothing else before beating the game, partially because the building system was unclear, but mostly because I didn't really need to. I never really felt constrained by resources or worried about oxygen, and the lovely pathing meant I didn't even need to remember the way back or worry about getting lost.
Nice sokoban implementation. A couple of the levels were tricky. Bypassing libc was interesting. I tried building it with mingw but that ended up being 24k.
Nice simple puzzle mechanics. Not much of a challenge though. Many levels looked like they should have been more complicated than they actually were, as most levels could be completed trivially by only moving one of the two pieces rather than requiring complicated manoeuvrers to get them past each other. Pressing a key, such as space to switch between the colours would have been nice, and a restart button too.
Nice idea. My first impressions were terrible though. The version embedded here has the wrong resolution so the resources at the top were cut off. Then I tried the web build on itch and that seemed broken. Turns out its the first two maps from the level select that don't work properly. The first map the first night never ends, and the second you get swarmed almost instantly.
I did have some fun with it once I tried the third map and played about with the options though. Clicking on the people makes them go up. They could also fire when you are moving them around which was entertaining. The resource gain did not seem enough for anything, even fully upgraded, and its generally not clear what is happening. Something to say what the buildings were doing after they are build would have been helpful. The particles when you click on the ground are misleading.
Nice idea, well executed. Smoking the pope was a nice touch to give it more personality. The mechanics were a bit unclear at first, such as what order the items had to be in the ship, but easy enough to figure out through trial and error. I did run into some situations where it didn't seem possible to survive. I managed to get 80 shillings, but then hit a game over trying to figure out what the wave button that appeared did. Some explanations would have been nice, but overall, great job.
Awesome game. Very fun to play. Love the chaos. The player having a shadow was a nice touch. The amount of items thrown at you was a bit overwhelming, and not having something at all was annoying. The physics meant I had to be fairly slow to move stuff around as it would not grab the item if I was too quick and things would sometimes randomly drop which made it feel somewhat unresponsive at times. I may just need a new mouse though. Batty was a real pain. Managed to complete a shift on my second attempt. It could have done with a bell on the counter when a new customer wanted service.
Oops - double post - I definitely need a new mouse.
The Linux download here is missing the data file. The one on itch works though. I love the ship. The cutscenes and all the interactables were great. It was very unclear what to do though.
Nice game. Atmospheric with creepy creatures to hide from. The gun trivialised it a bit though. It would have been more intense if that wasn't a thing. Also it doesn't seem possible to escape and hide once you have been spotted.
A press E to pickup prompt would have been nice. I didn't realise you could do that at first. A key to drop the item would have been useful. The first time I picked up the gun, the key card fell in a place I could not get to so had to restart.
That was great. Took a while to figure out how the control actually worked, and even then sometimes it just wouldn't cooperate. I was certainly getting the hang of it towards the end though. The pause was definitely essential. Some of those high scores don't seem possible, unless I anded up taking a really long route.
Nice entry. I like the visuals of the tunnels, though they could have done with some extra clutter to break it up a bit. I win after finding upgrades 1, 2 and 5, then went back to find the other two. It was quite satisfying zooming around the tunnels, but that usually ended badly, at least until I got the heal upgrade. Upgrade 1 was powerful enough that I didn't need to use anything else.
That was awesome. An interesting take on card based combat. Fitting all the programs in was a really cool idea. Ran into a weird issue on my second attempt, the backup drive was empty but I couldn't put anything there, after a while all the programs from my first run suddenly appeared there. Seems to happen on the main hdd too when starting a new game. I love that enhance stacks, very satisfying to 1 shot enemies. An encounter counter would have been useful, as would something to show the active bit rot / per turn damage.
Looks great, controls well and the puzzles felt complex, though I found I was solving them just by pressing the only accessible buttons rather than actually figuring out the puzzle. The camera was somewhat limiting. I would have liked to be able to look around better to see what everything connected to. What the buttons did often felt a bit arbitrary, even with the visible connectors. The transparent blocks were hard to see. I got a bit stuck on the final level because I didn't see a platform. A great entry though, well done.
Nice simple city builder. Balancing the three stats was well done. I finished with 2634/100/118. Not sure what the 'Awesome' threshold is but I only managed it for money. I didn't feel lacking in space as there was plenty to build all the things. The graph could do with some scaling as the lines disappear off the edge.
Very nice aesthetic, and simple yet fun gameplay. A great entry. The fail state wasn't made clear at first, as you can travel to planets with aliens with no issue. Trying to build on planets was a bit frustrating sometimes as the tooltip gets in the way so the click doesn't register, and the greyed out buttons could be more clearly disabled.
Love the atmosphere, though it was a bit dark. The torch did not illuminate much so I was left squinting at my monitor. The glowing spots on the mushrooms helped. Its a good labyrinth, not too large when I had so go back and scour it for the thing I somehow missed. I love the whispering in the audio. Somewhat disappointed the ending just dumps you back to the menu after all that.
I love the art. The into was great. It was very unclear what to do, even with the instructions. Everything just seemed to arbitrarily fly around. Was I supposed to be clicking on the circles, or attracting nearby ones towards the mouse cursor or what. Managed to win on my second attempt somehow though. Right and left click would probably have been a better input choice.
Nice game. The varied enemies and bonus selection were nicely done. Having to press E to go through the door was unintuitive though. That would have been better to happen automatically when you just bump into the open door. The game over felt very abrupt and random before I figured out how it works. Some visual display of how long you have left outside the light would have been useful. The circle decreasing when taking damage was a great mechanic, though having to leave it to get to the door was not ideal, especially before I figured out you need to press E once you are there.
Fun idea. The turn controls are way too fast though. I found myself mostly ignoring the powerups as navigating precisely was impossible. I barely noticed that there were bullets. The game is so chaotic and fast they just disappear into the noise. I liked that swinging turns you around as it makes bouncing between clusters of cars easier. Could have done with some sounds effects.
Nice entry. It gets quite hectic after a while where there is not much you can do about the constant bombardment. I scored 426. It reminds be a bit of the 'Galaxy Trucker' board game. Tooltips on the buttons would have been nice. It wasn't particularly clear how the cloning bays worked, and moving characters around was a but janky.
That was great. Really hard though. Just getting too close to a critter seems to be instant game over. I love the sound design. The spawn sound is suitably ominous. The power ups were a nice addition to keep things interesting. The aliens being occluded by the walls wasn't great, and they would sometimes clip through the bottom. I missed that you could restock turrets, that font is not the easiest to read. Interestingly I got much further not using the turrets. It seems they spend most of their time shooting at dead aliens which is not useful. I ran into a bug where starting a new game would still have the 'you lost' window open from my previous round over the character. I could still move and shoot but not really see what I was doing.
I think I can stop now. cat.png Super chill game. It was great drifting though the cosmos with a trail of cats. I was somewhat sad when I inadvertently hit a cat planet and they all left. I love the artwork and the atmosphere. The number tended to go down on its own suggesting the cats didn't actually need my help getting home.
I like the idea, and graphically it is nice. Having to rush to the next safe spot while exploring the maze was great. The levels sometimes seemed to repeat after beating them. I thought the second level was the last after beating it three times, but it eventually changed to the next one. The timer could do with 0:00 formatting as when it harder to track when it flickers between 1 and 2 digits. I also had issues with the input. It wants buttons to be pressed fast, but if you are too fast it doesn't register causing it to feel unresponsive at times.
Looks nice, and felt good to play, at least with the mouse. The camera changing orientation when going over the street lights was off putting. Unfortunately the game would completely lock up for me whenever I killed a zombie. ``` ERROR: System.InvalidCastException: Unable to cast object of type 'Godot.Timer' to type 'Godot.GpuParticles3D'. at BloodEmiter._Ready() in D:\GodotProjects\rogue-z\Scripts\BloodEmiter.cs:line 12 ``` I still managed to win just by running away though. The frame rate got pretty bad after a while though.
Love the title screen. The gameplay is well done but became somewhat monotonous after a few waves though.
Nice game. I like the art style. I was confused by the objective 'keep your oxygen levels up' as there didn't seem to be any way of doing that. The tasks written on the wall there was a nice touch though. Right click to pick up the gun seemed odd since everything else uses E. You can just walk right past the aliens and the batteries seem to do nothing. I was amused by the fact you can open the keypad multiple times at once.
