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somethinboutgames

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it aliveunder the suncompo574.043.873.954.544.233.772.903.75
201843Sacrifices must be madeBrowser Extension Find-The-Difference Tension (TM)unfinished
201740The more you have, the worse it isLappedjam2163.804.013.764.053.753.23
201739Running out of PowerLightbulbcompo5372.902.502.933.633.432.003.032.50
201738A Small WorldThrowcompo
201636Ancient TechnologyVHScompo

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by somethinboutgames

LD36 — Ancient Technology

VHS by SomethinBoutGames 2016-08-28T08:39:00

Nice! It is now fixed in chrome and I also tested it on edge and opera, all good. Also it is embedded now.

Thanks for playing :)

LD38 — A Small World

W.R.L.D. (World Reconnaissance eLite Defense) by TerraCottaFrog 2017-05-17T13:58:15Z

Incredibly hard at first, slightly easier after a while :smile:

As always a game that feels practically done and ready to sell, amazing what you can do in any amount of time with a nice pixel art style and good sfx + music!

The controls do take a bit to get used to, but I think that just makes this game a little more appealing since one really has to practice to get good...

Definitely gonna play this again in the future :grin:

The Burrow by Stending 2017-05-02T16:53:12Z

Amazing story-book art, especially the jellyfish (I think that's what it was :grin:) had an awesome glow to them. The music contributes greatly to the whole "zen" exploration experience, good job. The sound effects were the only thing that could be improved by having a lot more variety. At least 5 different orb sounds and a bunch of swimming and flying sounds, shifting the pitch and the duration randomly to make it seem like there are even more samples... Definitely a great entry :smiley:

A Bloody Small World by blinry 2017-05-01T14:44:47Z

I always like crowd movement, all those little blobs following you through the tunnels is quite fun. For a multitasking/management game the different places are a little too far apart for me. Also while moving the pulse periodically pulls you back which can be a annoying because the camera always zooms in because of the slowdown. That combined with the repetitive music unfortunately really got on my nerves :neutral_face:

Troll Castle by berkano 2017-05-01T14:55:44Z

wacky art, I like it though :) sound effects keep it interesting.

When selecting a troll, try to give the mouse a little bit of room to move before interpreting the click as scrolling the map and making the selection impossible. Right now, even if I just move one pixel, I can't select the troll I want to :neutral_face: Alternatively, you could use the middle or right mouse button for movement, then there wouldn't be a problem at all :smile:

Routine by Breno_M 2017-05-01T14:27:44Z

Quite innovative puzzle game, great idea and a good fit for this theme. A+ art (maybe I just love that simplistic, clean art style) and high quality audio effects too.

I would have wanted a kind of skip-day-button, just because it doesn't really do much good if you know what visit or workplace you want to assign but have to wait 4 days til the next off day to do so :grinning:

InDepth-VirusOutbreak by NoobDude 2017-05-07T09:40:26Z

I liked the visuals, especially the tentacles of the projectile cell.

However, the movement feels sluggish, I can't dodge anything because it reacts so slowly. Also I'd have liked some visual feedback of my attack, the way it is now I just kept clicking without knowing if I even was dealing damage...

Global Disaster by Jamesy012 2017-05-02T14:47:51Z

Very nice chiptune music, also the meteorites as combination of 3d model and particle system looked amazing (I think you could have done the clouds and the volcanoes in the same art style, would have looked awesome). In my opinion the volcanoes were a little too quick to start firing, it was practically impossible to get to them without harming any of the earthlings, but that's just some minor tweaking :) Quite fun overall.

Little House of Horrors by Archimagus 2017-05-05T21:07:03Z

I just love the sound design on this one, even gave me chills at one point, not because anything scary was on screen, but because some scream coupled with the ambient sound was so damn scary...

Gameplay wise I like the exploration thing, I just feel like it could be too little about planning and taking calclated risks or exploring with a plan, but more about randomly clicking things, walking about and hoping that something good happens.

Even though the whole thing is set in a scary mansion you managed to sneak some humor in there with the line about bumping into the air and apologizing, that got a chuckle out of me :grin:

All in all a really pretty, polished entry, good job!

Island Defender by MrChippy 2017-05-03T15:04:43Z

Nice tower defense game, fun to play! Maybe you could add the ability to build platforms or to expand the island so the goal of the game would be to expand as far or as high as possible. Then you could also lift the 3 turret maximum and some more upgrades and more enemy types :)

Gillie Goes Global by rustybroomhandle 2017-05-03T16:09:46Z

Looks really cute, like right out of a coloring book. Only complaint I have is the walking speed which made the whole thing kind of tedious.

Throw by somethinboutgames 2017-05-01T14:32:34Z

@ikigaiseitetsu well, at least everybody who manages to start the game is sure to know how to play :) thank you for playing :smile:

Throw by somethinboutgames 2017-05-02T18:20:07Z

Thanks for all the feedback you guys!!

@smbe19 you can throw the world in a high arc so it has the right angle to bounce through the tunnel :)

Throw by somethinboutgames 2017-05-02T19:11:05Z

@palemachine thanks alot :relaxed: what would you propose to make the artstyle more cohesive? I tried to follow the concept of simple, single color level-building-blocks to contrast against the colorful background, the world alone should be something the eye easily follows. Please don't take this as an angry response, I genuinely want to know :smile:

Throw by somethinboutgames 2017-05-02T20:34:44Z

@willbl3pic thank you so much for explaining what I need to do to get Linux running without a ridiculously exhausting setup process!!! I'll package it all nicely in a .zip soon, for now I have uploaded the data.pck and described in the download instructions what to download as linux user.

EDIT: I have now packaged the data.pck file in the Linux downloads. Thanks again for the heads up :smiley:

Throw by somethinboutgames 2017-05-03T11:11:49Z

@fiery-squirrel that is strange... Did you hit the black brackets and the world got sucked in? If not, that would be an easy fix :smile: What operating system are you on?

Throw by somethinboutgames 2017-05-03T16:47:24Z

@philomory: glad you got it :smiley: I hope leaving most of the game to experimentation and some explanation without words in the background was the right choice :smile:

Throw by somethinboutgames 2017-05-03T18:35:39Z

@inabox: thanks for playing. Regarding the color, I was thinking about having a new level block with a different color every 10 levels or something. So I could start out in some calm color like blue and then slowly progress to a madly difficult finale in the current hot orange color.

Throw by somethinboutgames 2017-05-03T18:43:51Z

Regarding the insufficiently small collision timestep: I looked into doing continuous collision detection in Godot. Turns out it hasn't worked properly for a long time so currently there is no in engine way of doing this, sorry.

Throw by somethinboutgames 2017-05-04T12:08:50Z

@yyam: that should definitely not happen. Can you recreate that every time? What system/machine are you on?

