StopWatch by SkullPixel 2017-05-09T08:10:29Z
Wonderful game with some really clever mechanics! The sound and graphics are excellent, and I would love to see more. My best score was 30.
Foon → Ludum Dare Explorer → Users → stevenjmiller
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2018 | 42 | Running out of space | Overwrite | compo | 4.26 | |
| 🥇 | 2017 | 40 | The more you have, the worse it is | Permanence | compo | 4.44 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2019 | 44 | Your life is currency | Pulsation | compo | Innovation | 4.81 | |
| 🥇 | 2017 | 40 | The more you have, the worse it is | Permanence | compo | Mood | 4.47 | |
| 🥈 | 2017 | 39 | Running out of Power | HackOS | compo | Innovation | 4.56 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | Stingy Seating | compo | 113 | 3.79 | 3.52 | 3.86 | 4.45 | 3.55 | 3.13 | 2.84 | 3.01 | ||
| 2021 | 48 | Deeper and deeper | Push Stack | compo | 151 | 3.83 | 3.42 | 4.25 | 3.23 | 3.19 | 2.61 | 2.46 | 2.92 | ||
| 2020 | 46 | Keep it alive | Matchstick Elegy | compo | 36 | 4.12 | 3.86 | 3.96 | 4.03 | 4.00 | 3.53 | 2.98 | 3.96 | ||
| 2019 | 44 | Your life is currency | Pulsation | compo | 64 | 3.81 | 3.71 | 4.81 | 3.19 | 3.45 | 2.94 | 2.18 | 3.19 | ||
| 2018 | 43 | Sacrifices must be made | Omelettes | compo | 17 | 4.13 | 4.18 | 3.87 | 3.44 | 3.75 | 3.13 | 3.45 | 3.37 | ||
| 2018 | 42 | Running out of space | Overwrite | compo | 2 | 4.26 | 4.15 | 4.47 | 3.53 | 3.84 | 3.26 | 3.45 | 3.61 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Core Dunk | compo | 43 | 4.00 | 3.44 | 4.16 | 4.22 | 3.59 | 3.19 | 2.39 | 3.08 | ||
| 2017 | 40 | The more you have, the worse it is | Permanence | compo | 1 | 4.44 | 4.05 | 4.32 | 3.56 | 4.21 | 4.10 | 2.16 | 4.47 | ||
| 2017 | 39 | Running out of Power | HackOS | compo | 4 | 4.40 | 4.19 | 4.56 | 3.94 | 3.62 | 3.54 | 3.05 | 4.09 | ||
| 2017 | 38 | A Small World | Calor | compo | 217 | 3.44 | 2.91 | 3.75 | 3.73 | 3.37 | 2.72 | 2.56 | 2.93 | ||
| 2016 | 37 | One room | Storage | compo | 23 | 4.08 | 3.90 | 3.90 | 3.78 | 3.98 | 3.34 | 3.39 | 3.61 | 100 | |
| 2016 | 36 | Ancient Technology | Blunderbuss | compo | |||||||||||
| 2016 | 35 | Shapeshift | Entropy | compo | 129 | 3.71 | 3.60 | 3.26 | 3.69 | 3.30 | 2.85 | 3.31 | 3.22 | 100 | |
| 2015 | 34 | Two Button Controls / Growing | Botany | compo | 52 | 3.98 | 4.02 | 3.67 | 3.97 | 3.44 | 2.92 | 3.68 | 3.54 | 100 | |
| 2015 | 33 | You are the Monster | Lights Out | compo | 288 | 3.35 | 3.40 | 3.01 | 3.65 | 2.79 | 2.84 | 2.25 | 3.16 | 100 |
Wonderful game with some really clever mechanics! The sound and graphics are excellent, and I would love to see more. My best score was 30.
(Comment posted twice, ignore this)
I loved the art and atmosphere, and I thought this was a great start. The presentation so far is really well done, I would love to see more!
Great game! I agree that being able to see the spawning points would be beneficial, as well as a way to speed up the levels (especially in the early game where you don't have to modify the level while it is running).
Great game, but I would agree that it is probably a little too hard. Having your energy regenerate, even slowly, would be a huge help, as leveling up using melee attacks is quite difficult. I did eventually beat the game, but I had to run straight to the boss. The boss fight was super fun, and the use of the theme was very clever.
I really liked the graphics, and the overall presentation was excellent. The only issue I had was that the game was very short, which made the difficulty have to jump rather than grow steadily, but obviously there is only so much you can do due to the time constraints. The writing was definitely the highlight for me, and the story was still intriguing and interesting despite the game's length. Great job!
I loved the art style and atmosphere, and the gameplay was engaging. The mechanics were pretty interesting, and I beat it on difficulty 5.
Spectacular game! The combat was really cool, and the music was amazing. My score at the end was 34.
Terrific game! The art and effects are spectacular, and add a lot to the game. I do wish the puzzles were focused a little less on trial and error, but overall this was fantastic!