Nice entry. I like the graphical style, but the mouse sensitivity was way too high. The gun did not feel satisfying, and it would have been nice to have a break from the constant spawning enemies to look around and actually read the upgrades without being instantly murdered. Apparently I obtained one upgrade, no idea what it was though. Most of the chests I saw required way too many coins to open.
Besides the audio being loud noise, I have no input in the web version. The linux version requires a later version of glibc that doesn't seem to be available in my distro, and the windows download link doesn't seem to work.
Managed to get the web version to work by opening the iframe in a separate tab, so I could at least run around and shoot, but I kept dying randomly. I'm guessing there are bullets not rendering correctly or something. Also the F1 did not restart.
I always like seeing custom engines on here. You'll get there eventually. It took a few jams before the web builds were working properly in mine. Emscripten is great.
I liked the puzzles, though I ran into a bug where I could often pick up the same powerup multiple times.
That was extremely silly. I love it. I had collected thousands of blood when I got to the final ritual. Simple but satisfying, great job.
Fun idea. Took a while to figure out what was going on though. Almost missed that there was a second level. That one took a few attempts to find a strategy that worked. I like that you can change up your strategy whenever you like to try different things. The archdemon boredom was annoying but definitely necessary to keep the challenge.
Nice design and a good number of levels. The difficulty curve and introducing mechanics was well paced. The puzzles were enjoyable to solve, some took a while to figure out. Walking on spikes was not an obvious thing for a rat to do. Always nice to see custom engines on here.
Nice puzzle game, the mechanics were fun to figure out. I like that the picture you are making is not just a plain old pentagram circle. Sometimes selecting the right line was tricky when they were stacked up.
I like the artwork. Movement felt very sluggish, and it would be nice to be able to heal at your shrine. I didn't realise protecting the shrine was the goal at first. Some instructions and flavour text at the start would have been useful.
Interesting game. I like the drawing effects. I enjoyed the interactions, but trying every combination of things was a bit tedious.
Lovely atmosphere. I did get a bit stuck at the start not knowing what to do. I picked up the eyeball then it was impossible to do anything else. Figured out eventually I could put it back again, though that is one of the trickier items to drop.
Interesting idea, summoning many fighters is a bit tedious though. Definitely needs instructions in game, I had to come back and read this page a few times before I figured out what to do. Interesting art style for the creatures, the black legs are hard to see because it is so dark though.
Solid bullet hell shooter. I like the retro style. Would have been nice to be able to hold space to continuously fire. I couldn't fire holding up and left, though up and right worked. Seems to be an issue with this keyboard. The extra turrets were not all that useful.
My keyboard issue was a hardware issue rather than your game. I tried it elsewhere and had the same effect. Most keyboards have various key combinations that don't work due to how they are wired. The best solution is either configurable keybinds, or use combos less likely to have the issue. Many games use the z,x,c keys with the arrow keys for instance.
A decent tower defence game. The card presentation was nice, and I like that the thorns were used up. I stopped after wave 30 as it was getting boring. Would have been nice if each levels had a goal rather than eternal streams of critters that only survive for a few tiles.
Solid turn based combat, It was fun growing my army. I liked that the different units had their own sound effects, though wolf sound effect.wav was a bit much. The encounters were very easy though, there was not much strategy required to win which was a shame. Often encounters would only end up being with one opponent instead of the group they were in making it even easier. Moving around took far too long as movement speed was slow everything was really far apart. Stabby stab guy was the most useful.
It is quite satisfying once you manage to get your bat army large enough, noisy though. Some information on what each thing does would have been helpful. It was quite easy to win once I did figure it out. The fireballs seem to have a weird delay, and its amusing they just stop once the target is gone.
Fun game. Love the pixel art. My two runs were 555s, 1902 kills, and 275s, 1973 kills. I never even saw this troll king I had to beat. It always ended with so many of the large monsters on screen there was nowhere left to run. Many spells felt useless, Hale spikes was decent until Flame breath was unlocked. The web build has an annoying tendency to start the mouse outside the drum rather than in the centre.
Nice game, figuring out the mechanics was fun. Murdering bats with rocks was a bit tedious. The knife mechanics were unclear, but I eventually found a spot in the cave where you can just jump on the spot and they fly into the knife. You need a lot of bats. I now have pickles!
That was fun, now my fingers need to rest. Too much clicking. Hold to continuously attack would have been nicer. I often unwittingly clicked an upgrade button as it appeared suddenly under the mouse in the middle of combat.
I like the random challenges, though I did get a walk into a trap one when I had 4 health. I actually only realised you had a ranged attack after getting the melee only quest. I found it hard to aim though. Nice particle chaos in the final battle, managed to beat it on my second attempt. Some of the upgrades are very powerful.
Fun game, I like the 3D art. Upgrading summon count rather than power was an interesting choice, though the grid movement means you run out of space for summoning when you get swamped by the stronger enemies. I managed 4:19 The depth of field blur was a bit strong.
Nice chill puzzle game. Solid mechanics. The rats were cute. Not sure what was up with the boss monster, it died very quickly without doing much. The near plane clipping effect when going upstairs was interesting.
I like how random the summons turn out to be. Had trouble finding something that hisses, apparently electrical wires worked somehow? Most of the hints were good but some seemed completely random and required just trying everything. I also tried interacting with the table rather than talking to the teacher to hand in the assignment, that part was somewhat unclear.
Nice game, I like the design of the band members. Did get suck on the stairs sometimes. Had some trouble with the drum sequence because it was off by one from a previous miss as I think it was counting a note towards the new sequence before the buzzer sounded. Probably would have been better to continually check the last 8 notes played rather than having to reset the state.
Very nice game. I really like the wizard model. The camera did cause some issues of sending the controlled characters into the abyss, but otherwise a solid puzzle game. I didn't find the shadow mechanic did much. I wanted more levels.
Lovely effects and I like the design of the creature. Shame there is no real gameplay.
I love the artwork, the music fits well. I like that you are fighting for both sides in this war. The story was nice and multiple endings a nice touch. I appreciated the ending hints, I didn't guess the second one.
I enjoyed the story and the lore in the summon scrolls. That second key was hard to spot. I was about to give up on it but found it eventually. Shame you can't go disastrously wrong with messing up a summon, they just don't happen if you are missing something. A list of what you have already picked up would have been nice. I did notice if you start a new game after winning, your inventory is not reset.
The artwork is nice, and the sound design is great. Shame the attack animations didn't make it in. I had trouble smashing some of the breakables.
Lovely artwork. The rest is a boring grind though. The cobweb minigame is oddly satisfying, though having to do it 10 times for a single summon is way too much. The gatcha is press the button and go do something else for a couple of minutes and often still not win anything. It is confusing that the summon button takes your hard earned mana if nothing is selected.
I liked the idea of moving the summons around, though in practice it wasn't particularly useful. I played the web version until the framerate made it unplayable.
A nice story, I liked how the various threads intersected.
Interesting idea. I failed to get past the second level after many attempts.
Nice idea and the demon illustrations were great, though I found the timer made it impossible to play. I ended up restarting many times just to read all the books. There is a lot of good stuff in there that you would never have time to read under the constraints.
Lovely graphics, cute story and good music. Managed to win quite easily, it was a but dull just waiting as once you placed the cats there was nothing else to do. The attacks just shooting circles was a little disappointing, and health bars would have been useful. A great entry though. Good job.
Nice idea. Trivial to win though.
Died many times trying to read the instructions. Keyboard controls are not great. I could move and advance the instructions with my controller in the web build, but the summon buttons did not work.
I like the positional mechanics of where in the circle you summon demons. I Managed to win after a few tries, it could do with an easier start to let you figure out the summon mechanics before swamping you with enemies.
Nice chill atmosphere and a fun little story. The 2D art was nice, though The attack animations could do with stronger poses.
ArgumentOutOfBoundsException : index - I guess I reached the end. I had no idea which creature to summon for some of the requests. I like how the moon phase changes the starting state to make the puzzles different. The logic puzzles were fun and the descriptions and art in the book were nice. I did find no reason to close the book.
That was great. Lovely atmosphere. The art style works really well. I summoned everything though the singing gave me a bit of trouble. It felt to go back and forth from the book to check the next part of the longer rituals. Shame there is no goal other than go through the recipes.
Very nice pixel art. The cloud bouncing mechanics were really fun. Some of those spikes were impossible to spot and the spike collision seemed a bit large in places. Managed to beat it by completely ignoring the pickups, going after those were just asking a to lose health. Some way to heal would have been nice since.