@occultone: thanks a lot, the collision thing can again be not fixed easily because Godot, the engine I'm using, can't for some reason do continuous collision detection properly. However I have to say, a velocity that high isn't really needed anywhere. I'll post a walkthrough soon so you can see how the level you had difficulties with is supposed to be solved ^^ The bouncy platforms are entirely my mistake though, as I'm doing some manual calculations to reflect the world and I didn't really handle collisions from the side very well, that's why sometimes the world drops right through the platform :(

@cudabear: Thank you for the feedback. I have to admit, the blind throw was just to make a harder last level :smile: I'm sorry, it was 2 am, 1 hour before the deadline for me and I wanted to extend the playtime a tiny bit haha Also: tried to animate the characte with blender, ended up quitting after one hour to work on some levels and menus and stuff...

@mars: I understand the main menu is confusing for a lot of people, in a potential post compo version I'd add a help feature that shows how to play after some time of trying or a help button in the corner. For now I'll just upload a walkthrough in a little while, that should also help figuring out the fifth level (the one with the angled bouncy platform and the hole in the wall) Also I didn't have time to implement jumping to the first level from the main menu and unlocking the levels kinda one after another. That definitely would be something I'd want to change too.

Throw by somethinboutgames 2017-05-04T17:11:50Z

@yyam hmmm, that might be the problem. I think I'm foolishly adding forces from frame to frame, whereas the physics engine, responsible for the damping of the velocity, most likely runs at a fixed fps. Didn't expect such a powerful machine I guess, definitely something I need to fix, should I start working on a post compo version :smile: Thank you for your answer :smiley:

EDIT: all the other movement is fine because it is handled completely by the physics engine. Only when the world touches the goal I switch to manual acceleration.

Throw by somethinboutgames 2017-05-14T16:33:03Z

@jupiter-hadley thanks for playing! You played the post-jam version though... (Added the looking around and some level markers)

World Tours by Mathiouza 2017-05-08T22:00:59Z

Awesome concept, I think there is great potential to tell a story like this. Using maybe a little larger levels with tighter controls and more platformer-like abilities you could display a buildings history over the years, or some important location where you visit all the important events happening at exactly that spot, changing the environment with them...

As improvement, try to fix some of the background glitching, just the clouds flickering here and there and maybe some camera bugs where it lags behind the player for a few frames. Also the overall feel of the character could be improved, especially the jump. Try to give the player more vertical speed instead of jump height, I feel like I just barely made the leap over the fire, even though I had a lot of height, I just almost came up short every time. Lastly, the hitbox on the fire was just a little too large, so maybe try matching the hitbox closer to the visuals.

Anyway, in 16 hours this is quite impressive. I feel like this kind of game really has the potential to turn into something great :smiley: Nice work!!

Petri World by raincole 2017-05-02T15:42:10Z

I like the dynamically rendering cells, gives it an "alive" look. Not much to do otherwise, but the music makes it an interesting idle game. Give a bunch of food, then listen to the music while doing something else.

World of Memes by rodancheg 2017-05-03T17:45:17Z

Hilarious, extraordinary, outstanding. An instant classic. 10/10 IGN

Space Aliens Are Coming by RealityCheck 2017-05-02T15:32:45Z

I really got into this one :grin: Satisfying sound effects when shooting and destroying the aliens and the music was entertaining too. Of course, as mentioned in other comments, the bullet thing was kind of annoying, but I got used to it after a while. What would make the game a little more tense would be ammo (which I read you will be adding in the future) and friendly fire. Your people make a noise when hit but can't die, as far as I noticed.

Super Tiny Adventure Game by sinclairstrange 2017-05-16T21:30:09Z

At first I thought by "collectathon" you meant that you collected a bunch of assets and put them together in a game, that's why I assumed you had a bunch of time to implement all the little details like the feel of the dash, the screenshake on the explosion, the sfx, the slight parallax in the background, proper platform behavior (not so common in a game jam :grin:), etc.

Then I re-read the description and realized that in addition to all of that you also made all the graphics and music which just blows my mind!!

Not much else to say, well done!

Also I liked the hidden story in the title screen about Dr. Size :smiley: Amazing backstory!

Until Tomorrow by MSiddeek 2017-05-07T20:43:35Z

Amazing what you were able to produce in just three days. This feels more like a polished flash game than a game jam entry.

Graphics fit the game perfectly, music did a lot for the mood and the story was captivating and littered with little jokes (The red adventurer: "I'll get another job, maybe farmer")

Really enjoyed this, I think you could use it as a perfect base for a lot of story driven fantasy games. If you decide to do something like that, please let me know, I'd love to play through a longer story :smiley:

Ragdoll Wars by bwalter 2017-05-10T16:37:15Z

Fun, wacky game idea with good execution.

At first it was a little hard to control the character, but after a while you get used to sometimes moving the other way to charge an attack or rolling around to gain speed.

Excellent shader work when losing a limb as well!! Cool way to introduce the player to the purely keyboard based controls, using text prompts which don't feel like something one should do but which is not really necessary, but rather things you actually want to do. Like in the beginning, I suspect you intentionally made the window that small? :smile:

Very nice entry!

GALAXEN by mrerdalural 2017-05-03T17:35:12Z

What a beautiful entry!

The only thing I could criticize here is the jerky movement whenever the earth gets pulled right to the surface of a planet, should just be something concerning the collision detection, maybe you are moving the body without checking for collision. And maybe the camera also jerks sometimes. I think you could fix that by making sure the camera is positioned after the world is moved.

Nice selection of music and mysterious quotes. I love it!!

Merhygen by rokasv 2017-05-03T15:24:00Z

Shame that you had to opt out of graphics and audio as they stood out to me from the first second :/

Nice short, simplistic game anyway.

Little Fortune Planet by Flaterectomy 2017-05-07T10:17:22Z

Great job on the particle physics, the graphics and the humorous card descriptions.

The music fit nicely and didn't get annoying even after 15 minutes of play, the "noo" sound effect did get repetitive though, a few more samples would help there. Also the narration in the beginning sounded interesting but was a little too quiet compared to the music. Maybe turn it up a notch and add subtitles and that wouldn't be a problem anymore :smiley:

Enjoyed playing very much :thumbsup:

Here Be Fish by Diedickegg 2017-05-05T20:52:04Z

Awesome, detailed pixelart backgrounds and lovely animations (especially the humping movement by the little guys :grin:)

I was quite confused though, won anyway by leaving to grab some food. Came back and I was a god. It was a good day.

House Escape by Piotrek 2017-05-05T20:31:44Z

Pretty cool pixelart, the text scaling really was a bit exhausting though...

Regarding game design, I think you could have been a little subtler with the hints. Like when you get the plank and the character tells you right away: "I could reach that thing behind the TV with this!" Instead you could hint at that possibility by saying something like: "My gym training must pay off! That plank is already thinner than my arm!" and with that you got some humor into it as well :smiley:

Haven - The Small World by Iluvatar 2017-05-05T21:24:40Z

Awesome experience!! Maybe I'm just in a LucasArts-Adventure-game phase, but this game hits the spot!