@torcado Sorry for the late reply (I didn't realize the new site didn't notify you when getting replies). I was referring to how most of the puzzles were things like mazes and going through rabbit holes, which made the focus more on exploration and trying different paths than puzzle solving. A similar scenario occurs with the buttons, where it is more about finding the area of the map where the solution is depicted. It certainly wasn't an issue (this still ended up being one of my highest rated so far), and the focus on exploring complimented the presentation and layout well.
Really great puzzle game, I got the Nobel prize!
The gameplay is fun, and I loved the enemy and weapon variety, but I do have a few complaints.
Honestly, I don't even know where to begin. Your blatant depiction of violence and murder are quite troubling, not to mention completely inappropriate. Your decision to create a game that encourages killing and the use of guns is not only insensitive, but distasteful. Quite frankly, I am disgusted, and I don't think you comprehend how traumatizing this sort of experience could be for any child or average adult who hasn't been completely desensitized by the media. Your omission of any sort of name for the "enemies" (or are they just innocent civilians? They could be for all I know) downplays the brutal nature of combat and portrays violence in a very unrealistic light, which I find offensive. Your decision to resort to using senseless violence in such a manner is, to tell you the truth, simply pathetic.
Please stick to family-friendly games like Bortman next time, where only stupid, useless pigs with no feelings are killed.
Hey, you beat me in fun. Also, I just read through some comments, I didn't realize this was your first game. Great work and welcome to the community!
I'm going to pretend I had more to say so you won't notice that my comment posted twice.
@batmanasb The first game comment was referencing the @giusex27 comment in which he said "I noticed that it’s the first game you’ve made (at least for the Ludum Dare)." I guess he never played Bortman.
Solid platformer! The music and graphics are splendid.
It took me several tries, but I did beat the boss. Wonderful graphics and mechanics, and also one of my favorite uses of the theme so far. Great job!
@huvaakoodia @alexhoratio I think one of the major issues with the game is the dissonance between the mechanics and actual structure of the game. As both of you noted, the goal isn't clear, and to keep the game moving forward, death simply restarts the game from the most recent dialogue. The game is currently broken into five distinct levels, each one with three enemy encounters and separated by dialogue. However, the mechanics suggest that there should be more continuity between levels.
As for the turbines, you are correct, the torque they would apply would actually make the planet spin on a completely different axis, as the torque naturally aligns itself with the direction of angular momentum.
@Chaseplays Thanks for the kind words!
I've actually been toying around with the game recently and have been trying to turn it into a rouge-lite of sorts (basically survive for a certain amount of turns before help arrives), which I think would compliment the design better and hopefully allow for some harder enemies and more meaningful gameplay (things like having all of the structures and resources reset between levels really detracted from the management aspect).
It was an idea I messed around with during the event, but decided instead on a more structured experience so players would only have to restart from the most recent dialogue if they died and to save some time.
@lord-bobyness There actually isn't a length limit for combat, the line starts at a dark green tile and ends at either a dark blue or red tile, but it can hit any number of tiles in between. Thanks for giving it a try!
Great game! My time was 397. I agree that the sound effects for the intro were a little harsh, but other than that, the game accomplished exactly what it set out to do. The mechanics worked really well, and the transitions between levels and intro were nice additions.
Super rad game! The music was fantastic, though after watching the credits, I guess you didn't make any of it. My best score was 405, which I'm going to pretend is very good. I encountered a bug when using magic right as the pieces were falling, which resulted in some empty hexagons in the newly generated area.
Really great game! I played through about half of a game, and I stopped with eight houses and five industrial buildings (the enemy only had one house still). I feel like either making the money collect automatically or having it give some visual indication that it needed to be clicked on would be extremely helpful. I know it says this directly in the help section, but I feel like a lot of people will miss it, especially after watching my enemy stay at around two for the majority of the game.
Great game! Unfortunately, I also couldn't complete the level with the laser (let me know if you get it fixed). I would agree that the movement is a little sluggish, which I think stems from it taking a bit too long for the character to start a move. Other than that, I thought the idea was really clever, and the presentation was well done. I would love to see some harder levels!
Edit: I now see that the description directly mentions that the laser level doesn't work yet.
I have seen a lot of games like this throughout the past few LD's, but there were some interesting elements of this one that I particularly liked. I really liked the visual style, even if certain aspects of the UI could use some tweaks (such as having the colored outline during testing as suggested above), and prior to this, all other circuit-style games I had seen were only 2D. I also thought this had the best puzzle design. I liked that the levels were given as a set of inputs and outputs rather than a list of requirements. This made the puzzles much stronger and was a breath of fresh air after playing several of these where the levels pretty much broke down to a list of instructions telling you to build a half adder or some other common system. Great work!
Out of the various circuit games I've seen throughout the last few LD's, I think this one may be the best done. The tutorials and manual make it very accessible, and the added components after solving a level add a feeling of progression and make the game less repetitive. I ended up stopping at Add Three, but I will probably come back to this later. Great job!
Great game! The flying animation was awesome, and the sound wave shifting when it moved into the water was a nice touch. I personally would've preferred having the player restart from the beginning of a level instead of from a checkpoint, but the mechanics were well done and I liked the ending.