The missing mouse cursor in the menu was not a great start, that should be automatic rather than requiring a key. Very nice chill atmosphere, a bit jarring when the music loops though. I ended up glitching through the gate somehow when carrying the first item and switching between characters, not sure how I was supposed to get out of there. Also there are four verses but the puzzle was completed with three items so I am even more confused. Nice riddles though. I gave up on the second level.
I enjoyed that. I like the design of all the creatures and their various effects. No idea what the summoning tie meant, but managed to win regardless. Surprised renpy is capable of this. Great job.
Rocking out to summon a skeleton army is a really cool idea. The core mechanic was well done once I eventually figured it out.
The instructions were not great. Should have been - _hold_ space to call the music and _hold_ the correct button as the note comes in. Trying to just press buttons at the right timing as it suggests does not work well.
The skeleton AI could use some work - but they are skeletons - they are not smart. I did manage to block off a passage with a wall of them though which was a problem. More feedback in combat would have been nice though I guess you ran out of time for that. Also a sound effect when you mess up, and a visual indicator of the cooldown time would have been useful. The swoosh sound also replays when you approach an already open chest.
Kinda funny you can run away from the notes and even play them in a different order than they spawn
Really cool idea. Needs balancing though. Just summoning tons of the cheapest miners gets all the crystals you could ever need. No need for the expensive summons.
That was fun. I really like the artwork. Spamming the button to get an entire screen full of goblins was satisfying, though a bit easy to win that way. The goblins are overpowered when they start stacking up.
Because winning was simple, I tried to see how long I could make the battle last, my longest was was 3:13
Cost values on the buttons and greying them out when you don't have enough souls would have been nice. More info about the different summons would have been useful too. Enemies don't stop appearing after you win.
@slay-a-stone Thanks for the bug report, I changed the compositor to get the web build working then didn't test it in windows. It should be fixed now. Fun fact - if you 'painted' the whole screen with that dot you could see, it would reveal the game.
The was really cool, I played two loops of levels but it became too easy after figuring a good strategy. I really like the pheromone system for movement. It could do with buttons for those extra controls so it can be played entirely with the mouse. Also an auto-queue option would have been useful to save having to keep spamming the add button.
I like the art style. I thought I was doing OK but got wiped out by a confusion status effect. The lack of restoration was frustrating, I never got very that far in my other runs.
Awesome job on a PS1 game. It only worked for me under the US bios (once I figured out how to change that in mednafen) Great music, and I like how all your collected friends follow you in a line. The relative platform heights were sometimes tricky to discern, but I managed to collect everyone.
Very nice. The creatures were super cute, and I love what you did with the controllers. It felt a well polished experience. Unfortunately I had to abandon the third level because they refused to break down the penultimate wall. They were fairly good at recovering from getting stuck but often just give up on building bridges or decide to mine rocks from the opposite side of the map.
I just checked your video, I didn't realise you could pick up them up. The instructions were also unclear on selection as it does not mention using the triggers and there is no visual indicator on whether they are selected. Perhaps their antenna could glow or something.
The game freezing for half a second whenever a bridge segment was placed was not nice. It would have been good to have a faster way to move around the map. Dragging was somewhat slow on the larger levels, and on the Index controller it is very easy to grab unintentionally as it is a proximity sensor rather than a button.
I loved the big chompy animation on the monsters, though was a bit disappointed at how easy they were to murder. I baited the one in the first level away with a tasty creature and found a safe spot standing on top of the rock pile.
Not quite sure what this is trying to be. Is it a game or not? There are levels that hint at objectives but nothing structured. It feels like you intended to make a game but made an editor instead. It could have been a cool game of figuring out some rules within a limited set to solve a specific objective. The follow the trail one came the closest to this.
The post jam IDE is a really cool toy. Still quite rough but good fun to mess around in.
I really loved this game. Lovely writing, intriguing stories, gorgeous pixel art, great sound design and an excellent level of polish. I got all the endings. The Prometheus one gave me the most trouble until I unlocked all the numbers, I kept getting the Throne ending. I like how none of the choices were ever outright bad options to pick. Interesting interpretation of the theme. Very different to any other game I have played here so far. Great job!
Lovely game. It took me a moment to realise the sounds were distorted directions. The back to menu button at the end did not work. Being able to see the moves on the main menu was nice, though you can fly off the screen if you continually press up or down.
Nice idea with using bugs to help traverse the level. Shame there is only the one level. I struggled a bit with the bridge but got there eventually.
Nice atmosphere in the mines. The entrance is a bit too dark though. My first attempt got stuck in the cart collision and could not move. Only ever managed to acquire one gem. The place seems somewhat empty. I always died way too quickly, I spot a creature and instant game over.
Good chaotic fun. The insect models were great. A stage indicator would have been useful to tell the levels apart. I can tell there is some strategy mechanics here but the battles were all easy to win without any consideration to unit configuration. The early battles were just if one unit dies instantly then try the other one. I never really figured out what was supposed to beat what.
That was great. A really well polished experience. The creatures were great, though I found I was only using the mouse ability. The mouse was way too slow making it a bit of a chore to turn far around the ball. Also the upwards aim was not particularly clear. Boing.
Nice game. It felt well polished. I like the merging mechanic. No idea what I was doing though. It felt like there should be some strategy there but it just felt a bit too random. Only managed 3 wins. The difficulty ramped up way too fast.
Nice rail shooter. I liked the sound effects. The constant slow movement wasn't particularly great. Faster motion with more stops could have been better. The game also crashed for me before going up the stairs.
I love the art style. It needs some indication of the selected weapon. I didn't actually realise for a while that the inventory in the bottom left were ammo counts for the other weapons, and wondered why they were not working. I don't think I killed a single bug. I found it was really hard to line up with them due to the perspective. I also hit the issue with the character ending up at weird orientations.
I enjoyed that. The movement felt good and the sense of scale worked well. I laughed at the eating cheese sound effect. The extra touches around the map such as the TV and pictures and the home sweet home sign were a nice addition, though I would have liked more things to climb to explore the map further. The cats were quite incompetent and not even remotely a threat.
Neat idea. The mindless destruction was satisfying. The kill mines were the most useful though you can accidentally place them on top of trees. Finding the last guy was annoying, also the win screen doesn't appear until you then use everything up. The shop interface was not very clear, also I had an issue with the game locking up when pressing the continue button.
Nicely made 3d dungeon crawler. It was trivial to beat though. Ran into a bunch of issues in the jam version but looks like they were all fixed in the update. Some attack effects would be good, the combat felt a bit lacking. Works fine for me in Linux using Wine 8.0 (staging) and dxvk.
That was fun. I really love the design of your creatures and how they swarm. The way their legs moved worked really well. I stopped at level 472 because I tabbed out of the game for a bit and ended up losing where my swarm was, which was essentially game over because no more could spawn because they were not attacking, and then the game really ground to a halt. Performance was great up to that point. Perhaps they should despawn if you get too far away from them. The level up popup was a bit annoying in how it breaks the flow, especially when it pops up every couple of seconds. Not sure how that can be improved though.
That was nice chill game. I do like a good flocking behaviour. The scatter mechanic wasn't particularly great for avoiding the spherical whale, and does very little with few creatures. I also kept clicking outside the window which was not ideal (it worked better in a window than full screen). 18 was my highest score. It seemed impossible to avoid the whale around that point. It was easy to get lost if you decide to explore the map rather than stick around where the pearls all spawned.
That was awesome. I like a good puzzle game and this was really well done. The main mechanic is interesting and the puzzles are well designed and there are a decent number of them. Too bad about level 11, I was stumped for a good while before I read it was impossible. Levels 12 and 15 are doable without pushing any crates which made me think I was missing something. An undo button would have been nice for those annoying times you trying to go too fast and hit the wrong button. Also a key bind for restart would have helped.
I liked the creature designs, and the UI was well done. It could definitely use some audio.
Nice ideas here. I appreciate the post explaining the ant behaviour. The ants seemed to struggle to bring food back to the nest as you can't really indicate any kind of direction with the pheromone. I also had to paint extremely slowly or it would not show up at all. This got worse as the frame rate dropped as the game zoomed out. A downloadable version would have been nice for better performance. It felt like everyone seemed to suddenly die at around 140-160 score even though there was still tons of food right next to the nest. 177 was my best run but they all ended rather abruptly around the same score.