The intro feels like a movie, telling the story beautifully, but please make the text skippable per mouse click, because the timer almost took double the time I needed to read, which makes for a slightly annoying moment :wink:

Music, story, puzzles, graphics and humor were on point!! Great job :smiley:

Tilil by Roberto Romao 2017-05-02T14:39:37Z

Nice artwork and music, the sawing sound effect got a little repetitive though. The game mechanics work nicely, maybe and indicator why I can't build something would help because I sometimes found myself lost as to why I couldn't do what I wanted to. In case of completely flooded land I expected to recover it by raising it twice, but it wouldn't let me without telling me why. All in all, a solid entry :)

SPAAAAAACE. by Kano 2017-05-20T14:47:46Z

Not very challenging, so maybe you'd have used the other 46.5 hours on that, if you'd had time :grin:

Art style is cool though, makes for a clean, pleasant walking-and-clicking experience :smiley:

Surface Tension by mahalis 2017-05-06T22:08:02Z

Looks amazing, unfortunately my pc is too weak to run it at a playable frame rate, sorry :/

Noizy by yves 2017-05-02T18:48:29Z

This is freaking awesome!! Reminds me of fez' mechanics which is really nice, plus the music, the sound effects, the graphics and the combat are all amazing! Only some kind of health powerup/save stations are missing to turn this into a thoroughly enjoyable full game! Great job :smile:

Timmy and the Snowflake by C0nst4ntin 2017-05-19T21:30:23Z

Voice acting is a pleasant surprise, the rest of the audio, mainly the music, wasn't as enjoyable though. You chose an ok melody for the music, just play with it in some other variations, mix in a bridge of some sort, a break in the melody for a few bars and try to stretch the loop to maybe 45-60 seconds,then you should be good to go in that department.

Player graphics looked nice, walls too. I saw that in the resources and the map file you have different edge pieces defined, so a big improvement which you could have managed to do in a lot less time than complete player animations would've been drawing all those edge pieces to make the dungeon look more pleasant.

Regarding the controls, one simple improvement is to not stop the players horizontal speed completely once he touches a wall. Just check every frame whether you can go to the next tile, so the player doesn't have to press the key in the direction he was going again...

Of course the collision bugs should be fixed, my guess is that you move the character first and then check for collisions. If you do collide and stop the player, then he is already stuck in the block. Try keeping the player position as it is while checking for collisions and if nothing blocks the way, move the character :smiley:

The level design was a little flawed, especially the blind falls into dead ends which I could not escape, nobody likes that :/ Try either giving the player a larger field of view so he can see whether a pit is a dead end or a passage or removing those dead ends in general...

I noticed you left a temperature bar in the assets, which I can only guess would have been some kind of compass/positioning system, would have been a cool addition :smiley:

Oh, and the tiles glitching... I think you used a self written engine, didn't you? So I'd suggest making sure all the tiles are updated every frame or even going as far as implementing a camera system for managing all that. Of course, the easiest (and probably best :grin:) solution is using an existing engine :smiley:

Godly Corp. by Zeriver 2017-05-01T14:00:53Z

Really funny simulator type game. I enjoyed the music, especially that I could just turn it off by throwing away the radio :smile: The world was slow to react to input which in my opinion gave it a much heavier feel, even though it was pretty annoying in the beginning :) The only thing I seriously think you should change is that if a bug is flung towards the globe with the mouse and therefore killed, it can still conquer the planet and cause a very frustrating game over :neutral_face:

And the tentacle physics were amazing 10/10 would glitch again

COSMOMOMOMOº by NueboMundo 2017-05-03T20:31:11Z

Now that is something I have not seen before! Cool concept, executed very well.

The only complaint I have is that the world is a little too textureless. It's a little hard to see where the bullets are this way, but that can also be one of the challenges of the game, so no big deal :smile:

Music and sounds fit perfectly and I love the trails behind the projectiles. The player character is the only thing that didn't feel completely right, I wouldn't know what it should look like though, so good job!

rovR by morrilet 2017-05-06T21:59:43Z

Interesting puzzle mechanic, haven't seen that before :thumbsup:

Humor was alright, especially liked the mouth on Uranus haha

I think this would be cool as a speedrun game, trying to find the fastest route, maybe using blind shots over the whole level to finish as fast as possible :smile:

Godspeed Mankind by cvetk0 2017-05-02T16:09:22Z

A little repetitive, I found that the winning tactic was spinning from mountains to farm to city all the time and just always taking the maximum amount of resources to the next stop. That of course can make one really dizzy :smile: Could be an entertaining experience, if expanded a tad further...

Microms' World by TomBuston 2017-05-03T15:13:09Z

It's fun to just grab one of those beings and shoot it up at some other thing with that powerful shotgun sound. Only the shooting was a little bit off, always a little too low (maybe that is the wanted behavior, the crosshair may be a little misleading then as it makes it seem like it is going to be a straight shot) and sometimes when shooting to the right, the microm hit the floor on the way up, that may be a bug.

Hitting multiple enemies with one shot would be fun too and why not let the little guys come back down if I shoot straight up? That way I could conserve "ammo" by carefully waiting for the right time to shoot...

Artwork looked pretty good and the music fit the game nicely :grin:

Naughty Gnomes by gurkenlabs 2017-05-02T19:43:07Z

The art is amazing, I just love that pixel art style :smiley: Sound effects and music fit nicely, just the gameplay wasn't really engaging. Waiting for the gnomes to walk into my line of sight was a bit boring and, because of a cool down on throwing and blowing the horn, even tedious. Without the cool down I'd be able to scare the gnomes into the direction I want them to more easily.

Also as @dev-dennis mentioned the gnomes just take too long to walk to where I can hit them. As solution I'd propose fixing the gnomes paths instead of randomizing and adding some kind of chain reaction element to the game. That way, it can always be guaranteed, that the maximum wait time is one or two walk cycles and the timing aspect would be even more important because you could chain together hits on multiple gnomes which all have to be at the proper spot at the right time. So maybe you could have a gnome carry a cake and shoot it straight ahead when hit or you could have a balloon that spreads the cake even further when hit. All in all, good assets, improvable gameplay :)

Advanced Mitosis by Endurion 2017-05-02T18:35:42Z

Good concept, just a few improvements which have been proposed in some of the comments above (@multitudes22,@campbell,@zelos). My advice would be to stick to the art style you chose for the bacteria. That kind of hand drawn animation, the rough lines, the detail simply in black could have been used on the environment too, which would tie together the whole thing pretty nicely :smiley:

Rogue Basement by Steve Johnson 2017-05-02T14:29:04Z

Awesome music!! Really enjoyed the feeling of progression when the sound track changed from one room to another :thumbsup: what sometimes got to me was if I threw a rock and walked in the same direction it stopped the rock again. Is that intentional or just some problem with the order in which the entities are updated?

Paper Jam! by danhett 2017-05-10T16:45:49Z

Clean art, mask and game fit perfectly together, no flaws there.

As previous comments have pointed out, the hitbox of the character is probably the biggest mistake one can find in this game.

