Crate breaker by KerelOlivier 2018-09-04T15:54:18Z
Lots of nice little touches in this game that go a long way, good work!
Foon → Ludum Dare Explorer → Users → Squidly
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 👥 | 🥈 | 2023 | 53 | Delivery | Bundle Beeline | jam | Graphics | 4.87 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Triflings | jam | 227 | 3.88 | 3.70 | 3.36 | 4.00 | 4.55 | 4.32 | 3.41 | 3.88 |
| 2024 | 55 | Summoning | 👥 | Gacha Panic | jam | 33 | 4.28 | 4.10 | 4.02 | 4.23 | 4.70 | 4.27 | 4.37 | 4.31 |
| 2023 | 53 | Delivery | 👥 | Bundle Beeline | jam | 147 | 4.03 | 3.61 | 3.27 | 4.57 | 4.87 | 4.55 | 3.81 | 4.23 |
| 2022 | 51 | Every 10 seconds | Don't Get Blooped | extra | ||||||||||
| 2022 | 50 | Delay the inevitable | 👥 | Duck It! | jam | 121 | 4.04 | 3.80 | 3.18 | 2.78 | 4.68 | 4.17 | 4.24 | 4.00 |
| 2021 | 48 | Deeper and deeper | 👥 | Fetal Fury | jam | 138 | 4.09 | 4.06 | 3.39 | 3.59 | 4.37 | 4.45 | 4.30 | 3.86 |
| 2018 | 42 | Running out of space | Memory.exe | compo | 13 | 4.13 | 3.94 | 3.93 | 3.91 | 3.55 | 3.42 | 3.90 |
Lots of nice little touches in this game that go a long way, good work!
Small tip: Controls are in the game is a bad approach. You need to say what controls are in description if your menu uses those controls.
I agree with ludum, there's not much to know where you're at here.
Clever twist on WarioWare!
I'm digging this aesthetic - nice work in limitations!
Straight up the most complete package of a game I've seen in a Ludum Dare pretty much ever. There's nothing more you could've done. The presentation is phenomenal and I hope to see this on Steam or something in the future.
I don't really know how you did this. It literally is the best wallpaper generator I have ever seen and it took you 11 hours with an engine you'd only been using for a week. HOW.
You're wildin' my man.
HOW DID YOU DO THIS IN 3 DAYS? This isn't just a good jam game, it's a good game. Period. Full stop.
Not only are the levels a good length, but they keep introducing new mechanics. They show the mark of a true game designer.
The music is incredible. I don't know what your musician was on the last 72 hours but he was wildin' for real. VOCALS IN YOUR MAIN THEME? And your main theme sounds straight up pixar quality. And the rest of the music is all creative and just endless high quality.
Props to all your programming tricks as well. Making smooth expanding dialogue boxes (that move with the objects!) is NOT an easy task. The sheer amount of mechanics also in the game is incredible.
I just don't know HOW you did this. This is one of my favorite things played in recent memory. Not in a game jam. Just period.
Props to every single person on your team. The dialogue was funny. The art was cute. The programming was impressive. The music I wanna get on vinyl so make that happen. You're all incredible and I can't wait to see what more you do.
Absolutely gorgeous game and an amazing showcase of what heaps can do! My only complaint is the lack of checkpoints and sound. Though, I mean, this is compo... Holy shit dude. How did you do this in compo?
I don't even know how you managed to pull this one off in 3 days, but if you keep going you could have a very compelling platforming. Not sure if roguelike is the right direction for this, it felt like it was gonna be a classic 3D platformer that this world sorely needs right now, but oh well.
I will say, however, the jump needs a lot of work - it's very slidey and floaty and hard to judge your distance. Look to games like Hat in Time for what a perfect jump feels like. This game also could use some sort of z-targetting for airborne enmies. There's a lot of bells and whistles to this game, but it needs more focus on getting the platforming basics down.
Overall fantastic effort and I really want to see this team go all the way with this. You're already extremely close.
@glowglew speed x2 then attack, but it's all about the routing
also, I do die to the boss, which is why that score isn't faster :x
@oc1d generally unless a mouse is involved, it's arrow keys for movement
@lee-reilly oh cool! Fetal Fury also was made with LDTK c:
Really atmospheric and has a beautifully done aesthetic. That shovel particle effect is incredible. I'm honestly so impressed with how you managed to realize so clearly a vision in compo. The SFX have that PS1 vibe which actually really compliment the horror. I'd only suggest you add a better visual indication of both invincibility frames and when you take damage (like for example, flashing the death screen visual but at a lower transparency.) Well done!