I'm impressed by the variation on the creature. It felt like there were more then three types. Catching the creatures was fun, selling not so much. An auto-sell upgrade would have been nice as clicking sell individually on each one when your garden is massively overcrowded was a bit tedious. The end card stats were not displayed.
Interesting mechanics. Lots of levels here. The switches were a nice change to keep things interesting. The ending sequence was a nice touch. Picking up a robot obscured the pipes readout which was irritating when trying to see when you need to flush the next one, though just counting the timer instead was more reliable. There is a lot of unused space on the screen. The zoom-in felt superfluous. It felt like the pipe display should just have been larger.
It was fun figuring out which combo worked, though I found I was always using three of the same type. The music layering over itself was an - interesting effect. I'm guessing that was unintentional. I had some issues with attacking, often an attack that looked like it should hit didn't. Also all the enemies and projectiles can phase thought the walls.
I like the echo effect, and the nice chill vibes. It was fun going fast and avoiding crashing into stuff. I was a bit disappointed that you just bounce off the walls when I tried it to see what happens. It wasn't entirely clear what the highscores were for, do I try to collect every moth or forgo them and find the goal? It would have been nice to have an option turn off the rumble. I found the mouse to be the best input but my game pad was being noisy...
I really love what you did with the menus, and the little touches like the number of rats displayed by their tails. The guards did seem to be quite blind that I rarely needed to throw rats at them. The small steps in the floor you had to jump to get past were quite annoying in last level.
Love the artwork. The DOF blur was well done so you can sort-of see the cats lurking in the distance. Good fun. Not immediately obvious what you needed to do. Failed several times with 0 score trying to find a bolt hole at first. I managed 2400 damage, 2 cats, 12 props.
That was great. Nice atmosphere and an impressive amount of content for the weekend. You did a great job of making the entities feel scary. I did get a bit lost in a couple of places towards the end,and the battery could be more obviously a battery. It took a while to find because it didn't really stand out as something to be picked up.
A chill game with cute graphics and the gameplay was satisfying
Cute creature, and a really great atmosphere. Lots of weird things happening in the background. Not much to the gameplay though. The camera was often awkward and invisible walls making me wonder why I stopped moving. The wall climbing was a nice touch, though jumping when on a wall is a bit broken.
Nice game. The intro song was great, and the sound effects were fun. The player attacks did not work well. I scored 125.
Nice game. The skill effects were good and I liked the mechanic of changing type by eating the berries. The battles end a bit abruptly, not playing the animation of the final hit, especially when you win in one hit. Selling an item is infinite money as it doesn't remove the item. Is there a way to restart? Progress is saved so restarting the game doesn't help. Some nice ideas here but needs a bit more polish, some goal would have been good.
Fun auto battler. It looks great. Good work. I was a bit confused about acquiring demons at first, It was not particularly obvious that the right houses were buying the units and the left ones were for upgrading them. Placing units was a bit awkward with a lot of units as it could be tricky to see exactly which squares were taken. The bug where the X/X unit display would reset when you scroll was quite annoying, and it would have been good if the placement preview would be cleared when you placed the last one of that type. Having to start over right from the beginning with my new massive army was a bit tedious, and the reason I stopped playing.
Neat idea. Love the little dinos. It was too easy to lose the swarm as they refuse to move when they are queueing up to attack. Perhaps the sprint button could force affect the ones waiting to go back to their follow state.
Some of the obstacles were unclear that you couldn't get past, especially in the space section. The long delay before they jump prevented me from realising you are supposed to collect the eggs at first, especially using the mouse input as the scrolling means you don't stop for long enough. Sometimes dinos would get left behind but still counted as part of the pack so the game won't end. Usually after the second boss some would just arbitrarily run off.
Good job though. I enjoyed playing it.
Interesting idea. Great to be different. Good job. The physics was fun to play with. A little disappointed you don't get to see what was in the final capsule as it cuts to the win screen as soon as it pops. How to operate the mechanism on the dispensers was not immediately obvious. Thanks for adding the option to flip the y axis. I almost missed that by not reading this page.
Managed to find the larva in 1629s. Turns out it was actually fairly close to the start. Not much of a challenge since it was trivial to disable the invading bugs. I spawned a second ant to activate the shield and all the bugs no longer moved while I explored with the first. The upgrades were nice though there wasn't any reason to spawn more ants. Perhaps if you could queue up dig orders you could let the other ants get on with digging in different directions to explore.
Nice game. Great atmosphere. I do like games with transformation mechanics. They barely lasted long enough to overcome the obstacle though and it was sometimes unclear where you had to go. The ant was especially tricky as I kept getting stuck on the log's collision. The final platforming section was tough but I managed to escape in the end.
I love the art style. I successfully escaped in 2:35 (after a few attempts). I didn't realise escaping was the goal at first. I assumed it was just survive as long as possible. The black bars on the top and bottom seemed to not be in the right place, and the time at the top never changed from 2 : 0 A keyboard shortcut to start would have been useful to quickly restart without having to reach for the mouse.
Fun concept. The tank handled well and the sounds effects made it feel nice and solid. The collision seemed a bit broken though. The physics worked driving over the rocks, but some other obstacles you can drive straight through. I managed to fall off when still on solid table.
Nice game. It was hard, but smooth and responsive, and the cutscenes were well done. Good gob. It took a while to figure out how to beat the squirrel. It was very much not clear what the attack was supposed to do. I always died instantly on the effect that splits the screen into quaters. The attempt I managed to win did not do that one.
Ooh, a VR game. I have a Valve Index. The frame rate was fairly poor, but it looked great. Building slime bridges was fun though the collision was a bit janky. Also I could not jump nearly as far as in that gif. It bugged me that the move control was only on the right stick, all other VR games I have played have it on the left. I managed to get to the king the most direct way. I found you could move straight up buy building a slime tower directly under you, though I just bounced off the statue. not sure if that was meant to be interactable. I struggled with the movement acceleration, perhaps partially due to the low frame rate but I often tried to move a little bit and end up being launched into the drink. Good job.
Nice creepy vibes. I found it a bit too uniformly dark though. Some more subtly placed lights would have been nice. The vertical camera look limits were a bit annoying, made it hard to pick some stuff up. I appreciate that pickups were highlighted. It needed some notes or something to drive the story, as it felt a bit directionless and random. The version embedded here hit an index out of bounds error and wouldn't run.
Nice idea, I had trouble with the control scheme. The attack would often miss when I thought it would hit, and you get totally swamped in no time at all. It may have been better to turn to face the spot where you right click to attack as turning to aim was clunky. I managed to live long enough to see a red ant once.
Not sure what the deal was with collision, but it seems the walls are just a suggestion. Often felt like I was dying randomly out of nowhere. I guess a lizard thing was under the terrain? Particularly dangerous moving downward as you can't see very far at all in that direction. The environment is nice and I like the menu art. I managed to find all the cheese.
Nice pixel art. The gravity ball was an interesting mechanic. The controls were a bit all over the place, wasd and arrows _and_ mouse buttons? Having to keep swapping between the mouse and keyboard was not great. Turns out the pickaxe wasn't really needed (unless using it to fly).
Some really neat mechanics here. I tried my best to purge the island of the non-believers but the game really started to chug after day 24. Some goals other than just 'replicate until it becomes unstable' would have been nice to give some direction.
Nice game. Managed to get to the end. That was a lot of levels. Requiring the exact number to break the walls was an interesting idea the could have been explored more. The target zone in level 14 is much smaller than the light green area indicates which made that one tricky. It's generally best to avoid using ctrl and escape when targeting html5 as all browsers will have issues with them. I ran into the ctrl+w problem on my game too. Easy to forget.
I really like the atmosphere and the graphical screen effect. Not so much the nauseating head bob. It would have been good to have the patter of your feet. the silent bouncing along didn't feel all that mouse like. I managed to win eventually. It took several attempts to learn where to things were.
Love the intro comic. Good fun. Took a while to realise I had to click on the green arrows to interact with them. The detailed popups were a nice touch. The cat didn't seem to be much of a threat.
Cute idea. The music was nice.
That was strange. The audio was interesting but too quiet. It was hard to control with the vertical motion. Perhaps mouse input would have been a better option. Its a decent start though.
I love the aesthetic. Very much PS1 vibes. The atmosphere felt tense and dangerous even though the humans were pretty blind.