Overall, a very well polished, simple but entertaining game (seriously, I could play more of this ^^)

A Giant Hitch by GenericToast 2017-05-04T14:17:50Z

Top notch humor, love the slow progression of food places to more and more questionable things :smile:

The animations were really nice too as they made it feel like a professional production, good job!

Also: isn't his job kind of what us programmers do? Pressing buttons all day...

Angry Worlds by MeronSoda 2017-05-08T09:24:05Z

Solid level design, teaching all the different mechanics with the structure of the level instead of a wall of text. The controls flashing in the background didn't distract and had a nice artstyle.

Most of the game wasn't too hard, but the boss fight could be really unfair at some points. It is just impossible to catch the moon when it is one of the closest ones, so maybe you should restrict the moons which can be fired to a certain minimum distance from the player or something along those lines...

Sadly, I haven't found any of the secrets you were talking about, although I did find some spikes I could stand in for some reason :smiley:

Cool entry!

The Space Explorer by UnidayStudio 2017-05-02T18:58:56Z

I'm sorry, I can't play this without major frame drops and incredibly long input delays on my laptop, although that is probably the machines fault and not yours :) The game looks really good on the screenshots and the few choppy moments of gameplay I could see. I'm not going to rate it because I couldn't see much, I hope you'll do well anyway :smile:

Also: it's interesting to find a blender game engine game on ludum dare, good job :)

Warpy's World by Nilanjan 2017-05-02T14:12:18Z

It's always nice to see hand-drawn art used in a game, combined with the rain ambience it made for a pretty cool atmosphere. Sadly, the game was full of glitches. Also either the jumping didn't work, or it was intentional to leave that out, in which case the controls on the opening screen shouldn't show all the arrow keys :) A feature this game would also greatly benefit from would be movement in mid air, because like this, seemingly easy jumps have to be solved by practically walking from one platform to another...

The Little World by JayTord 2017-05-02T15:58:40Z

Nice tribute to the little prince. It got really stressful towards the end, which is why I don't know if a cooldown on the tools works that well in a game like this. It just seemed impossible to click on a volcano 5 times in one rotation, would be nice to go as fast as I can click :) Music and soundeffects would have been a valuable addition too. Still, the game was fun, filled with frantic clicking and scrambling to select the right tool for the task at hand.

The Last Colony by hekst 2017-05-02T15:03:11Z

Extremely difficult to control, also because I didn't know where exactly I had to stop to dock successfully. The space stations supplies decline a little too quickly for me, I could get maybe one shuttle to dock in the time it took one of the life meters to completely disappear... The sway of the station whenever I collided too hard was quite fun though. Music and sound effects were also pretty good :)

Strangeness by philomory 2017-05-03T15:48:29Z

@amras0000 said it all. Although I am not too fond of the gotcha level design. I think you could have designed some interesting levels with the turn based aspect alone...

Set Sails by Erik Brunnstrom 2017-05-03T18:14:09Z

The scene is really relaxing and good looking. I like the physical cardboard-like ui.

Unfortunately, it was a little too hard for me to start off. I'll try again later though. Agreeing with @aviland: we need an undo tool. Also on a very low camera angle the table got between camera and ui and sometimes when placing a route and moving to the rightmost arc of the globe the camera zoomed back out as if I was going to the catalog...

The soundscape was quite nice too, but I can see that you opted out of audio so you probable used some preexisting asset. Nevertheless: good choice. It fit the game nicely and contributed greatly to the mood.

Floppy McFloppyface by Mars 2017-05-03T20:59:50Z

This is probably the funniest game I have played this ld haha Not only because a lot of it seemed so arbitrary, but because all the stupid little messages had a real meaning. My personal favorite? "The pole says 'Won'. You flop your arms in celebration."

A little annoying were the slow walking speed/large open spaces and the occasional invisible wall where the south-west, the east and the starting plane meet, but whaddya gonna do, ey?

And of course I had to get both endings! Another point to you because the endings each made sense too :smile:

Floppy McFloppyface by Mars 2017-05-08T09:31:10Z

@mars I don't remember, sorry, but I just played it through again and it didn't feel too bad this time, so I probably was just dumb :grin:

Libre by DiegoCTorguet 2017-05-03T14:53:13Z

Live acting in a ld enty? Awesome idea!!

Regarding the gameplay: there really needs to be some feedback when moving the pieces, just a quick sliding animation would do the job, and a tutorial, even just a little help icon in game would help (I know you have the instructions on this game page, in game stuff is always nice though). As for checking the pipes: I get the memory type game you're going for and it would be fun if it didn't take so long to see what the piece is. Even an animation as short as this, like .5 seconds to zoom in, .5 to zoom out, gets really annoying if you have to do it 5-10 times to quickly check the blocks. My solution was often to just randomly switch blocks without checking them and trying the on button to get lucky :smile:

Audio was quite nice, especially the creepy noise in the end got me. I don't really know what it's supposed to be (the creature he was talking about?) but it freaked me out. Good job!

Minor Alternative Destroyer by wolderado 2017-05-18T13:11:42Z

A lot of fun, although the jump does sometimes seem unresponsive :/

Love the Rick and Morty world with the butts :smile:

The audio gets annoying pretty quickly, maybe just use an a little longer loop (May be intentional to show how short the worlds are etc. but I still think it should be longer) and turn down the jumping sound a notch...

Just add an online highscore too and this would be an incredibly addicting game :grin:

Chuck and Bull by CheesyMoo 2017-05-03T20:40:42Z

For some reason I reeeaaallly love that pixel art style. Do you happen to have made any other games or artwork? The music is awesome too, giving that good ol' farm vibe :smile:

Nevertheless, there is indeed a certain emptyness, I'd love to just have more to explore, maybe add an interior to the house?

Also: Two lines are being said in this game and both are at least somewhat humorous so I guess one could say your game is 100% comedy ^^

The Room by SilverTwig 2017-05-02T15:19:30Z

Interesting quick puzzle game, I like the fact that one has to actually use the information given in the story to advance in the game. I would appreciate some kind of feedback if I try to use something and it does not work. For example I tried to use the puzzle pieces with the canvas and wasn't really sure if I had selected the piece, if I had to drag it over, if I should select the canvas first, etc. Anyways, I am looking forward to the addition of the remaining puzzles :)

Planet Rage Quit by GeMa 2017-05-05T21:35:26Z

I think I got to level 16 before dying, what's your highest score @gema?

Also: I think I'd try more often if it didn't take so long to complete the first level and sometimes even later levels. For example I didn't understand for a minute or so, that I **had** to fly when the game taught me flying...

What are you packing into that executable by the way? 95mb for 50 levels? are you using that many different sprites?

SUN GOD by palemachine 2017-05-02T16:23:47Z

Extremely well done art and sound design. Quickly grasping how many more people are needed was indeed quite difficult, however watching the numbers climb was fun too so maybe try a compromise like a bar filling up with the number above. I have to say, I couldn't finish the game, mostly because the starting position has to be perfect to have the time to visit a few planets and collect enough people. Awesome entry!!