Absolutely gorgeous game with amazing music. I loved the character design. Only thing I'd say is the mouse controls were included a little too late. Generally if it's a mouse and keys game you want to do something with the mouse, if not just a cursor, from the get go to tell people that it will be needed. Minor thing, but important one.
REALLY impressive for a 10 hour game. Not only is there a unique indirect mechanic going on, but it's also just enjoyable to play. There's all these little effects that make the game FEEL good that are hard to pull off in a jam let alone 10 hours of one. I wish you'd put this in compo because it would've dominated it, but you're really on to something here and I can't wait to see more of what you do.
Fun ship control but I feel the over abundance of collisions prevents the game from reaching its potential. The bullets were far less of a threat than the walls and I found myself slowly crawling down shafts more often than not. Overall good base, but maybe higher the threshold for collision damage.
First of all, this is some of the cleverest puzzles I've ever seen. Second of all, way to call me out at the end there for my 1094 resets.
I REALLY like the concept of R stepping you back. That takes a lot of frustration out of the typical platformer puzzler setup and really allows tons of room for experimentation.
I would keep going with it, honestly. There's a lot of potential here.
Also, clever ending c:
Bro you got the spice. First off, you got a unique and cool menu, which is the kind of detail people skip out on these sorts of jams. You got a fun, likeable concept that's unique and has a cool aesthetic wrapping it up. Feels "doodle-ey" which is absolutely the perfect vibe for this kind of game. I'm loving your level generation and overall just... yea.
You've come a long way DPS, I'm so damn proud of ya.
I would literally pay money for this.
Like, as it is.
First off, your presentation is phenomenal. From cutscenes to the gorgeous art style.
Second off, your writing is hilarious and well done. Loved the IT Crowd reference, but just the entire concept of things is just REALLY well written.
Third off, your music is atmospheric and sets the tone for a great detective setup.
Fourth off, your gameplay is actually really clever and the whole theme is set up perfectly.
5s across the board. I have nothing else to say except... like, do more. This would be a phenomenal full game.
Straight up the best music I've heard in a game jam game so far. Extremely fun game, with a really enjoyable aesthetic that screams just jolly goodness. The ending theme is a personal favorite and sounds like Diddy Kong racing. Overall you guys really just embraced the nonsense and I love it. Props to the choice to include voice acting and that silly little ending picture. I think taking a small concept and just fully realizing it like this is what LDJam is all about and you guys really captured that c:
Short and sweet, and I'm loving the HaxeFlixel representation. My only criticism is that the idea of having parts of the level meant to be navigated in the dark means that if you're hard of sight or your brightness is too low, this game is effectively impossible. It'd be cool if you explored other mechanics with darkness that don't rely on just vision. Overall great effort!
Absolutely love this! I think there's tons of potential for puzzle solving as a mechanic here. Since the arrows have infinite range, shooting extremely high distance targets and teleporting to them would be hilarious and extremely fun. I really want to see where this game goes~
Fantastic game with a creative concept. The idea of having to juggle multiple different attacks and generator adds a lot to the excitement. My only suggestion is the game be a little faster, especially when it comes to resetting and wanting to skip the tutorial. The game is most fun when a lot is happening, but it takes a moment to get there and since it resets entirely on death it's a bit hard to ramp up to try again. This would be a great game on mobile/tablet!
Really fun game with a lot of different mechanics and a really inventive system. I see this having potential to be a full fledged thing. I found it hard to beat Level 3 (and I didn't) but that didn't take away from the enjoyment I had here. Can't wait to see what you do next!
Really fun gadget. Hope this becomes a full game
Surprising amount of depth to this game! The rock mechanics were fun to figure out. I didn't really get the idea of your body parts changing, but I did sort of notice the difference. Overall REALLY good atmosphere and I love the idea of having to really watch the scenery to figure out when the wolf will come out. There were a lot of tense moments where the wolf was next to the berries and there's juuuuuuust the right amount to make the game have a lot of exciting pressure but not be easy (took me two tries.) Really well done!
Really fun and clever game! I'm VERY CONCERNED about what's gonna happen with these bunnies.
Never seen a game explain its AI pathfinding before, let alone one all about exploiting it. As a bit of a CS geek that's actually pretty cool c:
Kreeeeeeeeeeeeeeeeeeeeeeeeeee
In other words, excellent game concept with a really cool vibe. Reminds me of a 1999 or so PC game. Really unsettling and the audio direction was excellent and worked fantastically with the visuals.