I really liked this game, but I stopped after level 20. The graphics and art style were very clean and suited the game well. The mechanics were interesting and the game felt very polished. I do have some gripes with the game.
I think the main issue is repetition. From what I saw, there weren't very many compounds in the game, and they showed up quite often. I also felt that later levels simply added in more compounds that had already been seen rather than new or modified ones. This made a lot of the puzzle aspect go away after the first few levels, and I found that as I progressed, the game was more about sorting through the pieces than actually solving puzzles.
The levels themselves also sometimes seemed needlessly crowded, specifically in level 14, where you need to make three of the same compound. I feel like the game would've benefited from removing these extra compounds, as they simply acted as filler.
The difficulty curve was also very odd, and I feel like after level 5, it could've increased a lot quicker. Prior to that stage, the player is still learning the mechanics and how to connect atoms, but if they make it past level 5, I feel like they have to have a good enough understanding of the mechanics to solve pretty much any level in the game without too much trouble. I think that increasing the number of compounds per level faster and adding in a new type of compound every level would help keep the game's difficulty from leveling off and add a lot of variety.
That being said, I gave this game 5 stars, which I feel like I should mention since this is a harsher review than I'd normally leave. I feel like rating anything less would be punishing you for putting in extra time and creating more content. I would love to see an updated version of this with some new compounds, a higher difficulty, and maybe some new mechanics.
Great game, my best score after several tries was 1210.
Absolutely wonderful game! I feel like I probably could've done better, but my scores were 2, 2, 6, 5, and 5.
Great game, I got all the upgrades and my best score was 2130.
Really great game so far. Unfortunately, I also had it crash after the third rat encounter. I liked the art style, but one thing I would suggest is making the boxes that have consumables a different color than the rest of the boxes. Let me know if the crashing issue gets fixed, I would love to see more!
Excellent game. It took me a lot of tries, but I finally beat it.
The overall presentation and graphics were very well done, and the intro was a great addition. I thought that the approach to combat was interesting, as it made aiming and dodging completely separate from each other, which I thought was an cool spin on the genre. I enjoyed the enemy variety, and it gave the game a decent amount of strategic depth. I would agree that more feedback would be beneficial. Good job!
Very fun game, being able to play different notes is a nice touch, and I found the game as a whole quite charming. As for feedback, I think speeding up the rate at which dialogue appears would be beneficial, as there were a few times where I accidentally missed part of a dialogue by triggering a new one before it was over. Additionally, I think the player character should also have health, as you can currently leave the trumpet behind at the checkpoint and run ahead to get the ladder without worrying about the zombies. Great job overall!
Very fun and interesting game, I would be definitely interested in seeing more complex levels and more weapon types if you are interested in extending it. I do think it would be nice if you could sell weapons by dragging them back to the left side of the screen, just to make it a little more intuitive and less reliant on the keyboard. There was one instance in which I sold back a shotgun and the blue hit indicator remained on an enemy, but that was the only bug I encountered. Fantastic job!
I love how frantic this feels, the sound of the screen approaching is perfect. My best score was 35. My only nitpick is that the yellow spaces confused me at first, I think there should be an example showing how they are used with only one yellow letter for extra clarity.
Very fun, frantic game. During my first run, I lost shortly after 5 minutes hit because a fire appeared immediately behind me while I was recharging a station, and I died on my second run after ~10 minutes from power loss. I like that you can see where everything is at all times but only know what's wrong when you're up close. If you continue working on this, I'd love to see (hear?) some sound effects added, I imagine the red flashes would cause even more panic with the right sound effect attached.
Great game, I have a new score to beat: duck.png Around ~1.5 minutes into that particular run, my last two ducklings ended up in the top left corner of the screen. I also crammed myself into the corner and then the gnomes could no longer reach them (the gnomes seemed to just try to circle the player character, with several getting stuck at the screen's edge). I left it running in the background for quite a while to see if they would eventually get the ducklings, thus the high time relative to score. I decided to remove myself from the corner and let the run end shortly after the 30 minute mark.
Anecdotes aside, this game is a lot of fun to play. The simplicity of the mechanics makes it really accessible, and it feels super polished.
Very fun game, the vivid colors and music compliment each other perfectly. I personally had no issues with the controls, and I'd definitely be interested in seeing it after some rebalancing to encourage more elaborate shapes and chains. My best was level 25 (I made to around 18 and when it started to get too fast, I just mashed space until my battery was drained).
Very fun game, I like that the rope doesn't start breaking until your first jump, it lets you take a good look at the level and plan your moves without stress.
Very fun game, that last level was very tricky. I think it might help to put a color wheel on screen somewhere for players to use as a reference.
Great game, my only suggestion would be to make the trees you can place look slightly different from the pre-placed ones (I think it would help readability, especially if you are planning on some more complex levels down the line). I also love the effect for the trees growing in, it was a very nice touch.