The Inner Lock by EveningWayward 2017-05-01T13:46:51Z

I gotta say, I was pretty confused in the beginning and kind of solved it by just walking around. With the tweaking you were talking about in a previous comment I think it will be easier to recognize places you've been to and what has changed, so new players wouldn't be confused anymore. Love the mood in this game, however it felt like walking without purpose. Cool experience

SORLD by Fiery Squirrel 2017-05-02T19:22:20Z

Nice, straigt-forward shooter game. Good, colorful and simple graphics, space-y sound effects, cool music. Didn't really know, how I was doing so some kind of score system is definitely missing. The AI coming to help you was pretty impressive, so congrats on that.

My best wishes to Venezuela, I hope the situation over there gets cleaned up soon.

World Collector by TomBishopSPG 2017-05-03T15:35:06Z

Seems like a fun idea, but unfortunately the controls just were too frustrating for me, especially shooting while moving (I see in the description you have already thought about that). Also a tutorial level explaining for example the purple strips (Maybe I'm just dumb, but I didn't understand where I had to place the beacons for quite some time) and you should be good to go!

The Small Black by Phlip45 2017-05-04T12:50:53Z

Trying to stretch a resource until you are saved is a cool idea, however I think there's just a minor flaw in your implementation: If I'm trying to get saved and the more time I invest in a repair the more likely it is to succeed, why should I even spend just tiny amounts of time?

Right now, the best way to win is to spend 6 time units on every repair, that way you'll be done the quickest and succeed on any repair you attempt.

What if instead of time it'd cost another, not replaceable resource like tools, parts, energy, whatever to make a repair. Then you'd have to really decide how urgently you want something fixed, how many parts/energy/whatever should you use to attempt the repair or could you even let the damage drop a little further before doing something about it?

Anyway, I think this really has potential, just that little logical mistake :smiley:

A small world in danger by el_Flex0s 2017-05-05T20:24:35Z

The mechanics are there, it just needs a bit of balancing.

The weapons seem way overpowered from equalizer upward, especially the range is ridiculous. I can reach every position on the map with just one turret!

The enemies on the other hand seem too weak, but instead of making each wave in its entirety out of stronger and stronger enemies, try making the later enemies like the boss robot a little stronger and putting one of those alongside a few of the earlier enemies. That way it doesn't feel the same every time, just with different hp/damage values.

Choice of names of guns was pretty nice, seemed like a bunch of wrestler names haha

Also try to make the game window scalable please. For me the status bar on the bottom was cut off b because I'm on a laptop :/

Bubblenaut by TheFunAttic 2017-05-11T22:20:22Z

Amazing job on the graphics, solid platforming as well.

I think some other obstacle, maybe some moving enemy, to introduce some timing based challenges to increase difficulty instead of just harder, more precise jumps (I'm a little bitter because I had to try, like, a thousand times on the last long jump :grin:).

Otherwise, regarding sound design, story and level design, you did well, even though the story is obviously not a full story. It is a demo after all :smiley: A minor complaint is, that the dialog shouldn't be advanced after a time span, but after some kind of player input, in my opinion. I missed a part of the dialog because I had to talk to somebody and couldn't pay attention...

Cosmic Cleaner by Burgee 2017-05-01T14:12:30Z

Awesome graphics, decent humor in the introduction as well. Very nicely executed physics game, I like it.

Alienus-Alienas by Brainy_Beard 2017-05-02T14:54:42Z

As mentioned in the comments above the movement is a bit slow. More importantly, the turrets more often than not don't hit anything. As a result, there are more and more ufos in the air, shooting millions of bullets at once, which means that every turret you repair immediately gets damaged again. On the other hand, the music is exciting and I love the idea to make the player sprite two characters moving at once!

LD39 — Running out of Power

Frankenstorm by TerraCottaFrog 2017-08-01T00:13:10Z

Another awesome TerraCottaFrog game, with a little more high res pixel art than in onehourgamejam games but of course not without a good amount of particles :grin: Loved the art style, the trails the clouds leave seemed really complex. SFx are cute, as @cerno-b mentioned, that makes a perfect fit for a game targeted for a younger audience but adds a certain charm to the game world in any case.

The sole negative I can find is that the lightning distribution was unfair some of the time... Between round 20 and 30 I couldn't make it through a wave of lightning without dying even once :/

Pretty cool entry :thumbsup:

The Fifth Exponent by axoona 2017-08-01T11:41:24Z

As @neowhoru said it is quite difficult to figure out what to do in this game. I get that I have to use the right power of two to visit certain places, but once I reached the tea station for example I couldn't talk to the merchant nor get back in the car and got stuck...

I do like the pixel art, the animation of the characters hopping reminded me of the tentacles in "Day of the tentacle". Some music, sfx and maybe even voice acting would've benefited the game greatly...

I love the meta humor in the game, especially the ending if you fail. A clever way to avoid implementing a restart mechanic :grin:

To make solving the whole thing a little easier a mini map on the top of the screen would be great. That way the challenge of the game wouldn't be mapping out where to go by trial and error and then solving the puzzle, but just solving the puzzle instead.

Computer Crisis by PixelFormedStudios 2017-08-04T22:25:12Z

Hectic, humorous, fun to play. Maybe the points given for some of the games need to be balanced a bit, because it always took me way longer to connect the dots than to type the letters for example, but a really, really fun entry overall.

Great music too ^^

Lightbulb by somethinboutgames 2017-07-31T08:10:50Z

@tj-reynolds it's supposed to take a long time so you can have it open in the background and check in every few minutes. Right now it is set to completely run out of power every 30 minutes, it alerts you if it's on 20 percent though...

Thanks for playing :)

Lightbulb by somethinboutgames 2017-07-31T13:32:38Z

@gagapete I think it should work now. I'd be grateful if you could test that for me :)

Lightbulb by somethinboutgames 2017-08-02T21:24:28Z

@gagapete thank you, I fixed the platform thing now, too :)

The background color changes with your powerlevel, the goal should've been to keep it up for as long as possible, maybe even multiple hours. I realize though, that I didn't really make that clear or entertaining for that matter :grin:

Power, MT by PhilStrahl 2017-08-02T22:43:28Z

I've been following what you do for a while on youtube (looking forward to that ld38 and now of course ld39 documentary :wink:) and was a little surprised to see you go in such a different direction concept wise. Happy to say: it turned out great!!

Jumping right into the horror with Mr. Davidson in the beginning immediately made clear what kind of story this was going to be. Perfect amount of detail in the various settings and the story itself always was logical, meaning what I thought would be the right thing to do turned out to actually be the right decision :grin:

Only criticism I can think of is making the location options a little clearer. Sometimes I felt confused what heading "back north" meant in that situation, but that's probably just me haha

Overall very nice job (on the save system too, I can imagine that took some time...)

