FoonLudum Dare ExplorerUsers → SpacialSeasoning

SpacialSeasoning

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeperTerrace Territorycompo8572.602.283.441.633.212.57
202047Stuck in a loopMonke Rehabilitation Centercompo5442.922.883.213.092.502.633.633.00
202046Keep it aliveEradicationcompo8553.023.122.872.773.152.623.552.92
201945Start with nothingGenesisjam9103.042.833.173.152.682.152.71
201944Your life is currencyThe Preying Salmonjam11642.001.731.841.921.951.711.97

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 SpacialSeasoning

LD44 — Your life is currency

The Preying Salmon by SpacialSeasoning 2019-05-19T14:59:38Z

@someone Thanks for reporting the error and problems! I have had some other problems with the shaders on various different hardware. Could you see the enemies? When they get close they will shoot you (I didn't have enough time to add their arms and have them aim with visible weapons though so this isn't obvious if the sound isn't working).

I'm not sure what could be causing the sound problem. I'm using an extension to SDL that just does basic sound, and I might not be using it right. I will replace it with OpenAL in some later version (might be a little while before I do a big post-jam version) but I don't think it is worth investigating right now considering I will be re-writing the sound code anyway.

LD45 — Start with nothing

Red Vs Green by Flying Cat of the Pepes 2019-10-08T02:34:51Z

Pretty good game. I got to room 35 with a high score of 2900. If you need to fix the bug that travis mentioned, note that in LD's rules you can update your regular version with bug fixes, as long as it does not contain new features.

The Lost Letters of Harry Williams by givit-game-studios 2019-10-12T03:49:00Z

The graphics are nice, but I wasn't able to find any notes. I walked north and found some trees, but none of them really stood out. I can see from the comments that it is hidden on some cliff, but this is a bit difficult to figure out on your own. Referencing shade, etc. makes me think of trees, so I looked around trees. If this is meant to be a puzzle game, then maybe the difficulty should have been more gradual (with the second one pretty easy to find, then gradually appearing in more obscure locations). It would also make a lot more sense if the notes were placed near more unique landmarks.

Asset Stream by aevek 2019-10-19T02:36:39Z

Good game, but the slipperiness definitely gets in the way! It would be better if some of the smaller objects (like barrels) were a bit bigger, or if there was simply a way to slow down your movement to better get ready for the upcoming jump.

Genesis by SpacialSeasoning 2019-10-12T03:53:58Z

@dillinger Sorry that the magic resonance thing wasn't included, but the alleles should still be working! You can breed visual qualities by using the '+' button on a mutated plant or animal then placing a few close to each other, but far from others. Let me know if there were any missing features other than the magic resonance!

Genesis by SpacialSeasoning 2019-10-14T03:15:51Z

@frankitox16 I'm not sure what the problem is, these graphics things like to give vague errors. Do you have an NVidia card by any chance? A few people have had problems with my engine when using NVidia cards, but I still haven't been able to track down the problem.

Also, even though your drivers are updated, it may be possible that if the card itself is old, the OpenGL version I am using may not be supported (I use 4.3)

Genesis by SpacialSeasoning 2019-10-15T03:24:18Z

@frankitox16 Sorry about that! My engine is a bit overpowered for the simplistic graphics I have here, so it uses a lot of newer OpenGL features (the engine is really meant to do large-scale space simulations, but I use it for game jams too lol)

Genesis by SpacialSeasoning 2019-10-18T20:23:22Z

@fabula-rasa This is interesting because I haven't run into any crashes myself. Do you recall doing some specific action before it happened, like placing a plant or animal? It is possible that there is something wrong with the breeding loop (it's easy to cause crashes in C++ when you are using as many pointers as I am lol)

Genesis by SpacialSeasoning 2019-10-19T02:02:13Z

@fabula-rasa Thanks! I'll look into it when I get the chance.

Genesis by SpacialSeasoning 2019-10-24T16:03:42Z

@adhesion Thanks for the feedback! The only placement limitation for basic types is that algae and fish can only be placed on water, and mushrooms can only be placed on land. After that, there are only a few things that require specific land (the winter flower requires snow, and a few magic things require the crystal biome.) I actually left out the magic resonance feature (as mentioned in the game page) for the Jam because I thought it would make it too complicated for a Jam game, and this way players would still have the chance to try out the allele system by selectively breeding the visual traits of various lifeforms. It was a last-minute decision, so unfortunately I didn't have time to change the info page to reflect that.

Sorry about the crashes, I've been making a lot of major changes to my engine in the last few weeks, so I still don't have it in a condition where I can actually run a new version of the game and debug that.