Fun game, but I think the timer makes it a bit too unforgiving. The time it takes to respawn is also too long, which can make death feel frustrating. I also noticed that the story part at the end of a run can't be skipped through by pressing space, though I suppose being able to return to the menu with R negates this as long as you don't want to see your score. I also found a bug where, in the level shown below, falling into the rightmost pit did not kill me, so I had to restart the run. In the end, I was able to see all of the levels and pick up all of the collectibles, though never in the same run. That said, I actually really enjoyed the game. The story and art were charming, and I think the levels were very well designed. I would love to see a more polished version of this!
penguin.png
Very fun and satisfying to play, though I agree that a trajectory indicator (even if only a partial one) would make the learning curve more forgiving. I think an option for resizing the game window or a fullscreen mode would also help, as I found myself moving the cursor off-screen fairly often. Great work!
Very fun game, my time was 11:11:67. I particularly liked how the music evolved between levels. Having the exact percentage remaining in the game's window was also a nice touch, as it kept it out of the way but still made it easily accessible.
I don't really have any complaints, but for the sake of sounding insightful, I think that jumping and hitting the ceiling might make the players downward momentum increase a bit too sharply.
Also, while not necessarily related to the game itself, I love the game page, especially the screenshots.
Great game, the puzzles are a lot of fun to mess around with. I love the art style, especially the character's run animation and how the waves blend into the game page.
As for feedback, I think it would be really cool to have the character leave a trail of sorts that remains after a trial run to give the player an idea of where to place the next platform or otherwise modify their current layout. Additionally, I think allowing objects to be moved without being deleted and placed again would make the level editing portion feel a lot smoother. That said, these are more suggestions for if you are looking to build on this idea in the future rather than things I would expect to see in a compo entry.
Lastly, after completing the level shown below, and the game seems to no longer respond to input. I decided to go through the game a second time just to check and encountered the same issue again. little-human.png
Very fun and incredible music. My only suggestion would be giving the party-goers a small animation before they jump to help the player keep to the beat.
Great game, tricking the AI in the later levels is a lot of fun. The art is also oddly charming and complements the silliness of the story quite well.
I loved the game, the mechanics are very innovative and the bonus level was super cool (though a bit difficult to control). As for feedback, I think it might be better to have the player respawn faster in order to lower the downtime between tries and make death feel less frustrating.
Very satisfying and engaging game, my best score was 30. My only suggestion would be to add a button to manually end a run, as there are some levels where you can get stuck after the first move and then have to wait for the timer to run out.
@god-colo Thanks! I used GameMaker Studio.
@szieberth-adam It varies a bit from game to game, but my first step after coding the initial set of mechanics is usually to haphazardly throw everything into a sandbox of sorts and experiment. I get inspired a lot more easily when I'm seeing how things work in real-time than I do when trying to draw things out on paper. I still do the fairly standard approach (at least to my knowledge) of basing levels around a very specific idea or interesting aspect of the mechanics, but I try to mix in what I found fun while fiddling around to (hopefully) make the final level a bit more engaging to solve. After that, I test the levels as many times as I can to get rid of unwanted exploits (though I missed some on a few levels this time around) and to find out what needs to be reworked. That said, I don't think the specific method matters too much as long as you have a strong understanding of the mechanics you're working with and what makes them fun or unique. The first few puzzles I design almost always get scrapped because I usually don't understand how to use the mechanics effectively that early on.
Extremely fun game, I think the concept is brilliantly executed. The only bug I noticed was that logs sometimes start flying across the room if you try to rotate them while they are pressed against a corner.
Amazing game, I especially love the art. The leaderboard is a really cool feature, and I managed to take the top spot (for the moment) with 15 levels deep. As for feedback, I think the sharks should appear a bit earlier. The game doesn't really start to feel threatening until they arrive, and I think that it would be more engaging if there was more danger early on.
Very fun game, I especially enjoyed the last level.
Very fun game, my best time was just over 200 seconds. There are some things that could be improved (being able to wander offscreen, sounds continuing after death), but even without taking the 7 hour time frame into account, this is a solid entry. The concept is simple but it works well, great job!
Very nice game, that last level in particular was very clever. The art and overall presentation are wonderful as well. The only issue I found was that it seems like the small water droplet on the left side of the second to last level is not collectible (though I believe the point of that level is that picking it up would be detrimental regardless).
Great game, it feels extremely polished and cohesive. The blend of randomness and strategy kept things engaging, and the best score I got was 153. As for suggestions, I think it would be nice to offer a small incentive for placing resources, as I had a couple of runs where I placed the walls I wanted early on and then more or less just waited for things to play out.
Great game! The effects were cool and I enjoyed the boss fight at the end. The small touches like having the turrets be able to shoot each other through portals really strengthened the game.