PowerMan by C0nst4ntin 2017-08-01T00:40:09Z

Sprite of the character reminds me a little of McPixel, adjusting the rest of the tileset to fit that same art style, mainly removing the outline of the ground, would help making it all fit together better.

Audio loop, if a bit longer, would complement the pixel art nicely, the sound effects could be worked on though. A more explosive sound for the jump and an continuous sound for the jetpack are a good place to start.

Platforming wise try eliminating blind jumps where you can't see where you'll land and, as @agecaf mentioned, come up with some situations where killing the enemy would actually benefit the player. Like a tunnel where you could sneak by with some precise jumps, or decide to trade off some of that energy for easy passage...

The Defective One by gagapete 2017-07-31T23:36:57Z

Liked the artstyle, maybe could have used some more interesting backgrounds but still nice.

Character movement is indeed a little slow which made it quite difficult to dodge the enemy's bullets.

Adding the ability to move while sucking energy would also be a huge bonus as I can't seem to efficiently harvest the moving drones...

Btw: I think I fixed my game's linux build, so if you like you can try it again. I'd appreciate you verifying that it works :smiley:

Charge Infinitum by HacksawUnit 2017-08-01T10:43:29Z

Took me a while to discover why my own power is drained, really creative mechanic though :) It does however kind of make the heal button unusable since the way the mouse has to travel to get there almost negates any advantage you'd get...

Lovely art style and fitting sfx + music.

Definitely one of the better entries I have played so far :smiley:

The Political Juggle by Phlip45 2017-07-31T23:47:31Z

Frantic, fun game. Trying to find the island closest to losing before diving right back into a mini game stressed me out!!

The take the bribe games took a little too long for me, I always lost a lot of time on them and of course the catch the spy game :grin:

Graphics could be worked on but serve their purpose for a "wacky" game like this. Music is ok, but real voice acting gives you a huge bonus :thumbsup:

Made it to 1966

November Hail - LD39 by alexJ 2017-08-01T11:01:35Z

Fun concept, going out into randomly generated dungeons collecting stuff to pay for going out into dungeons ^^ Sadly, the collision detection kind of ruined the fun. Getting hit by enemies you're not touching, not being able to jump through the wooden platforms from below and getting stuck in the wall while jumping down a shaft (would be a nice feature though, I used it a lot to check out what's below me before jumping all the way down :grin:) make it hard to enjoy the hunt.

Shooting works fine, although the bullet never seems to actually hit something but keeps going until no longer on screen. The enemies should have some kind of hit point display to see how much damage was actually dealt. In the beginning it took three shots to kill them, but at some point I couldn't hit them at all (?) or did the just have more hp?

The music got a little repetitive, the melody fit the town nicely, just try to play with it some more, extend the loop to at least a minute and it should be fine.

Wayside : A world awaits you by TheCodeFactory 2017-08-04T22:09:44Z

Nice, simple graphics, the randomly changing plants were a nice touch.

Music has amazing potential, if only the loops were a little longer. Right now it gets annoying, even though they are cool, atmospheric tracks. Also, when changing loop, try to wait for the other track to finish, maybe even fade out/in simultaneously to make the transition smoother.

Gameplay wise I would've liked a clearer display of how many jumps I got. The bar doesn't really tell you much just by looking at it, you have to actually play the level to find out when your power runs out. Simply splitting that bar into parts, one for each jump would be enough. The other thing is that, when running out of power on the last jump, you don't count the level as completed which is, in my opinion, not the right way to handle that.

All in all, a very enjoyable entry.

Last Train Out by amarcu 2017-08-01T11:14:24Z

An extremely hectic management game, I constantly had the feeling of it being impossible to do everything I needed :grin:

The two character thing really puts a twist on the whole concept as the most games of this kind I have seen are either assigning a whole crowd of minions to a task or doing everything with one character, good job!

Artwork and animation is very well done, so are the sound fx (even though you opted out, well chosen :))

Solid entry :thumbsup:

robrocalypse by Denneledoe 2017-08-01T00:27:35Z

Has the basics for a nice shoot em up, needs a little work though :)

Ammo and power pickups work well, the path finding for the zombies could be improved (I believe there is some kind of path finding implemented in GameMaker?).

Everything other than that are graphical fixes or balancing issues like drawing the blood above new zombies (Aren't there layers in GM you could use for draw order?), the bullets shooting out of the robots chest instead of gun (spawn them at an offset from the robots center rotated by the robot's current rotation) or the spawn frequency of items and the speed of the zombies.

Awesome creative decision to include OHGJ names in the buildings and see you in the next ohgj :smiley:

LD40 — The more you have, the worse it is

The More You Make by TerraCottaFrog 2017-12-05T12:43:19Z

Awesome job!! Just following along with your regular "Xth Game Done!" posts was fun, but actually playing it is pretty cool as well.

Graphics and sound do their job, as always, but I love that you decided on such a silly (?) and in my opinion really overambitious concept. I guess all those onehourgamejams finally paid off :grin:

Another cool entry, as expected :thumbsup:

Archer's Defense by Laguna 2017-12-05T12:55:05Z

Combining OHGJ and LD into one game? That's a pretty neat idea!

The concept is quite interesting, but I'm not sure how the player can actually influence how long he/she survives, if no matter how many archers you buy, there's just more enemies for those archers. Doesn't that achieve no effect at all? I can't wrap my head around it, but it's certainly interesting to think about :grin:

Graphically it looks really polished, even though I think most shapes are just plain colors? The radial gradient in the background makes it all come together :)

Paw for Cream by Ango 2017-12-12T09:58:30Z

Graphically quite nice, didn't feel like I could actually influence how much icecream stays in the cone though.

As other have already said, audio would've been nice, but I understand the struggle, I don't have sfx or music either :grin:

Lapped by somethinboutgames 2017-12-05T10:49:59Z

@magicdidac @keilazu thanks for playing! I just added a hotkey to get to the second level, as I now know that the game is waaaaaaayy too hard... (No time for testing ^^) So if you had fun, consider checking out the next track by pressing '2' :)

Lapped by somethinboutgames 2017-12-10T23:08:50Z

Thanks to everybody who played the game, you all shared some very helpful feedback!!

First of all, music and soundeffects, or the lack thereof, seem to hurt the game the most. In my previous two LDs I always tried to make a "complete" game, meaning at least some levels, not placeholder art, music and sfx, but sadly I just didn't have time for that this jam.

Some way to replenish health is one of the most requested features in this thread, a feature I again did not put in because of lack of time. I have thought about a way to give the player health each round, but with an additional effect, more on that in a bit.

Controller support is something I really felt like it would fit the game perfectly. The problem is right now I don't own a pc compatible controller, so I have no way to test the game with one. I'll gift one to myself this christmas though, so I hope to use that on this game and in future jams.

@indie-gaming thank you for making a video playing the game :)

@antti-haavikko I'm sorry that you see it that way, but actually playing like crap isn't that beneficial for finishing the race, because you have to overtake the previous racers anyway. So one way or another, the track gets crowded and more difficult over time, so I don't think it really is a flaw in the design.