I like the WASD suggestion, I'll add that when I make a post-jam version. I definitely agree that a tutorial, and some audio would have made a better experience. However, in game jams I always run into the problem of spending all my time writing the basic code to get it running and the content ends up being a last-minute thing. For example, in this game almost all of the lifeforms were modeled and implemented in the last 3 hours of the Jam, and I only ended up with less than an hour to make some sort of tutorial.

Wanderings of a High School Boy by 2 Odd Diodes 2019-10-12T05:16:10Z

Art is good and the shadow rendering is cool, but the gameplay is a bit slow (especially for a jam.) I also noticed a small bug. The camera stops moving when you walk too far off the right / left, however the player will not stop moving and just walks off the map.

Wanderings of a High School Boy by 2 Odd Diodes 2019-10-13T20:55:14Z

@2-odd-diodes I didn't test all of them, but I did test several and could walk off of the screen on all of the ones that I did test.

LD46 — Keep it alive

Another f****ng escort mission by dodormeur 2020-04-20T17:34:26Z

Got the same backscreen as PolyPickle. I am using Windows and the Brave browser (similar to chrome).

Another f****ng escort mission by dodormeur 2020-04-20T18:02:57Z

@dodormeur Thanks for fixing the bug! It works now, and I have rated your game!

I I R O by Dis0rder 2020-04-29T15:38:47Z

Looks interesting, and I like the creepy art, but I couldn't figure out what the right sequence was.

I I R O by Dis0rder 2020-04-29T17:55:43Z

@dis0rder I see, thanks! For some reason, I assumed that you needed some weird specific sequence to continue.

Guide Ur Human by Avzgui 2020-04-28T23:32:47Z

Definitely an interesting game! I'm not sure why the human runs into the manholes when you even get near them, but other than that I didn't find any problems.

The Shopkeeper by Azathothep 2020-04-28T23:28:06Z

Great game! It is an interesting premise to have to keep everyone alive without having any direct involvement. Sometimes weapons did disappear from my inventory, so I'm not sure if this was a bug or if the people start stealing things if they get mad.

Keep Everything Alive by drikdrok 2020-04-20T17:47:00Z

Pretty good game! I got to one quadrillion, you would have thought that the humans would have implemented their own asteroid defense before then, but I guess not!

Paid In Full by BlackMambaJesus 2020-04-29T15:45:17Z

I agree with others that it needs smoother movement. It was also hard to read the text when only parts of it are shown on the screen, and it was hard to find anything because of the small viewport. Overall, it was a decent entry!

Eradication by SpacialSeasoning 2020-04-20T17:18:26Z

@quichi Thanks for the feedback!

I thought about letting the player press E to un-grapple, but I ran out of time. I agree that it would be better to just stop the grapping when they arrive.

In any post-jam version, I will probably give the enemies a timer once they see the player before they shoot, so that the player can at least see what is going on. For the current version, I initially had twice the shooting frequency as now, but I didn't slow it down any further, as I my AI isn't at all refined, so having to learn to maneuver around them and hide behind things added a much-needed challenge.

I'm not sure how I would tint the "wall space" separately, but I guess it would a good idea to have some dim ambient lighting for the playable area to help with this issue.

Sorry about the wall glitch. That should resolve itself if I add the auto-disconnect thing. The force just builds up over time, so if you are too close to the wall when you start, there is a good chance that you will phase through.

Eradication by SpacialSeasoning 2020-04-29T17:50:07Z

@antti-haavikko Thanks for the feedback!

I agree that the AI was unbalanced. If I had more time, I would have given the soldier guys some random spread and tweaked the bullet speed, but their main purpose was to force you to hide behind things. My main combat premise was to have a player with a close-quartered weapon, and enemies with ranged weapons, making the game purposely difficult. Even though there are several unbalanced aspects, frustrating parts, and areas with broken AI, I think the difficulty turned out fairly well in the end.

The game is definitely possible without any of the special abilities, but they give you more options for completing the levels, which gave it some variety. For example, there were several situations where you could bait the enemies to coming around the corner and killing them, but you could also use the hook to grapple to them before they can kill you, throwing acid on them the second you reach them. The ice thing bounces off of a wall once, then turns into a barrier on the second collision. If you shoot it straight into a wall, it will bounce back to you and give you a barrier that can be used to hide from the soldiers for a few seconds, but it isn't very useful as I made the lifetime too short.

The respawn timer was there because the death screen was very last-minute and I thought it would be better than just re-loading the level without any transition. It would have definitely been better to have a screen that fades in quickly, and can be closed by pressing a button, fading out quickly.

The art was definitely rushed. I only really had time to draw one interesting tileset (the hex one). The arm thing was just set-up for the alien-abduction premise, to give the character motivation for killing the aliens. The (very pixelated) nudity was there to add some level of ridiculousness to the game. Often LD entries can be pretty boring to play for, so I tried to add a few silly things to make it more entertaining. The flashlight was really there because having a large number of fixed lights looked really strange in the maze area (you may have noticed that sometimes shadows bleed around the corners into lit areas, this was everywhere).