I noticed a few issues with animations and sounds triggering with movement, so I looked through the source code. I would recommend rather than using the key press events using keyboard_check_pressed() in the code and audio_play_sound() for your sound effects. In order to ensure that things such as the footstep sound don't loop after the key is released, you could use something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) {if not audio_is_playing(walkwalk) audio_play_sound(walkwalk,0,0)}
in the step event. This way, the audio would not loop by default, but rather be triggered again each time it ends. You could then easily modify this to further fit your game. For example:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) {if not audio_is_playing(walkwalk) and not place_free(x,y+1) audio_play_sound(walkwalk,0,0)}
would make the footstep sound not play while the character is in the air. Another nice effect you could use for repetitive sounds is audio_sound_pitch(), which allows you to adjust the pitch slightly to make the sound less repetitive. So, you could do something like:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) { if not audio_is_playing(walkwalk) and not place_free(x,y+1) {audio_sound_pitch(walkwalk,random_range(0.9,1.1)) audio_play_sound(walkwalk,0,0)} }
in the step event. This would make the footsteps sound slightly different each time, making the sound much nicer in-game.
Similarly, you could integrate flipping the character direction in the step event, and you would only need one sprite for your character. If you kept the walking right sprite only, you could do this:
if keyboard_check(ord("A")) or keyboard_check(ord("D")) { image_speed=1 if keyboard_check(ord("A")) {image_xscale=-1} else if keyboard_check(ord("D")) {image_xscale=1} } else {image_speed=0 image_index=0}
While the syntax is obviously a bit unclean, it is a quick way to ensure that your character looks correct while moving and removes the need for extra sprites and key press events.
Great job on the game and I hope this helped!
Great game! I love the art and audio as well as how chaotic it gets. I got a few crashes when falling off the edge, but other than that, this is really great!
I love the art and the gameplay is really good so far. I especially liked the last puzzle and would love to see more. I do agree with others that faster movement and an alternate control scheme could make the puzzle segments feel a bit smoother.
Great game, though I do wish it was a bit more forgiving. I got stuck on the level with the wall of wolves, and I felt that the acid traps made the timing a little too difficult. I loved the art and audio, and the overall presentation was amazing. I would also love to see a downloadable version, as it might help make the controls a little more precise.
Great game! The graphics are amazing and the gameplay is engaging. It took me a few tries, but I eventually made it to the end. I'm not sure if this was just on my end, but the top row of pixels in the thanks for playing message was missing.
Really great game, I ended up getting stuck on the level with a vertical stack of three identical oscillators and a splitter. The audio and overall presentation are amazing and the puzzles are fun. My only complaint is that the timer feels like it doesn't really fit in with the rest of the game. While I understand its relation to the theme, it feels more like a needless limitation, and after spending an hour in the game, having to restart is very discouraging.
Great game, I like that the wing strength and health are separate. The fact that clouds heal the wings adds some nice strategy, and the art is incredibly well done. There were a few obstacles that seemed unavoidable, particularly when two rocks would spawn next to each other. My best score was 3973.
A little birdie told me this game was fixed. It is a shame to hear that there were issues at first, but bugs in game jams games is just par for the course. Fore what it's worth, I really like the idea and the lighting looks quite nice.
@rombus Just the 15, I originally was going to make more and actually had plenty of time for it, but I decided that adding more would make the game a bit too repetitive.
@eremiell I just uploaded an HTML5 version on Game Jolt, let me know if it works. From what I can tell, only one small effect at the end of the game doesn't work as well, but other than that, it should be exact.
@dustyroom Thank you!
Great game. I liked the use of the theme and there was a nice element of strategy in the gameplay.
The graphics are absolutely adorable and I loved the variety of different mechanics. I would agree with others that the rockets seem too difficult to avoid. After a few runs, I figured out how to stop them, but I think having them redirect towards the battery slower would make them more balanced, as currently, there is only a very small window of time in which they can be stopped. Great job so far, I am excited to see more!
Great game, though I don't think I'm very good at it. My best was only day 5. I enjoyed the art and audio, and the descriptions for the different power sources were a nice touch. Great job!
Cool game, I got 410.30 as my final score. I eventually died because an enemy was attacking from off-screen, so I couldn't attack them. Overall, this game was really fun and a nice take on the theme.
Great game! It blends strategy and combat very well, and I especially liked the last few levels. I loved the art and music, and the transitions were well done. My only recommendation would be adding an option to skip through some of the transitions, as in some levels, such as the one with four cities in the bottom left, they can start to become repetitive. Great job!
I really love the art, though the controls feel a bit weird. Using z instead of e or providing alternate keys for firing for people using WASD would've been beneficial. The only other issue I noticed was that bullets go through walls. Other than that, the game is very fun and the graphics are very well done.
Great game and concept. Very clever use of the theme and the difficulty settings were fun to experiment with.
Great game! Although it is short, I enjoyed the puzzles and I would like to see more. The only thing I would recommend is adding switches that don't need to be flipped, as currently all switches in the game need to be flipped, which detracts from the challenge.
Great game! I loved the art and overall presentation. The characters look amazing I liked the bullet trails. I would recommend exporting the game as an exe instead of an installer just to make it more accessible. I would also suggest making the player face the direction of the mouse rather than the direction he is moving just to make it look a bit more natural. Great job!
Great game! It reminds me a little of mine, and the puzzles were well designed. The game never got too challenging, and the presentation was very well done. I would love to see more!