The ghost vehicles do not take damage, I'll think of a way to telegraph that more clearly (maybe grayed out sparks in addition to grayed out vehicles?). On the topic of sparks, your critique on the current spark effect is definitely valid, since I didn't want to keep the effect that style but, again, ran out of time to change it.

I don't feel like completely resetting the player health each round is the way to go. I did come up with the idea to give a health bonus, depending on how fast the player completes the lap so there's an incentive to go fast and take risks to fill up on health at the goalline. What do you think about that?

Also the collision on the vehicles was very buggy, so one collision with a ghost could instantly kill you, even though it should've been the same damage as hitting the walls...

The menu thing is a question of personal preference in my opinion. I always like when people incorporate the main mechanic of their game into the menu so the player instantly gets to practice what he'll be doing in the game. Also that way you can just reuse everything you've already built for the game instead of coding up a whole new UI system for the menues which saved me a lot of time :grin:

Using Input Axis is something I had only heard about before this jam, but I have now changed the game accordingly. Still need to test it with a controller though.

Now for the most serious point of your comment: you went backwards through the course and the ghosts bugged out?? I have no idea how that would happen, because there are indeed checkpoints in the lap, they just don't care what direction you finish the lap in, all that matters is that you go the required amount of rounds (and that's by design :)). Could you tell me what operating system you're on? Or if you're able to reproduce that bug every time you play? Or how I could reproduce that bug on my machine?

Whew, I think those are all the points brought up in this thread. Until next time!

Lapped by somethinboutgames 2017-12-11T11:58:30Z

@antti-haavikko Fixed now :) The problem was that I start recording the players position as soon as the up key is pressed. If you never press the up key the recording never starts and the ghost spawns in a default position. Thanks for the bug report! (The fix is not online yet, I'll release it in an improved post jam version)

The Darkest Light by zblah 2017-12-06T18:01:51Z

This game definitely hits the spot regarding mood, graphics and audio. You manage to create a very tense atmosphere, and even the missing animations can be kind of replaced by the footsteps to signal movement.

The movement itself would be a little better if you could instantly move in all directions, say with a keyboard in all four, or a controller full 360 control, because it made running away from THEM quite difficult. When they appear in the light, I'd also welcome a little "waking up" animation or some other form of delay, because like this, I died way too often just because they appeared right in front of me :/

One last detail that I love is the faint heartbeat when you stop and listen :)

Good job!

Grammar Dystopia by Xarras 2017-12-12T09:23:51Z

Absolutely perfect!! Great art direction, the acting and the animation fit together really nicely and the subtle sfx made it even better.

Cool game concept with interesting but not too hard puzzles, I agree with @jasperarmstrong on editing your sentence though.

The text to speech of the alien language was awesome too, may I ask what you used to create the audio?

In conclusion: this is the jam winner for me :)

SPLIT by steven-pinto 2017-12-05T13:22:18Z

Always nice to see a story based adventure game in a ld jam! I love the low res pixel graphics, the rooms just seem a bit empty but I understand you were working under time pressure (duh :grin:) Something you could have fixed in my opinion, is drawing the shovel in a leaning position instead of rotating it and keeping all the charactres resolutions the same, the wife seems a little out of place the way it is now.

The premise of the story is intriguing, I think you gave the ending away too soon though. Maybe you could've made the hints more subtle? I'm sorry that I can't give anything more concrete :/

Sound design does it's job, I see you opted out of sound, you chose the right clips to complement the mood though, so good job!

Chuckles, the Word Juggler by SecretPocketCat 2017-12-20T21:48:21Z

Sadly I couldn't break the current highscore, but I had fun playing anyway :)

Typing games always tend to get me into an: "I'll just try one more time"-mentality, and so did this one.

The only thing I'd change is not taking wrong letters as input instead of making the player go back and delete everything since the mistake. So if the typed letter wouldn't be the next letter in any of the words on screen then it just doesn't get registered. nitrotype.com does it that way for example. All of that is a question of taste though, so if you like it the way it is, why change? :)

Winter Sleep by cenullum 2017-12-05T13:45:07Z

I kind of agree with @imphenzia on the pixelart, although I like the style, only the lack of animation is a missed opportunity in my opinion. Just two frames for a run would perfectly compliment your artstyle. The particles are another nice touch.

Sadly, I couldn't really figure out how to attack the humans, or if you are supposed to attack them. I tried throwing the food at them and hitting them with the car, but that didn't seem to work. Eating food replenished a bit of my health, but I was immediately hit by enemies again because I got slower, so that didn't help either.

Therefore, I think the only thing missing, is a simple attack. Running around and messing ALL the things up seems to be an excellent concept :wink:

I'm tired of all your stuff by oliverlevay 2017-12-10T22:37:36Z

Definitely the funniest game I've played thus far :grin:

The low poly graphics, distorted voice acting, comments for every item ("I painted that! But she ugly anyway" hahhahah) made this game a great experience all the way through.

The highscore feature also kept me playing for a little longer (I'm fifth at the moment with 39 I think, yay!).

Keep it up!

Bunnyfication by dekart 2017-12-12T09:09:57Z

Just as @tvance said, it took me a while to get what I had to do, escpecially because I didn't have the type of bunny needed to complete one of the first tasks and just clicked around aimlessly until it changed.

Graphically the game looks super nice. The different bunnies can be distinguished very easily and the handdrawn aesthetic makes for a cute overall look.

I don't really understand the sleeping mechanic in the game. I get that it is to take older bunnies out of the game, but I think that could be explained better as I just waited for the to wake up, expecting the animation to just be another type of idle...

All in all, it was pretty fun to play :)

Castle Diorama by Abuki 2017-12-05T09:21:42Z

Very, very nice, clean artstyle. Loved the smooth transition animations and the music. To make audio even better you could've added small soundeffects for turning the waterwheel, collecting sheep, etc. but that's just a minor thing.

Really didn't fit the theme all too well, but it's a good, polished entry nonetheless.

The Meek Prince Pixel by glock00 2017-12-06T18:18:06Z

Not a bad idea to avoid collecting coins, especially because we as players are basically taught to collect every coin we find in every single game we play. So I found myself jumping for coins halfway through the level until I remembered that that was not actually a good thing :grin:

The graphics and color choices combined with the story make the game feel like running through a childrens book. I'd recommend keeping all pixels the same size though. So just draw the coins smaller instead of scaling, because it makes the scene look incoherent... Also the background is very blurry which is another problem with scaling pixelart. Try setting the filter mode to "point (none)" in the unity sprite import settings, then you should be able to scale without those artifacts if you do want a different resolution in the background (which I actually think is alright for background scenery).

Until next Ludum Dare!

Speed Killer Helicopter by kundan 2017-12-12T09:46:59Z

I liked the animated helicopter, it didn't feel like the hitbox matched the graphics though. I always try to make the hitbox a little smaller than the appearent player character so that the player, if there's a collision that doesn't match the graphics, feels lucky to almost get away with something, rather than being treated unfairly because the helicopter blade didn't even touch the building etc.