This was really atmospheric and awesome! One thing I felt was that the text slow crawl should be a bit faster if you're revisiting a place and nothing has changed, though I do understand if that's part of the atmosphere. It just made misclicks a bit more punishing. Overall I REALLY liked the mood, the art, and the writing as well as that excellent choice in music that really heightened the atmosphere. Can't wait to see the image fixed version~
This is a creative and fun game with a lotta charm. Having the fail states be literal conversations was a hilarious touch and the writing is extremely clever. I can relate to this game on a personal level as someone who doesn't wanna get bothered while shopping, so this is a very relatable and forward thinking protagonist that I think we need more of in the game industry.
Thanks for the game, and I love how there's no fail state so I don't feel bad for getting a score of 600.
Excellent idea, but the rng was a bit forgiving in my run that took a way a lot of the challenge. Consider adding rng bypasses which force certain things to happen at a frequency, like for example, if you've gone 3 levels without bats, you MUST spawn a bat next level. Stuff like that guarantees a certain level of challenge.
I recommend adding audio to your game if it's in Jam category. Consider using the [Newgrounds Audio Portal](https://www.newgrounds.com/audio) to find cool songs to fill in that sound.
Loved this game! There's an impressive of minigames to choose from. I think adding difficulty would've really improved the feeling of deeper and deeper, and some light SFX would've helped. All in all, very fun~
What the hell was this. Literally. It took me like an hour of pure pain.
And I liked it.
The only feedback I have is to not restart the music on death. Those first four notes of both songs gonna be stuck in my head for pretty much ever. I'll have nightmares about it. I'll wake up in a cold sweat with just babam-babam-babam and it'll all be your fault.
👿
Absolutely gorgeous game with a lot of potential.
My main issue is there needs to be a "safe zone" to introduce mechanics. For example, you introduce grappling on to a second latch while also introducing spikes. You introduce rocket jumping with an area that has a pit. There's a ton of just "learn the mechanic and also master the mechanic at the same time" instants that make this harder to enjoy.
I wanna see you continue with this, it's going places.
3D models were a ton of fun to look at. A very surprising amount of excellent character/visual design here. The music was enjoyable and the game was just a lot of fun!
Fun idea! The camera is a little rough and hides important details even after they're painted (floor drop into spikes right from the door, the main boss, etc.) so just be mindful of that.
This is a really creative game with the most apt description I've seen - FrustraZen. It's mindless, it's fun, it's frustrating, and the music accompaniment really helps make it shine.
I never thought I'd get so ticked off at a rock :x
Funny af, and truly the dark souls of crappy games. I love how bonkers bad the controls are and how the game has this absolutely hilarious sense of humor. Was an absolute joy to play on stream~
Gorgeous game with a great sense of audio, but I have literally no idea what's going. Still VERY impressive.
What can I say except I played this for like an hour. I just kept going for one more run repeatedly. I'm gonna keep playing this later.
Your handling of a simple aesthetic is flawless and I wanna see you just fully release this. Clean up what you didn't have time to finish and just get it out there. Put it on Newgrounds. 100% chance it'll get frontpaged. GET THIS IN FRONT OF PEOPLE'S EYES BECAUSE IT IS AMAZING AND MORE PEOPLE NEED TO SEE IT.
Never had so much fun holding Z in my life
Take this to KS. Polish this one up a bit. Drop it as your demo. I guarantee you will get funded.
This is just talent. My only feedback is something Pedipanol told me on my stream you intended to do but the fact that tossing the holotapes doesn't really do much to seal off a room or use the map to its advantage. The monster doesn't have a "presence" outside of an integer monster_closeness that is decremented -1 every room you go to.
Also I appreciate there not being a jumpscare.
Anyways, that's really it, see you in the top 100, if not top 10.
Fun game! Lacks hit feedback (hit pause/hit stop, vfx, etc.) on both receiving and dealing damage. I don't know when I was critical striking or my critical strike chance. Overall there just wasn't much feedback on stats in general.
Do love the animations and basic gameplay as well as that really fun music. I really enjoyed how each critter had a weird walk cycle. Very good Mood!
Not really sure what was going on here, plot wise, but I can appreciate the tons of effort.
Some pretty smart ideas here, and I think the moment this game really sold me is when the lever was the final crush obstacle. Great work!
This was soooo trippy. I think you had a really cool concept and this is very, very, addicting. Good job DPS, bunner, and co!!! You really outdid yourselves!