Took a long time to find the last friend. It is out of shot in the room upstairs with two visible creatures. Major issues with collision. I was often getting stuck on nothing, and I managed to get into the room on the right without switching camera. The camera switching made some rooms hard to enter, since it swapped to the opposite direction and because you keep moving a bit after you release the key you pop straight back out of the room. Getting stuck off screen was also a problem.
Neat idea. I like the control mechanism, and the number mechanic on the fish. The shark health was not very clear. The fighting seemed a bit too random and the warning symbol didn't really help at all. I actually missed what the goal was the first time round and was a bit confused as what to do after collecting all the fish. It would have been nice if you could press the OK button with space or enter to avoid needing to use the mouse.
Very nice visuals. The dynamic water spurts were a neat effect, though it seemed odd they just stopped in mid air. The robot arm took a while to figure out and the water level rises way faster than I can plug all the holes. I had trouble flipping the switches in the first room, and the robot arm grab button. I feel those would work better if you could affect them by just touching them rather than having to grip. Nailing a metal plate to a leaking glass window while underwater seems like a bad idea.
The final stage was a bit disappointing, just do all the things once with no consequences. It would have been nice if there was a continuous narrative where you have to rush around and fix stuff while reaching some kind of goal.
That was a fun game. The levels were well designed for the different abilities. Some of the later abilities were not explained, I got stuck for a while not realising you can punch the pillars and the search ability felt like an accidental discovery. Managed to get the the end eventually. The movement did feel a bit slow and some of the timings were a bit tight.
Decent platformer. The lighting and crumbling tower effects were nice. I was confused by the chain at first, but eventually figured it out, also there is a frustrating amount of downtime when restarting. I did gave a chest spawn behind one of the red boxes which took a while to figure out. The spear traps seem to have a too large hitbox but it was mainly me being careless due to rushing as the gameplay is not very interesting. 100 levels is way to many though with so little variation. I gave up after getting to floor 23.
That was really cool. Hitting the platforms just right was very satisfying. Teleporting back to the start when grabbing an item felt the same as restarting so I was confused at first. Managed to get a gold medal on one level. That's good enough for me.
That was fun. The swinging mechanics felt satisfying when you build up some momentum, although sometimes felt frustratingly unresponsive when I was probably just a bit to far away. The buckets still swinging like crazy after restarting was not ideal. I managed to hit the ground trigger while swinging once. The dark level was a bit too dark to see the targets properly.
Nice idea, I also played without drawing a map. It would have been nice to be able to hide the map so I could admire the environment without it getting in the way. I also wanted to be able to light the torches in the room because everything was a bit too dark. Almost missed the treasury but found it eventually. Some actual reason to draw an acceptable map would have been ideal, though I have no idea how that could be implemented.
Nice atmosphere, the corridors are a bit long and boring though. The keys are hard to spot. I didn't even see the first one when I picked it up. I managed to glitch out the physics by jumping onto the items by the first key. The ending is somewhat abrupt.
Dangit! So close. Screenshot_20250419_1.png I got there on the next try. Interesting puzzle game disguised as a platformer. Requires restarting a lot as you can't really plan ahead if you don't know where the objectives are. I found I was often wasting power unintentionally drilling the block next to me. I think it may be better to require holding left or right to drill horizontally to match drilling downwards.
That was awesome. The gameplay was really smooth and the weapons felt weighty. I had an issue at the start where my ship was spinning around and pointing in arbitrary directions, turned out it was because I had a controller plugged in. I like how the charge bars are displayed on the ship itself, though I felt it would have been nice to have that on the reticle too. I also suggest something so show which levels you have completed in the menu. Great job. I really enjoyed playing this one.
Neat idea, though not much to it. The deeps are not cleansed. Space didn't seem to do anything (other than start the game). I assumed at first the dwarves were running from you as they are not obviously on fire when they start moving fast.
That was... interesting. Really neat mechanic. Goof job. I appreciated being able to skip levels because I could not figure out level 2. All the others were fairly straight forward. The cheeky grin and censored bar when you lose was a fun detail. The performance was fairly poor and it would have been nicer if the speeds were a bit faster as it felt somewhat sluggish when you have quite far to move.
Going back afterwards I finally managed to beat level 2. Yay.
That was really cool. The physics worked well and the water looks great. I managed to get 1212m. It would be nice if it tracked your high score. I would have liked to be able to look around to not get completely blindsided by some of the massive waves.
A solid shooter but poorly balanced. Its hard to even kill anything with the starter weapon but with the rate of fire powerup, suddenly you can easily wipe the screen and you can keep that up indefinitely with the shower of upgrades. Diagonal movement with the arrow keys seems to be broken. I didn't actually notice the rocket counter at the bottom for a long time. I stopped after racking up 31380 points as the level didn't seem to be changing any more. I'm guessing the final stage just loops.
Cool idea, nicely presented. Solved most of the levels by wandering aimlessly, but it was fun to properly work out the route.
The was great, I really love the art. The growth transitions were great. Could have some with some in game text explaining the attractor beam. I didn't realise that was a thing at first. The ending was a bit of a let down, It really needed some closure of taking over the surface or something.
A nice platformer. I like the 3d look. I had to use the simplified version as the original became unplayable after a while. The fire collision is very unforgiving, I really struggled to get past one near the bottom of the final level. That one took two game-overs to get past and having to restart right from the beginning again was really annoying. I eventually managed to win. The coins don't seem to matter.
Lovely art style. I enjoyed meeting all the interesting characters.
The game froze the first time I started it, but it worked after refreshing the page. Having to hold shift and clicking on the lever to change modes was annoying. Oxygen drains far faster than I could replenish by drilling the corals. I managed to escape (just) but it doesn't really allow for much exploration, which I imagine is why you would be in the situation in the first place. I only saw one fish and it murdered me before I could respond.
The core mechanics are good. This could be a fun game if expanded further. Perhaps mining for resources, and being more dangerous the further out you go.
The digging mechanic was really well done. I sure dug a hole. No idea what the other game that keeps being mentioned here is, though I imagine it has something to do with digging a hole. I liked all the notes and interesting things to find. I definitely missed a lot. At least the cake wasn't a lie. Screenshot_20250422_1.png Seems to be some weird issue with the lighting in some of the deep rooms, and the lack of texturing around this large area makes it hard to tell if you are actually moving.
The mapping mechanic was good, though a bit small. You attack when clicking up/down marker buttons. All my initial runs ended by dying so I wondered what the point of mapping was. Seems I have trouble with the combat. I did wait out the timer once to see what happened so it makes more sense now, though my run still ended there as no healing. A way to go back up would have been nice, or a warp back to the shop to avoid having to sit and wait for a few minutes.
Eventually got the hang of it - I found it hard to resist the urge to fully explore each level and acquire all the gold. I managed to get to floor 8 but couldn't get back there again as I died way too quickly even trying my best to avoid all the mobs. Buying anything other than potions doesn't seem worth it as there is no other way to heal. Enemies can still hit you during the transition between levels which is not ideal.
Also what is the difference in the deloused edition?
Fair point on the warp, though the enemies get stronger so there would be that downside for doing so. It wasn't that the other upgrades would be unhelpful, it was that I always needed healing and did not have enough gold to spare on the other upgrades. I guess I was losing more health in combat that was intended in the balancing. My runs always ended due to lack of health rather than running out of time.
That was great. Love the concept. Having to manually fire the guns was unclear, considering how well explained everything else was. The selected character could be more clear, I found I was often clicking expecting a character to move and nothing would happen making it feel a bit unresponsive sometimes. Especially when it gets frantic. Some audio cues would have helped for the warnings. I got as far as unlocking the second engine after a few tries. The difficulty ramps up very quickly after the slow intro.
I love the graphical style. First impressions were poor - I kept dying over and over before I even had a chance to figure out the controls. If you don't immediately hold W you just die with a mess of overlapping voices. The ship was a bit tricky to control, Dodging the rocks was hard, especially when hitting one catapults you across the screen into others pinball style. Seems hitting rocks doesn't actually give any penalties, so I could just stay at the top of the screen indefinitely and the score counter just goes up.
Can you make a downloadable build since the web version's performance is unplayable. Also when trying to restart the mouse is still locked so I can't press the start button.
It is a neat concept and has some great atmosphere so I would love to be able to play it properly.
Cheeese! The cat was great, and I liked that you could snag the cheese from the traps if you were careful. Some end state or goal would have been nice, I'm assuming there wasn't one since the levels looped.