Great game, the branching paths from the powered components make the game much more interesting, as these types of games typically have a very obvious solution to each level. The only thing I would suggest adding are extra unused pieces in some levels to further hide the solution.
Great game! The enemy variety is good and their different amounts of health and attack patterns add a nice layer of strategy when deciding which enemy to use energy shooting at. The audio and graphics were very well done and the gameplay was entertaining. It took me a few tries, but I eventually made it to the end.
Great game! There were a few bugs, but nothing that hindered my progress too much. I loved the presentation and the graphics were very clean. The music was an excellent choice as well, and it fit the mood well. I would love to see a more stable version with new mechanics and puzzles.
I loved the way the tutorial was presented and the graphics are very clean. The puzzles were fun without being too frustrating. The only thing that felt odd was the lack of audio in most places. While the audio currently in the game is good, background music and sounds for the moving platforms would add to the atmosphere.
Great game, I really liked the character design and colors. My only recommendation would be to make the font a bit bigger, though this is obviously an extremely minor nitpick. Great job!
Amazing game, the presentation is absolutely wonderful and everything looks very clean and polished. I did have a couple of popups that went off screen or were covered in a way that I couldn't adjust how much oil it was extracting, but other than that there are very few issues. Great job!
Great game, I loved the presentation, and the audio and art were both well done. I survived for 5:20 on my best run.
This game is definitely my favorite so far. It oozes style, with the way textures popup, the camera movement, the art for the vehicles, and the audio. After playing for longer than I would like to admit, I got a score of 714, which I am happy with for now.
Up to 763, I can confirm that the update worked. I recommend adding a counter showing distance, maybe in the bottom right.
Edit: After the update, my best score hasn't updated for some reason. It shows a new best when I set it, but then goes back to my best before the update. Also:
Best Time.png
This is a wonderful followup to Forever Someday and the presentation is just as excellent. I love the use of color and the audio matches the tone perfectly. As for feedback, I have very little, but if I had to nitpick, I did notice in the space section that some of the stars look a bit squared off. When using the glow effect, make sure to make the size of the sprite bigger than you need it to be so that the glow doesn't get cut by the edge of the sprite. Great job all around!
Also, for people who had it launch as a black screen, in addition to the solution in the description, you can press alt+enter. This will switch the game to windowed mode and make the game appear normally.
Great game, I played through all of the levels. The presentation is extremely well done and the puzzles are quite fun. My only suggestion would be to make the puzzles slightly less linear. I was able to solve all of the levels except for 7 on my first try because the layouts of the charging tiles and conveyors usually outlined the optimal route to take. This is a fairly small issue and I probably only encountered it because I have designed way too many tile-based puzzlers recently, but I think adding in charging stations that never need to be used and more branching paths would force the player to more carefully about their moves. This, of course, is just a suggestion for if you are looking to develop this further, and this is definitely up there for one of my favorite games I've seen this jam.
Great game! I loved how frantic the game feels and the humor and mood are really well done. After a few tries, my best score was 3822.
This game is amazing! The enemy and character variety were really well done and I loved the descriptions for them. The only issue I had is that I had to re-buy characters every time I wanted to use them, though their descriptions said that they were already bought.
Edit: I forgot to mention it, but my best score was 67.
Amazing game! I loved the puzzles, especially the last level. My biggest recommendation is making R reset levels instead of or in addition to enter, just so that it is more intuitive. I really liked the font for the numbers and the animation for the character was really smooth. The tiles pushing down when you jump on them was also a nice touch that made the movement feel really good. Great job!
Amazing game! The attention to detail on the dinosaurs is amazing and I loved the gameplay. There are a few quirks with the AI, but in a lot of cases, I felt that helped add to the strategy. It was really fun positioning my units in a way that that the enemy dinosaurs would run into the pits and it made large crowds much more manageable.
Great game! The difficulty curve is really well done and the different tasks make for a nice layer of strategy. It took me a few tries, but I eventually saved my grandpa and got a score of 3150 (and I should add that I loved the ending as well).
Great game! It was very difficult, but I managed to get to the end in 52:51 with 84 deaths. The look of the game is really well done and I loved the music. I wish there was a puzzle early on that forced the player to kill an orb, as I did not realize you could destroy them until after the boss, which made backtracking very difficult. My only other recommendation is making the boss have less health, as the fight sometimes became a bit tedious, especially the second stage. That said, this is still definitely one of my favorites so far!
I saw increpare and was excited for a game that would break my brain but instead I got a game that broke my heart :(
Great game, this is one of my favorite interpretations of the theme so far. The graphics are also good, though I think a light outline showing the shape of the pieces would be beneficial. The only issue I had was with dragging the pieces, as it seemed the pieces jumped over a bit after releasing the mouse, making it difficult to place pieces properly at times.
This game is fantastic! I ended up getting 274 on my best run, though I will probably try again later. I would recommend adding shorthand names for the drones like A and B just to make it a bit faster to type and so that it is a little more consistent between runs. Great job!