The vertical movement was a bit too slow for me, to make the game seem more dynamic in general I'd recommend rotating the player slightly in the movement direction. That way it feels a little more realistic.

For the audio, I think you should try to extend the loop you have to at least 15 seconds. Try to work with fade ins/fade outs between the loops to not make the cut so noticeable. Also there's a little clicking noise at the end of the audio file?

Game design wise I like the red balls to increase your speed, because you can try to dodge most of them and keep your speed low that way.

PS: My score was 2181 :wink:

Don't get drunk by tulipekoni 2017-12-10T22:05:49Z

Nice job on the graphics! Looks simple, but you chose the colors for boxes and background really well so the players always see what's coming up next.

The drunk effect was cool too, but I read in one of your comments that you didn't actually write the shader code? Being such a large part of your game, I'm not sure, if you shouldn't have submitted for the jam in that case. But maybe you did change the code sufficiently, so I don't really care, good choice anyway :)

The music was quite annoying as others including yourself have already said, but I agree that it's better than nothing since it adds an arcade-y kind of feel.

LD46 — Keep it alive

under the sun by somethinboutgames 2020-04-20T17:02:47Z

Thanks for playing everybody!

@millhow yeah, it's easier with a controller, but if you inch forward slowly keyboard works too :smile:

@pronomicalartist Agree, the diagonals are not the best. It helps to look at the flower's shadow rather than the character. Of course on some stages you have to look at both :laughing:

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Amaze-on Game by Abregado 2020-04-23T00:11:44Z

Quite stressful, nice use of the assets though! I'm not the biggest fan of using the number row in typing games, just because I'm not as fast there :smile:

Last Hope by Iluvatar 2020-04-20T15:51:30Z

Very nice graphics! The font reminds me of Secret of Monkey Island dialog, so :thumbsup: I wish there was more to do, but as a game jam game that's of course alright :smile: I think you should hint at the right choice in battle, so maybe the king telling a story about a general who charged the enemy and failed etc. because like this it is a guessing game.

Tiny Fragments by Daniel Moreno 2020-04-20T21:31:30Z

Amazing! Reminds me of Nitrome flash games, very nice! Cool concept, perfect execution, not much to add :smile:

Manage the ongoing situation by Freedom Is Slavery 2020-04-22T23:34:55Z

I won saving 48 people :smile: But it may be cheating to use a drawing tablet instead of the mouse... Even though it is such a simple simulation it illustrates what happens if a few people get infected. In the later stages it's practically game over if you can't contain the first few infected :smile:

Platdaughter by TheBaecun 2020-04-20T21:21:34Z

Creative concept, protecting a sidekick in a platformer. Sadly I couldn't handle the controls, running and jumping with one hand and aiming with the other... The large collision boxes on the spikes also hit me way too often, even when I was already standing on a platform. Try to make the hitboxes advantageous to the player, even if that makes them less accurate. Music in a compo entry is always nice to hear!

A Bzon Warehouse by wheybags 2020-04-22T23:55:44Z

I found the understated bathroom meter to be quite interesting. I played the most part of the game just looking at the item and having the rest in peripheral vision. The letters for the items can be memorized quite easily, as long as you know the name of the item, so that was quite fun in the end. Regarding difficulty, I finished on my first playthrough after soiling myself the first two days, but it was very fun to play. I think the bathroom mechanic should be explained a little better in the beginning, this way I didn't know what was happening the first few times ^^

Wave Machine by Sciman101 2020-04-22T16:20:28Z

Fun game with great music and happy visuals :smile: I missed those quick succession hits so often, that's on me though...

Rolly and the Flower by Rolly 2020-04-20T16:12:10Z

Interesting mechanic, playing catch while navigating a platformer level! Some more work on the background art would've helped a lot but the art that's there is nice. I would reset the platforms when the player restarts so they are always on the same cycle. The way it is I had to wait for a long while on some levels before I could attempt them again...

SIMULATION by ZevsEHG 2020-04-20T14:27:38Z

Very nice environment! I tried to run off the edge of the floor, assuming you just made it big enough so nobody would actually just run there and was surprised to find myself looping back around to the main scene :thumbsup: I think most of the fun here is figuring out what to use. To me reusing objects makes them more like just another mechanic, but I understand it's a game jam/you had a different design in mind so...

The Dark by XeduR 2020-04-20T22:06:31Z

The mood is definitely the strong point of this game, only sound is missing. Faster move speed would be nice, this is just agonizing to watch :smile:

Save the Spacemen by Meemog 2020-04-20T22:18:44Z

I like the boost mechanic,although I'd rather run and jump on the arrow/wasd keys and boost with space. Cool that you took the time to create the music in the jam, often people run out of time when it comes to sound :grin:

Save Bob by Boaz 2020-04-20T15:33:36Z

I saved up for the grenade on my first run only to find out I can't buy it right away. Try to signal to the player that those are upgrades and need to be bought in order. Other than that it's fun to slowly build an army behind oneself :smile: I'd also suggest mixing the sound effects a little quieter. I had some slight performance problems when there were many birds on the screen but I think that's just the python game engine :shrug:

ERROR 404 by Nate Wert 2020-04-20T15:57:50Z

Voice acting in a LD entry is always nice! Seems to take inspiration from Rick and Morty regarding voice and virus look :smile: I didn't realize the computer was attacked from behind too, so I lost because of that...

FEED by filecorrupteddev 2020-04-20T15:02:05Z

As has been said already: great visuals and music/sound!! I couldn't finish para-normal, only got to level five I think, but got a time of 18.34 on normal :smile: The paranormal level with alternating platforms can be completely bypassed by jumping up the left wall by the way :wink:

FEED by filecorrupteddev 2020-04-20T15:12:58Z

Oh, and I think you forgot to publish your source code, might be interesting to look through :smiley:

Light from a star by munmungames 2020-04-20T21:57:20Z

I agree with @team-prosit : if the bars rose and fell a little slower one could play more with thought than just frantically shifting so that everybody stays alive. Nevertheless, nice graphics and on theme :thumbsup:

Keep Heart Beat by zilulu 2020-04-20T15:11:59Z

I'd like the speed to ramp up a bit faster and the heartbeats to be closer together. This way I was waiting for something to do for the most part. I messed up only on quick groups of different heartbeats in a row so I'd suggest maybe manually designing a few dozen interesting heartbeat formations and using those as building blocks in your generator. Shame you opted out of mood because I think it sells the hospital room vibe very well!

. less by theboywhomakesgames 2020-04-20T14:22:12Z

Fun little narrative game. The graphics are simple but serve the presentation well. Really nice soundscape and mood! I was surprised to find an actual ending :smile:

Sourdough Starter Kit by Edearth 2020-04-20T22:39:06Z

Quite funny and actually gets you into finishing the dough :grin: After failing to get anything into the jar carefully in the beginning I changed to a more free playstyle and it kept working, nice job :smiley: Sound would've really added something as well...