If I had more time, I definitely would have changed the text system. The scroll bar was just a built-in feature of Godot, so I figured that I would just leave it with scrolling instead of having super-small text. If I had more time, I probably would have put some pulsating arrows to indicate that you can scroll in any available direction.

Sorry about the heart placement, I should have probably given them an outline. I tried to place most of them on blue tiles.

The red tile level was pretty rushed (you may have noticed that two enemy sprites at the end weren't even actual enemies as I didn't have time to test the level to find that out). I wanted something red-color-schemed and couldn't think of anything more interesting that a rush level. The last item, the red dust storm thing, teleports you out 90 degrees counterclockwise. It was meant to be used in that large room to get out quickly, but the AI got kinda stuck, so you could just walk past them in the end.

I put most of the sound effects in at the last 20 minutes or so, so I wasn't able to cover everything I wanted. I would have liked to place some footsteps and more weapon sounds to help with the guys that hid behind corners. Unfortunately, I don't have any experience making music, and my game-jam-related ambient sounds have ended up pretty bad in the past, so it was probably for-the-better that I didn't include them this time. :)

Eradication by SpacialSeasoning 2020-04-29T18:01:17Z

@kekkodude Sorry about that! They aren't meant to shoot you from off-screen, but I think there were a few that shot you early when I was testing it, not sure why, I'll have to look into it. I didn't mention this explicitly in the game, but if an acid bottle hits both you and an enemy, it only kills the enemy, so you can sometimes rush them and hit both of you.

I think you are talking about the guy after the maze (on the level with 2 keys), if so, that one was unfortunate, because his AI made him enter the maze when I originally designed the level, but by the time I had finished the game for the jam and changed some of the AI, for some reason he wouldn't move anymore, and I didn't have time to debug it.

An Eggscelent Farmer by Sen Kappa 2020-04-20T16:52:24Z

Short, but good! It is always nice to see a few puzzle games on here!

Amanita by Bastinus Rex 2020-04-29T15:31:12Z

Great game! I liked the art, and I didn't run into any problems.

Baby Simulator by EdZ123 2020-04-20T19:15:17Z

Very sad. Always new that ugly thing was some sort of demon.

LD47 — Stuck in a loop

Train Wars by Lintfordpickle 2020-10-09T04:42:01Z

I really like the game. As the last comment said, you can easily discover a loop. It is still fun to get the other trains to crash into each other while you are in the loop.

Billy Vanilly & The Navigators by tweedle 2020-10-19T04:25:59Z

Very nice game! I liked the art.

Troubled Mind: A Life of Torture by Flying Cat of the Pepes 2020-10-05T02:58:21Z

Dialog machine goes brrr. I liked the potato man and his bagel taco! You had to jump through a lot of hoops to win this game, but it was still pretty good.

Murder by fingamer 2020-10-19T23:27:32Z

The mood is great, and I like the art and music. Reminds me of Starbound.

Eternal Voyage by Pluisjen 2020-10-19T04:27:41Z

Can't wait to see more!

Eternal Voyage by Pluisjen 2020-10-19T04:27:42Z

Can't wait to see more!

Re-Version by vlandemart 2020-10-06T21:24:39Z

Cool concept! I really enjoyed Katana Zero, and a time-based puzzle game could definitely be interesting. I did feel like the two-player switching views thing was a bit much. An entire game could be made focusing on just one or the other so it just feels like overkill to have both that and the time travel introduced in the tutorial.

Glide by egawag 2020-10-19T04:29:15Z

Great job! Very smooth and artistically organized.

Virtual Chicken Staring Contest by TheLonewolf 2020-10-05T03:11:24Z

Egg machine goes bucc. I was able to win hard mode. 11/13 needs more bucc.

Monke Rehabilitation Center by SpacialSeasoning 2020-10-06T12:56:42Z

@simone You are using the Windows version right? Do you have an old graphics card? The game does render to quite a few large textures and I'm not sure if everything I do is supported on all hardware.

Monke Rehabilitation Center by SpacialSeasoning 2020-10-06T14:11:40Z

@simone Yes, the HTML version definitely has problems. There can be up to a second of lag on the desktop versions when starting the game, but it can take several minutes in the HTML version (where it plays awful sounds and can crash your browser the first time it loads). I suspect the main problem (for me and perhaps for you if you have a laptop) is that web browsers don't typically request to use the dedicated GPU, so they just end up using the integrated GPU and certain things take a long time to load. I removed the Web version and replaced it with other platforms.