A fun game. Having the endless mode to play after beating the campaign was a great addition but it needed a high score or timer to track your progress. I almost missed the Pandora's box mechanic until I started to struggle a bit and re-read the bindings. J seems an odd key choice. There are a lot of really fun effects in there. My favourite was the swarm of bats. The movement keys felt a bit too sensitive for precise bullet dodging.
Cool game. The graphics were nice and the ship handled quite well. Not a fan of the unexplained blink-and-you'll-miss-it essential information of where to find the hourglass. Having to locate a thingy is fine but that was not a good mechanic. If it at least stayed on until you move it would not be so missable. Some kind of radar system would have been nice though, and it really needed a restart button for when you do fail. The upgrades were rather sparse, while there is tons of fairly useless hull upgrades (rocks are easy to avoid), I only ever saw one fuel cell over several launches. Almost missed the go to the depths of space button. It should probably say somewhere how much you need to collect as it felt there was no real goal.
The bats were cute. I like that you could carry on after game over appears, and it even goes away for the next level. I struggled with the combat, the mouse sensitivity was way too low and it seemed hard to actually hit anything without taking damage first. I didn't actually realise you could use the shield.
That was great. I loved the goblins. Nice job. My first run I only had one friend. Got pretty far though. Managed to get to the end on my second try. I had a full party and a ton of extra shields. I was expecting a big bad goblin king on the final node so I was saving my items. Was disappointed. Needs a restart button.
Destructible voxel terrain with good collision is a challenge. It was one of my shortlisted ideas to try but I decided it would probably be too tough to do well in the timeframe. You did an excellent job here. Well done. The taxes doubling each time was a bit much considering your income doesn't scale well. (Unless I'm missing something) It makes upgrading much not really seem worth it. I failed to meet the 64 credit bill. I also did not manage to find a single relic.
Cure graphical style. The animations were great. The upgrades seemed very random in terms of power. The rate of fire upgrade barely seemed to do anything, despite acquiring many of them, and I randomly got a +5 damage and a +5 shots upgrade near the start which felt overpowered. I never bothered with health upgrades because it was easy to just never be hit - until they spawned surrounding me and I couldn't move. You die very quickly if you get trapped. It would be nice if there was a wave counter displayed somewhere so you know if another group is about to spawn.
That was great. The digging and collection mechanics were extremely satisfying. I had everything maxed out by the time I was half way down. It was great the way you start out making tunnels but eventually can just strip mine everything. It would have been nice if I could hold down F on the conversion machine rather than having to keep pressing the button as I ended up using that a lot. I ended up going round twice to see if the bottom was any different.
I really like the idea of having to carry the totem to the next checkpoint, and having to choose what to carry was neat. I also encountered the dialogue panel stuck on issue - it happens if you roll over the book a second time. The torch duration seems way too short, and the other torches on the way down don't respawn when you do so I was kinda stuck until I tried jumping off the cliff with the totem and discovering R restarts the game. There should be some light at the checkpoint. I accidentally clicked and picked up the totem at the first checkpoint but couldn't see the altar to see where put it down again. Finally managed to get to the ground level, but can't see anything at all and can't jump off anything to die. Its a cool game, but being too dark makes it hard to enjoy.
Neat idea. The flying swords were great. The E ability was somewhat overpowered but quite satisfying. The Q ability seemed completely useless, and space seemed to do nothing at all. A visual indicator for the cast time would have been useful.
I feel somewhat dirty running your hacky windows build in wine, but my glibc is outdated and I cant be arsed to build it from source. It worked but I had no mouse cursor in the menu. I recommend giving emscripten a whirl, I found it super easy to set up for my engine.
As others have mentioned the hunger meter drains way too quickly to get much of a feel for the game. My first attempt I never even saw any minerals at all.
Neat game. The environment was great. I managed to get to the end. The collision was quite janky for the jumping over boxes. You can also walk through the closed door to the control room. The final puzzle was unclear until I guessed you probably chose nice round numbers rather than the exact mark positions.
The game looks pretty, but not all that fun. The movement feels annoyingly slow, which would be ok if it was upgradable but it is not. The go-deeper mechanic seems to conflict with the green dots you have to pick up. There doesn't seem to be any reason to move downwards and doing so means you will be leaving the points behind. It feels a tacked on afterthought. I tried just following the arrow, reached the glasses easily and was still level 0. I'm guessing that was supposed to be a goal, but it feels like it just kills you as the end card is the same.
That was a cool idea, though it seems to end up more as a game of memorisation rather than investigation. I don't feel the time pressure worked well either as it encouraged just memorising the sequence. I would have liked to be able to put the item back down and examined the other artefacts before making a decision.
Neat game. The sonar effect was really well done, and the lighting was great. I really liked all the various sea creatures though the game mechanics encouraged me to blast past them without stopping to admire the artwork. The sound design could do with more work, it didn't really feel like the dangerous deep underwater trip it should be. Also the submarine pointing straight down like that bugged me a bit.
Had real trouble at first, then read one of the comments above saying I could shoot the spawners - then it became easy. The controls seem a bit messed up, left arrow goes left but down arrow goes right?? Using a controller seems to work best. Shooting in the direction of the mouse would have been nice as it aiming with the controller also makes you move. The web build has major performance issues. It became unplayable after about a minute. The aargh sound is quite something - and it can keep going after getting the game over screen...
Simple but effective mechanics. I really love the art style. Great job.
A solid platformer. Fairly challenging, but I managed to win first try. I didn't realise you click on the doors to open them at first. Some feedback from being hit would have been useful. The sound didn't work for me.
There was a sound folder in the game files so I assumed it was just not working. I recommend having a look at [sfxr](https://www.drpetter.se/project_sfxr.html), it is a great little utility for making simple sound effects for games like this.
The movement is nice and fluid, and the lighting effects were great. The upgrade screen seems a bit broken. It seems like some are locked behind others but it is not unclear what the relations are. Also I completely stopped being able to unlock anything else after a few runs. Also some upgrades are about weapons and I was not seeing any sign of weapons in the game.
It would be nice if the it showed your the deepest you managed to get somewhere to have a score to beat.
Interesting mechanics. Took a few attempts to figure out the way to proceed and managed to win eventually. The collision seems a bit janky at times. I was often ended up embedded in the floor and sometimes died to nothing at all and occasionally the bottles would not be collected. A decent entry.
Lovely atmosphere and feel to the game, though I'm giving up after getting nowhere. The first several attempts I couldn't seem to build anything al all, then game over hits. Upgrading the tower first also kills you.
After reading this thread it seems you have to very quickly upgrade the tower then place a farm and uranium mine, but then couldn't seem to do anything else and ran out of something and died. It feels like there is a great game in here but it is just not intuitive.
@coda-highland Look into emscripten. It can compile c++ into javascript for web builds and is fairly simple to set up.
That was really fun. Seems I managed to miss some coins though. Works great on Linux with regular Wine too. The bombs were satisfying but I kept blowing myself up when the character was not facing the same direction as the camera. The rock pickup radius could do with being a bit more generous. It was not so easy to grab them when running from the minions. Also the scrolls covering the vision when you have to move away from them to close was not ideal. A great entry. Messing with Vulkan has been on my todo list for a while too.
That was cool. The lantern was a neat mechanic and there are a good amount of levels for a compo entry. The demons were interesting, although not really a threat after being murdered by the first one to see what happens. The platforming mechanics in the first two levels seemed to be forgotten about after that. I feel it could have more puzzle elements to it as the gameplay was very straight forward.
Cool idea. Very silly. I love it. I scored 7600. yay. Reminds be a bit of Katamari. Could definitely do with some audio. Good job.
Lovely artwork. The platforming was a bit janky though. Especially the slopes. I found 8 demons. I couldn't figure out how to fix the hot spring. I ended the game with water and earth powers to spare, but it required water and fire... I was confused by the pig saying the scythe was in the forest, which is back to the left. Turns out the scythe is in the next screen to the right.
Very galaxy trucker vibes. Nice artwork and fun physics. The limited build time was far too short to figure out how the build system worked. I ended up with nothing connected the first few attempts (managed to survive though). I only ever managed to create spinning monstrosities when I did manage to connect some modules. The retry button seems to do nothing.
Haha, I loved that ending. It took me a while to unlock some of the visions, but I got there eventually. The puzzles where well thought out and I love the art style. Great job.