I really didn't see that coming. Hilarious game and the popping up "X is now chasing you" was hilarious. It's clear you guys had a lot of fun making this and the game is fun to play and watch as a result!
Really hard. I think the music not evolving as you play and instead being a stationary loop was a bit of missed potential. Overall cool vibes.
The presentation and gameplay feel are flawless. What I'd say though is maybe look into roguelike generation/pacing a bit more. A good roguelike is one where you can get consistent results despite the different obstacles it throws at you if you're good enough. With this game I felt like I'd get stuff like a whole bunch of blocks surrounding me at level 1 with no way to access enemies and that's just instant gg. I'd also recommend having an enemy tracker that kicks in on the last few enemies OR as an upgrade. The challenge of the game should be being accurate and resource management, I don't think actually finding the fight, which is truly just RNG (as you must choose a direction to go no matter what with no idea about the minimap on limited time,) should be part of the difficulty, and you'd benefit a lot from reducing that.
All that being said, it is a game jam, and I REALLY liked this one. The bullet drawing on the menu was a nice touch!
Love the graphics, and all but the jump sound (which is maybe a bit too loud or could've rather been something else) feel great together. I don't honestly get what this has to do with the theme, truthfully, and was confused about the relation between levels.
Fun game concept, but really did feel like I got cut out right when it was getting juicy. Really good audio/art, and a pretty unique mechanic with the dashes as your only upwards mobility!
This game looks DIFFICULT to pull off. So many minigames! And it was all so clever and fun to do (except Minesweeper, never was good at that...) Really amazing presentation, you all are incredibly talented and really I have nothing critical to say. Well done.
Honestly so impressed with how this all came together. Considering the amount of assets and polish needed to get this sort of game done without making it frustrating with something like sloppy controls (which would've been so easy to get wrong here, but you got it so snappy and correct,) you've got me really impressed!
That's some really cool 3D effects and I love the sense of humor. The gamefeel was a bit off when it comes to shielding (especially with the button mapped down.) Maybe implement some hitStop for those hits/shields, as overall it just felt very 'soft' on the impact. This game could've also really benefited from some SoundFX.
Otherwise, it's very addicting, awesome work!
Another banger by itsBoats. Your visuals and mood are always a treat, and the gameplay mechanic is wonderfully arcadey and unique. Awesome work dude!
That's some genuinely fun movement :)
Man that game over sound never fails to make me laugh xD
Rather tough game, gives me Command and Conquer cutscene vibes, I dig it.
Great feel to the game, my only suggestion would be work on the fight pacing a bit more. Long periods of "and now you get to get stabbed by slow tentacles while you can't progress the game" aren't that fun to play through. Maybe I missed it, but always having the eye be exposed at some point for risky "cheat hits" would be really nice. I know you could in at least two of the boss fight states.
This is frickin' hilarious and showed so much spirit and care. I think this'll do really well! Only thing I'd add is just a number preview on the effect of each card (or at least warn when one will cause game over.)
Never in my life did I think I'd be taking the postal exam in a jam
But that was one of the most unique experiences I've ever had in one
@guigagliardo the movement is on purpose, we wanted more committed movement to give it that arcade feel that plays off the box mechanics, when you master it you can really move though!
@slimefriend the compasses highlight where you should go :D
@ixil-miniussi can you open up the inspect panel and see if there’s an error? Should be Ctrl i on chrome
FAST FAST SHOOT SHOOT PACKAGE PACKAGE 🦔🔫📦
Really like this! I love the variety of items and the shrinking one caught me off guard. Love the sense of humor, the only thing I'd say is to do a pixel perfect collision check instead of a square collision check as sometimes I didn't know what the boundaries of collision were. I'd also modify the graphic of the mine to be more clear where the collision.
Great job ☕
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GOTCHA
(sorry, had to)
I didn't expect a game with a cute mushroom cat to end up with a homewrecker but here we are.
ᴄ ᴜ ʙ ᴇ
Shmelon/10 needs more shmelons
I just love the energy of this game. Only thing I'd say is the popups aren't predictable and come at some hard moments but that doesn't feel like what the game is about. This is just fun in its own way. A simple game dressed in a very ridiculous and amazingly charming wrapper. Really well done.
I loved this game's aesthetic a ton! Only thing I'd say is either reduce or remove the slowdown when dropping off. Instead you could go for stylish text that swipes across the screen, maybe pair with an announcer. I'm not sure if I heard the reloading fx but it'd need to be louder. Additionally, I'd add an outline around the package text on the top left. The crimson forest level could also use more contrast as it was hard to see especially with the red cars.