Monke Rehabilitation Center by SpacialSeasoning 2020-10-10T16:04:26Z

@harrm The "getting stuck between portals" part of my description describes the wall problem. It is basically a problem where the portal only stops you from going back through instantly, so if you walk backwards before clearing the portal on the other side and end up behind it, then you will go through again when walking forwards, which puts you in the same situation on the other side. Optimally, I would only move the player to the other side after they had completely entered the portal, but I cannot do that because of godot rendering limitations (you would see the wall behind the portal before going in), so the only reasonable godot solution is to allow this bug. The text is antialiased, the problem is that godot can't render text in 3D so it has to be rendered onto a texture every frame. Godot's limitations caused quite a few problems (mainly the portals as godot doesn't allow stencil operations, if it did, I could have fixed the getting stuck bug easier). If I develop this further, I would definitely switch to a custom engine.

Monke Rehabilitation Center by SpacialSeasoning 2020-10-19T16:30:42Z

@whynotyt I used Godot. It isn't exactly known for efficiency, but it is simple and works well enough for jams. I render each portal to a new screen-sized frame buffer, which takes a decent amount of bandwidth. I would expect lower performance on laptops with integrated GPUs that have to share RAM and don't do well with the scene being rendered 10+ times every frame. There is also a side problem where midway through the puzzle, Godot prints ludicrous amounts of errors from some of the decoration gears that use the script that doesn't properly handle the case where it doesn't contribute to the winning condition, making it lag on any hardware.

The stuff I am doing doesn't have to be this poorly optimized, but it does in Godot. Normally, for portals, games use stencil buffer operations. Unfortunately, Godot does not support this, so I had to use frame buffers. The movement glitches could be made better even with Godot, but there isn't much I can do for overlapping stuff and the FPS problems. If by overlapping faces, you mean the weird geometry when looking through the portals at a distance, again that is unfixable in Godot, as it does not allow custom clipping planes (portals would normally use their own plane as a custom plane to avoid rendering geometry behind them, but some walls are still visible due to the relative camera position. I did make some walls invisible to portals to help this, but it also leads to weird things where a wall suddenly appears after walking through that was removed due to problems with another portal).

Thanks for your feedback!

TimeSlider - A Dopterra Story by Battlerager 2020-10-13T05:59:23Z

Great game! Definitely good use of interesting mechanics. It is simple yet has so much potential.

Dungeon Déjà Vu by Gudner 2020-10-05T21:54:49Z

The game is interesting, but there are several problems. In the first level, if you aren't moving fast enough you just fall down the hole into the abyss instead of looping. The puzzles seem to have some design flaws. For example, I was able to complete the second level by only moving the first box onto the first pressure plate, then just jumping down a few holes, standing on a red pressure plate, then going to the door (I assume the other pressure plates and boxes were meant to be used).

Fun Colors by AmusingFrog 2020-10-19T04:26:44Z

Nice game! I like the simplicity of it, including the art.

Shrinking Space by Siddharth 2020-10-10T16:23:52Z

Very nice! Simple, yet fun. The movement works very well.

LD48 — Deeper and deeper

Depth Charge by Fatsheep 2021-05-05T03:28:17Z

Pretty good game! In addition to what others have suggested with aggressive entities such as sharks, I feel that adding passive entities such as fish could enhance the experience and make the ocean feel more alive.

Depths of Darvaza by ghost-in-the-toast 2021-05-05T04:07:11Z

Great story for a dare game! For some reason, the elevator reminds me of half life.

Scython by BinarySpark 2021-05-03T16:28:03Z

This is a great game! Surprisingly smooth for a ludum dare entry. I didn't find any bugs or problems.

Terrace Territory by SpacialSeasoning 2021-05-01T16:36:09Z

@mahalis When you pick up the pot you get a yellow preview laser. Just point it at another plant and place it and they will connect.

@harrison-dunn I thought this would be implicit, but you can duplicate existing pots the same way you picked up the original. All pots are pickable, including the graph.

Terrace Territory by SpacialSeasoning 2021-05-05T03:58:53Z

@cavedens Don't say that!

Terrace Territory by SpacialSeasoning 2021-05-14T22:57:30Z

@icefallgames The laser beam is yellow and the pot is empty in preview placement mode, which can be used to see where the plant is facing before it is placed. The laser remains blue when placed and will point at any connection that is made.

Deep dark fantasy by Ivan Grigoriev 2021-05-01T01:28:33Z

Good overall!

Imni by SouthMoonStudio 2021-05-11T23:47:31Z

I really liked the graphics!

Gulp! by GoodGamesJames 2021-04-26T04:45:31Z

Good submission. I did find that you can complete some levels by shoving through the flesh as fast as possible and barely surviving, not sure if this was intended.