Nice simple idea. The interface is clean and feels nice to use. I was a quite confused at first. My first card was for gemstones which I never saw any of at all. A quick tutorial to explain things at the start would have been useful, and the game really needs some audio. I did find I was barely reading the actual names of the things I was buying, focusing just on matching the type. I almost missed that there is a collection summary checklist which I guess is your overall goal?
Nice and simple. I sure caught a lot of cats. Finding opportunity to click the new box button was tricky. A counter would have been nice seeing as the full boxes disappear and the money can be spent. I accumulated $106.
I love the aesthetic. Felt like a nice complete game. The benefits of a team I guess. I somehow managed to win on my first attempt in 10 months, though I still have no idea what I was doing. There seems to be a lot of complexity there but I really wasn't following most if it.
That was really fun. The boat movement feels great and the upgrades were nice. The time purchase doubling each time made it really tough though. I had an issue that the time display was off the screen in fullscreen mode. I guess it was not anchored correctly, my native resolution is 1920x1200 which is not the most common aspect ratio.
That was great. Love the gear aesthetics of your tower. I survived `16:30`, `Lv39`, `796 kills`. I seem to suddenly get swamped about that time. I was a bit annoyed near the start when I was taking damage as the target was reserved by the newly unlocked super slow cannon while the rifle which would have instantly killed the enemies was completely idle. Not a fan of the pop sound when the cannon fires. It doesn't really fit in with the rest. It took a while to figure out what it was.
That was really cool. The vehicle is awesome and all the dakka is great. The detail added to the guns for each upgrade was a nice addition, though it is unclear what the upgrades actually do or if it is worth upgrading the vs just adding more turrets. Very much lacking in information throughout. Its unclear what all the upgrade around the sides do. I initially thought those were drop-off points, or perhaps you were upgrading different parts. But when you upgrade one twice you suddenly can't interact with any of the others any more. Also this page says press tab to switch to a rifle. Tab seemed to do nothing. I am confused. I read in a comment above that you can restore health... Was that a thing you can do? How do I do that? An annoying bug I kept running into was if you press escape while in the build menu, the mouse disappears when you click continue making it impossible to exit that menu. It would have been nice if there was a way to the roof at the front of the vehicle, also a super minor nitpick that bugged me - the wheels don't quite turn at the correct rate for the forward motion. I would have liked to be able to repair the turrets somehow, and something to show the power usage would have been useful.
I liked that I could continue after I hit the not victory screen, just so I could continue messing around because the concept was really fun.
The audio really makes this game. The rest is somewhat basic. I collected them all eventually. The Rounded Earthstar took way too long to find. Not a fan of quicktime events, but there is no penalty for pressing the wrong button to spamming all the buttons works.
Love the sound effects. Solid platforming mechanics, though jumping when in a single tile high passage is funny. I tend to hold jump when jumping which made landing in those spots hard. Not a fan of the camera. It turning was ok but the way it snaps back and forth when bouncing off walls was horrible. I lost all my health at a single location: top right corner of the level that starts with the long jumps, and I don't fancy starting over from right from the first level again. The damage system is just too punishing.
That was really cool. An interesting combat and the creature designs were fun. I did run into this annoying bug that caused me to stop playing. Screenshot_20251017_113654.png That overlay appeared when placing it one battle and never went away again. Interestingly I could still pick up and move it during the battle round it appeared in but after that it was just stuck there permanently.
There were a couple creatures I did not acquire, but I kept getting many duplicates which always fight with the same patterns which got a bit repetitive. Really nice entry though. Great job!
Ooh, RPG Maker. I haven't seen that in a while. The sprites that send you back to the start were not great. Different sequences to press would have been a better mechanic than the timing. That was very hard to get right the many times in a row you need to do it wit no feedback. It was also not explained or intuitive. I beat a few of them after reading the page here but didn't manage to complete the game.
Phew, that was tough. I beat the game with 159 coins. The goal seems to be to avoid all the coins where possible as there seems to be no benefits of collecting more. It was just too tough and unforgiving to attempt to maximise a score. I do like the weight penalty mechanic though. Perhaps if the levels were designed more towards collecting as many coins as possible rather than just attempt to get to the end?
The slime hit boxes seemed to be far larger than they should be which made things harder. The level that starts with two slimes then long jump onto a single block gave me the most trouble. The ones after that were not so bad and the last couple were very easy.
Very nice art style. The world is lovely and the experience felt polished. I liked that you could wander the world with no constraints before you activate the quest, to properly explore the world and see the whole map. Also handy for learning where things where without time constraints. The signposts were definitely useful. Not a fan of the time limits. I found it was possible to walk on top of the bushes by using one of the glowy eggs as a stepping stone.
I liked that the first village added a barricade to try and keep you out but some more dialogue interaction could improve things. It felt a bit too straight forward to get the villagers to hand over their loved ones.
Cute game. The various cat interactions were great. Nice job.
Really like the robot and enemy designs. Movement is a bit slow. Also if you lose a unit carrying a crystal, it also gets destroyed meaning you have to restart. Figuring out the best way to bait the enemies away to steal the crystals was fun.
That was a delightfully silly idea. The attack effects were nice, but waiting for the text to scroll was tedious. The game broke when loading the third enemy, it looks like they just didn't load in so I couldn't do anything. Also the itch version seems to have two fullscreen buttons mostly on top of each other, one of which makes it fullscreen, the other makes the browser fullscreen but the game remains small (Firefox).
Nice simple game. Everything works well. I managed to win after a few tries. Got around 86 gems a couple of times, then I tried collecting all the chests first which made it much easier. It felt like the attack liked to fire into the walls rather than anywhere useful sometimes.
That was really cool. I love a good ritual. The different ingredients were interesting and the environment was great. There is an odd issue that pressing E will trigger the last highlighted interaction point from wherever you are. In was confused by a coffin that was glowing green from within. I thought maybe the crimson glow ritual, but apparently that counted as a ordinary coffin. I also used the wrong herb for the ordinary ritual at first as it doesn't actually specify.
Interesting art style. The forest is now clean. Not sure who these fools are who keep leaving stuff in my lovely forest. It took me a while to find the trash at first, I ended up wandering most of the map before I spotted the campfire. Some of the items are almost impossible to discern from the background.
Cute game. I gave the frog all my quarters so I assume I got to the end. The power ups were cool. The collect one was a amusingly overpowered. Pushing rocks was really slow, the collision is very janky and the walls not lining up between zones made it very easy to get stuck, but overall a decent entry. Good job.
Muhahahaha, stompstompstop I love it. The animations feel really smooth and the combat was very satisfying. The isometric art style was lovely, though too easy to get stuck on the environment. No building destruction unfortunately. The humans could run through buildings and it was often hard to see where I was being shot at from. A great entry. Nice job!
Lovely atmosphere and interesting movement mechanics. The bouncers confused me a bit at first as they were not very visible - Why was I suddenly flying?? Opening the lexicon also seems to freeze the game for a few seconds. I was also a bit lost for what to do once I had collected everything, but found the station eventually. In all a really nice experience. Great job.
Nice job for your first solo jam. The driving was functional but a bit annoying. That could definitely use more tweaking to be fun. I ended up ignoring the roads entirely, though they were useful landmarks for returning to the office. Also I kept not noticing I had maxed out the capacity. Probably sound is the biggest thing the game needs. Even something basic from SFXR would go a long way.
Been there with controls needing changing for the web version. I discovered this jam that tab is another key to avoid, and a previous jam used wasd with ctrl for crouch. Reasonable until you try to crouch and move forward...
Fun story. The voice acting was a great addition. I appreciate the Linux build.
The controls could be clearer. I kept trying to switch characters by clicking, since the rest of the game is mouse controlled. I don't think how to attack was ever mentioned, though the tutorial popups were easy to miss. I had some pathing issues, characters would often get stuck on things. I couldn't get Grunt to murder Balvux, also telling him to use an open the door would cause him to become impossible to move again. I ended up restarting a couple of times to get to the end.
It would have been useful to have the non selected character follow the active one if they get too far away to prevent them being completely left behind.
That was awesome. The movement felt good, the weapons were very satisfying and there are loads of levels. I really like the mouse aim, but struggled a bit with the rest of the keyboard controls. Movement is so much easier with a controller. It needs a dead zone added though as the character was constantly running on the spot. I ended up using the controller for traversal but grabbing the mouse when things needed shooting. I had trouble with the wall jump sometimes, the character gets stuck and does not jump upwards if you try to jump when standing very close to a wall. Also had a few crashes. Great job!