I REALLY love the music and the game's a ton of fun, especially when it speeds up 🚗💥
The catgirl should've said nya smh
I liked this game a lot! It's very game jam-ey where it's just escalating weirdness and 1000 mechanics. It's a lot of fun! I wonder what the lowest cost could be.
I really enjoyed how this kept adding new mechanics but wasn't overwhelming. All I'd change is the hit sound is very sharp and loud so on headphones it low key hurts.
I loved the graphics and audio, and the programming is rather clean as well
However, I think the level design needs to be more forgiving. This feels like the final level of a much longer game. For this I'd take the Super Metroid approach of "if I can't defeat the boss without getting hit once, it's too hard." As a developer, if you can't beat this entire game without failing once (not literally, but essentially,) it's too hard. This game also frontloads the difficulty without enough time to get used to it. A adjustable first jump could also really help, having you high jump all the time works for a mobile game but not in this context where we do have adjustable buttons.
Awesome work, though, this is very charming!
Fun concept, but I think you should've halved the time and doubled the game speed to match with the intensity of the music.
There's a ton of effort here and I really like it. However, the dialogue is a lot for a game that's already very complicated. This game could benefit from just being more brief with its exposition and less obscure with its most basic instructions. Overall I really like the idea!
Our little ember thingies shall go East and claim new lands and no evil hole creatures can stop us.
Clever game with some cool mechanics. Some concepts for puzzling could've been introduced better (2nd and 3rd to last levels should've been switched) but otherwise a lot of interesting ideas here and on the NES is really cool
@she-wrote Did you know eating your landlord duck is illegal. I don't make the rules, but make sure to vote in your local elections if you have an issue with the rules.
Yeeeeee
Very fun and quick puzzle game, not too complex and good concept
Very addicting! It's not often you see a dice builder (?) here so I love to see something so polished!
Man who the fuck grunts the moment they sit down.
Also I love this game, even if there's already a game called Diner Dash with the same concept, I think you can beat Flo's non-pixelated ass if you had to.
A lot of fun! Could use indicators for the pickup range and give gems a pickup fx to know you've picked them up (I thought they were despawning.)
I love the idea. The UI can be a bit confusing but overall I really enjoyed the aesthetic and the polish.
What kinda asshole farmer throws things at pigs anyways.
This game is a lot of fun but it's hard to understand at the beginning. I probably wouldn't have gone far if you weren't in stream with me. This is one of those "if it had one more day, it'd all come together" kind of games so I think you should polish it and get a web version going and put it on newgrounds or something cause it deserves a fair shake.
Cool game but it wasn't clear what the trees do. If the objective is to plant more trees, then there should be a penalty for not doing so. Currently it feels like the main objective is to just survive as long as possible.
I recommend doubling the speed of the entire game.
Big Biggy wanted me to tell you that he thinks he needs a buff
Also, cool concept, a little confusing to get into but it works when you figure it out. I kept pressing the Next button instinctively during cutscenes and they got a free hit in.
Contrary to popular belief, the bone and slime factions haven't gotten along since 1942. However, ignoring that historical inaccuracy, I do like the strategy in this game. There's a lot going on and it's a lot of fun!
This is a ton of fun and extremely charming. Every bit of it is great for the first few levels. However, at world 2 it escalates and issues with the player being able to plan their strategy (not enough shot previews, not enough future pieces revealed, etc.) make it a huge difficulty spike. I really enjoyed this game, though. If you were to continue it, I'd consider what parts of the game do you want to be the difficult part. What part is the "puzzle" and design around that.
I liked this a lot. Great presentation and good visuals with interesting and fun gameplay. I didn't know you had to click on cards to activate them so that could be clearer, along with outlines on houses when you have pilgrims selected.
The whole game could use a bit of a speed boost in the sense that it's less hp per minion, but more minions/tombstones. There's a lot of time doing nothing but walking in an empty field. The music is a bit too slow and calm and doesn't keep the intensity up. I do like the visuals and idea though.
I like this concept a lot but it could use some mouse approximation snapping (when you click near a circle it just snaps to it.) The sound effect for successes is also a little loud.
Well done, though, this concept is very interesting and I can see it being addicting!
This game could win it all tbh
I liked the concept but it's pretty rough which is to be expected from a first game in a new engine. You should be proud.
Cool game concept! It'd be better if the sacrifice circle instantly killed the rats (or give them a different visual indicator that they've been sacrificed.)
Cute concept and very relaxing lil fun game, well done!