Great game! I beat all three levels, and I really like the mechanics. The last level was especially clever, and I would love to see more levels added. As for suggestions, I do agree that the rope physics sometimes get in the way, especially on the third level. Other than that, adding an indicator showing what piece you will pick up and an indicator showing when you are in range to plug a piece in would make the game feel a bit cleaner. Adding in animations and audio would also help with polish. It is great to see another game from you (I think the last time I played one was back in miniLD 62 when I made Child Hood)!
The game is a little confusing at first, but it is a lot of fun. I really enjoyed the frantic feeling of the game, which is furthered intensified by the random events, such as needing to go back to main and reboot. My best score was 177 seconds.
This game is terrific! The puzzles in this are quite fun, and I completed all of the levels and collected all the crystals. The graphics are very clean and the music is nice. I would love to see more!
Super fun game, I love the simplicity of the concept.
Finally a quality Ludum Dare game for me to sink my teeth into.
Super cool game, but I seem to be able to walk through walls. Is that intentional?
Super fun game, the physics were really cool and I loved the sound effects for the cars.
Fun game, I liked the use of the theme. I also really liked the lava lamp in the game's thumbnail.
Really fun game and amazing art. My best score was 76.
@toboggan A wall blocks your line of sight.
@gus-the-shark The crate question actually really bugged me when designing the game, as I wasn't really sure what to do with them. I eventually decided that they shouldn't push since the character would remember them being in the same position, but now that you say it, it probably would've made more sense to have them act as walls.
@infraxion It was submitted to the compo, are the rating options not showing up?
@jimbly Indeed, I found that solution shortly after making the GIF and considered updating it, but decided the current GIF looked more impressive.
@batmanasb I know, 480th in humor? I've never been so offended.
Superb graphics and audio. My only suggestion is preventing cards from having rows or columns of all zeros.
@antii-haavikko They make the multiplication too easy.
Really cool puzzle game. I liked that the pieces looked similar and looked like a single piece when combined, but I would suggest increasing the contrast between the pieces and the outline of the final shape.
I get an error saying that the level failed to load after the dialogue and can only play the test level.
Let me know if it gets fixed, I love what I've seen so far!
Great use of the theme! I also got locked out of one of the boss rooms, but played through the boss rush.
Really fun game, having a leading molecule rather than waldos was a cool twist on SpaceChem and made for some interesting puzzles. The music was also incredible. I would love to see this expanded with some more difficult levels and mechanics.
Super fun game! It took me a bit to realize how to eat things, but after that it was really cool, I just wish it had more levels.
Great game, I really like the art and overall style.
Great game, I had to resort to using the guide after making the laser.
Your link is giving me a 404 error. Also, I'm still mad that you missed last jam, I got 4th overall and 2nd in innovation.
My slope was -2, that's a -0.5 on theme right there. But seriously, what is up with the 0.5 increments? There are too many options now, I feel overwhelmed.
Fantastic game, my best score was just over 25000. My only suggestion is making the camera be able to be moved with the arrow keys or WASD instead of just with the mouse.
Really fun game, having an option to change the controls was also a nice touch. Great job!
Super fun game, I got all ten titles. The only issue seemed to be with the dialogue, even after finishing the game and getting the trophy, the NPCs would only comment that I needed three titles to pass.
Edit: Nevermind, advancing dialogue works, its just that every NPC starts with saying that I need at least three titles to pass.
Really fun game, my best score was 3000.
Great game and physics, this is one of my favorite uses of the theme so far. I especially loved the art for the raccoon.
It took a while to figure out the rules, but after that, it was really fun and I was able to complete the game (I found the level in the third screenshot to be the hardest).
:thinking:
Excellent game! My best score was 8.
Also an interesting note, (and I think this is relevant to the problem @ooku had) I was having difficulty for the first few games because I couldn't get the skull to shoot diagonally. At first, I thought it might be a bug, but after using an online keyboard tester, I found out that my keyboard just doesn't recognize that the space bar is pressed if I am holding down multiple arrow keys at the same time (this is called keyboard ghosting, I had heard of it but never encountered it before). I then tried using WASD, and the game worked perfectly.
@damien-remars Thanks for playing! I haven't been able to replicate the bug, do you have any more details or a rough estimate of how many commands were present?
@chuck-zelvis Thanks for playing! I honestly wasn't sure if anybody would bother with the last two levels, so I'm happy to hear otherwise!
@chaseplays Thanks for playing! This comment is probably going to be a bit long, but I agree with everything you said, and I thought I would provide some insight into why the game turned out like it did.
The results and feedback I got from Calor had a massive impact on my design philosophy, and even though it is now nearly a year in the past, Calor and the response I got from it still inform most of my decisions when it comes to mechanics. My biggest takeaway was that for every mechanic I put in, I have to be ready to spend as much or more time making it understandable, and I realized that just because I can implement a mechanic doesn't mean that I should. It is part of why I've been making a lot of tile-based puzzle games, where the mechanics are more intuitive and can be easily communicated through level design (though it helps that I love the genre).