That was a nice chill experience. It was fun exploring the map. The control method was interesting, but worked well once you get the hang of it. Great job.
The art direction and atmosphere were great. The movement and collision was a bit rough though. Loved the magpie. Magpies are the best!
Neat idea. Is there supposed to be no depth testing? It was quite odd with some of the more distant geometry being rendered over the closer stuff. I played the Linux version. I had to restart several times as I kept trying to jump and accidentally throwing my cubes into the precipice. It would be cool if there was a reason to drop them, though as is that ability is a hazard. I assume the green cube was supposed to be the ending. That could be made more clear.
Nice game. The movement felt good. I failed to find the last bone in the cemetery. It was funny how easy it is to just hop out of that level.
Yep somehow I missed that one. Funny because really enjoyed this view Untitled.png Guess I just didn't look up enough. Managed to get them all now.
Nice game, The controls felt fluid and the attack satisfying. I managed C rank. Interesting palette choice. It works well with the atmosphere. The shop screen was not great. It was unclear how to close it, and the visuals are a bit of a mess compared to the rest of the game. I never used the conversion buttons.
Great atmosphere. Intriguing story and really creepy vibes. Unclear what you have to do. The front door prompt was very unhelpful. It took a while before I discovered you can link some evidence to make things happen. It is also very easy to miss the evidence that appears from watching tv as they only appear on specific days and are gone forever once you sleep. The sleeping mechanic was more annoying than anything. The arbitrary murder of your witnesses was somewhat surprising. You can also kidnap additional people without getting rid of the current one first. Also the let go button did not let the ceo person go. I think I unlocked everything that was there but it is hard to tell as it felt quite random.
Really cool idea. I eventually managed to beat it after several attempts. The game seemed quite a bit easier after the second drop. I got all the way to the end the first time I got past that point. Having to exit and restart the entire game when you get caught is a big problem. Especially since you need to do so a lot. Having to jump and time it just right to attach your second leg was annoying to get right, and sometimes it felt like the bones were just not equipping. I also managed to end up out of reach of any bones after one drop.
A decent runner game. I love the story. Unfortunately I did not manage to complete it. The sides were cut off on my screen which was not ideal. Once I completed a level but the light was still red though I could see nothing I missed, unless it was off my screen. It felt like I was randomly losing sometimes, I think it was because I was too close to an elevator when the nurse uses it. Perhaps a non-instant transition or a grace period would help there.
Nice game. I managed to get to the end. It could do with some display for the skills and how much they cost.
It's a nicely assembled map, and the atmosphere is nice. Too bad you didn't manage to add any actual gameplay as the backstory sounds interesting. Navigating in the house was a pain as it looks like the target mouse hit point is on the terrain rather than the floor. Also the roof doesn't disappear properly in the rightmost room.
Nice art style and interesting story. The platforming was a bit too frustrating though. Specifically having to do massive chunks of it over and over. The platforms were very slidey, and it seemed that your lateral speed is slower in the air which felt off. I gave up after falling really far from the tiny platforms after unlocking double jump which are hard to even get to. The press L to dash message confused me for a while as it was unclear you need to unlock it first.
That was great. Excellent job. Finding the last radio dish was often annoying, a map or visual indicator would have been helpful. It was unclear to me why parts were sometimes detaching, though I know now after reading this page again.
The radio mechanic was cool. I didn't realise it recharged when off at first and tried to conserve the battery. I liked the wire puzzle, especially with the missing pieces. Hated the light sequences. Cheated all the flags ones, glad that was possible since the first one I encountered I pressed the button before figuring out what to do. I got to the end but felt it cut to the credits too fast to figure out what was going on.
I love the art style, and the nice little touches like the animated door and roof fading out. Gameplay is somewhat lacking but it feels like the basis of something great. Do the upgrades stack? It seemed odd that the higher numbered ones were more expensive but were no better. My controller kept giving double inputs which made the toggle buttons hard to press.
FMV game! Nice job. Unfortunately the videos did not play for me (linux using proton). I was quite confused before I realised there was supposed to be something there.
Took a while to figure out what to do. It was fun once I understood it although that did take many attempts. I think the problem I had was it was unclear that each region needs a specific flag that you have to figure out and remember since there doesn't seem to be any clues as to the connection.
That was a clever puzzle. I got quite adept at finding the target first try by the end. It was often unclear where the exit to the next level was.
A well put together platformer. The art is really nice. I didn't realise there was a double jump at first. The time limited gun was an interesting mechanic. After my first restart the first satellite was firing really fast which was odd.
Short and sweet. Nice entry. My first play though I rescued everyone without realising you were supposed to follow the signal. I tried again but didn't find it to be at all helpful since the area is so small.
There is a good amount here for a 3d compo entry, shame audio didn't make it in. Dodging the beams and shooting back was a fun challenge with the awkward aiming. It was not ideal that they tried to shoot you through the walls and tended to stack up around the doorways. The signal from the goal didn't actually help at all. I didn't realise it was even there at first. I eventually completed the mission by just running past the robots.
Nice platformer, it looks great and feels smooth. Unfortunately I didn't get past the second enemy. Has issues with the control mapping in my controller. I didn't like the trigger being jump. Also some of the help text was not appearing in the web build, I see a darkened box appear at the bottom of the screen with nothing on it.
Those roaches were really good at sneaking up on you. Nice creepy vibes even without music, though shooting sound could have been better. I would have liked a reload button, and a restart option on the death screen would have been useful. I played through three levels before stopping once I got the hang of it. I determined the slimes were not worth shooting at.
Yay, a fellow train game. Neat idea, it was a fun challenge, though randomness played a large part. I beat the second level without having to do anything at all. Also the the red blocks seemed to no longer work when I got to the third level.
The reverse blocks confused me, Surely the train has a specific destination and going backwards doesn't help with that, plus if they can go backwards it is no longer clear where they are supposed to be going. I ended up not using them other than by accident due to the three way toggle.
Not much here, bit it was a relaxing moment. The foliage was nice and the music chill. Something was badly broken with the mouse look, it was slower when facing some directions. I did jump off the cliff.
Nice idea. The sky looks great and the creature effect is nice. A bit too much text upfront. Somehow I missed the channel being displayed on the watch so I was confused about that. Most of the items are easy enough to find without the using signal mechanic. I also didn't need the grapple. The signal mechanic was good though. It helped me find the scuba gear, and I liked the waveform matching to unlock the frequencies.
Nice game. The warehouse design is excellent. It very much invokes that Indiana Jones feel. The detector was pretty useless. The crates were much easier to find without it and since the mechanics encourage going fast, it is easier to just run and grab all the crates you happen across rather than trying to follow a signal. Grabbed $1305 in my second run. It ran fine in Firefox.
Way to dark. Took me a while to even find the door out of the first room. The room full of shelves was hard to navigate barely being able to see them. A flashlight would have helped being able to see obstacles. The green glow of the detector helped a little bit. The signal mechanic was unclear. I assumed at first it was guiding me to the things I had to find and the first death seemed very random. The visual shimmer and audio when near the entity was probably more useful than the detector. Appreciate the linux build, seems unity changed something recently that stops it working properly in wine.
Looks great, and feels smooth and a pretty polished experience. My first impression was confusion as it starts zoomed in too close to be able to see where the trains should be going. Some way of knowing when a new train is about to spawn would be useful, the third level seemed more about learning the sequence and starting over than reacting to the trains as I was too late to redirect any of the trains going to C as the required junction is so close to the start. You did a better job with a train signalling idea than I managed this jam.
Cool idea. I like the pixelated effect with low signal. I didn't realise there was a line-of-sight requirement at first and thought the linux build was just broken when the screen went blank. It would have been useful to pan the camera around to check the visibility. The map was somewhat misleading as placing a marker didn't seem to do anything at all, but I eventually found the target after looking closer at the topology.
Phew, that was an experience. The creepy sound design is superb. The phone mechanic didn't seem to to be useful. I eventually found the exit by wandering randomly rather than anything directed as the phone suggested. Nothing directed me to where the key was hidden. Maybe I was missing something. The map being super rough certainly didn't help. The entities were fairly easy to avoid by sprinting and jumping along. You can move quite fast that way. I spotted three of the dragon masks. I spent a while wondering if they would do anything when I found the first one.