This game is a bit of an outlier among my current games, but this was kind of intentional. When the theme was announced, I was actually rather disheartened, as I haven't strayed very far from pure puzzle in the recent past, so the prospect of having to throw in an extra genre that I was unfamiliar with was not an attractive one. At the same time, I wanted my blend to be more meaningful than just a puzzle game with the backdrop of another genre. For example, some of the games that are half "dating simulator" don't actually make use of dating simulator mechanics, but rather have a story that involves dating or have aesthetic changes like heart-shaped bullets. In the end, I'm not sure how significant "sports" really is to this game, but this thought process is why I didn't just made a tile-based puzzle game and call it good.
After a few scrapped ideas, I eventually ended up with this one, but it was mostly out of necessity. It was already 6 hours after the theme announcement, so I knew I needed to get started on something. At that point, I had decided that this event would be a bit of a throwaway, just a chance to make an experimental game that would do poorly but keep my LD streak alive.
I went into this game fully aware of how quickly it could turn into another Calor, where the mechanics are fine, but buried under so much clutter that they aren't really worth the effort it takes to learn them. That thought made it very difficult to keep what little motivation I had alive. I actually almost scrapped the game several times, including once only 8 hours before the deadline. I eventually decided to just go through with, but I had kind of convinced myself that it would be a failure.
A couple of hours before the compo ended, I showed the game to a few people, and that was when I realized it might have some potential. After that, I threw in as much extra visual feedback as time allowed. Previously, there wasn't going to be an in-game tutorial/guide at all. I planned to throw the game and manual in a folder and call it good. The in-game manual was actually the last thing I did, and it was added with only twenty minutes to go, thus why it looks so thrown together.
Overall, I guess the point is that I had given up on this game long before it was done, and I think that it shows in the lack of tutorial and steep learning curve. I wasted a lot of time trying to think of new ideas so that I could scrap this one, and I think that the game lacks polish as a result. I'm really happy (and kind of surprised) that people seem to be enjoying it, and I must admit that it was refreshing to finally make something this experimental again, though I can't say I'll be doing it again any time soon.
@batmanasb That's fair, though I think this means I should be able to count "visual novel" as one of my genres.
I think it's safe to say that I am biased towards tile-based puzzle games, but this my favorite of your LD entries. The art is very crisp and the music is phenomenal, to the extent that I didn't even realize the game didn't sound effects because it held up the atmosphere so well on its own. I agree that an expanded version would be cool, though I'm not sure how well the mechanics would scale, as a decent amount of the difficulty seems to stems from a lack of readability (in a good way, as in there being enough branching paths to require looking ahead). Personally, I find that expanding games like this to be quite challenging, as increasing the difficulty can quickly lead to the level design becoming muddled (HackOS in particular had this problem), which makes solving later levels feel like a chore rather than a rewarding challenge. Still, I hope you do toy around with it, I think the mechanics have a lot of potential. I hope this places really well, it certainly deserves to! Also, happy belated birthday!
Fun game, the idea is really well executed. My best distance was 14km. As for improvements, I would recommend adding support for WASD, as the mouse is used so heavily. Also, the rounding may need to be modified, as it could say I had 4M clicks when I really only had 3.7M or so, meaning it appeared to me that I could get a 4M upgrade when I couldn't. It may also be beneficial to allow for some of the transitions to be skipped or sped up. Overall, fantastic job!
Cool game! By best score was 1350. Also, I encountered a bug on one of my runs:pcd.png
Fun game! I quite like the style, and the music fits well. In terms of improvements, I think making the text box be permanently active would make the gameplay a little smoother. Currently, the mouse is only used to click on the text box, so having to do seems a bit odd and very slightly hurts the pacing. As a side note, it seems the best way to go about levels is to type j repeatedly, as the game allows for jumping even when the player is already in the air. I'm not entirely sure if this was intentional, though it makes double jumping feel impractical, as it is faster to type "j < enter > j < enter >" than "j+j < enter >". Overall, I thought the game was great!
Super fun game, I love the presentation!
Very fun game! The AI works really well and I liked the difficulty level. It required strategy and planning, but was still accessible and easy to pick up and play. I won 12 to 4.
Great game and combination! I ended up with a score of 33.
This is brilliant! The environments are beautiful yet minimalistic, and the cast is quite colorful. Though the thing that is most impressive is the number ways to handle each scenario and the sheer amount of dialogue possibilities there are. On my first run, I went through without hurting or threatening anyone and helped all of the NPCs. After that though, I did several runs where I just experimented, and I was amazed at the amount of ways to get through the game. One of my favorite moments was lighting the snake on fire after she said she was cold, and I loved that there was specific dialogue in response to that event. Details like this and the overall care put into the world and narrative really make this game stand out. I would love to see an expanded version of this!
Great game, the balance between aesthetic and readability is phenomenal. I also thought you did a great job with the difficulty curve. I am awful at platformers, yet the difficulty curve made it so that I could get used to the mechanics and actually complete it. Great job!
Amazing game! The way the puzzles are solved definitely reminds me of Baba is You, though the mechanics are actually quite different, making the gameplay itself feel very unique and original. I really enjoyed the puzzles, especially the later ones, and I think that the level design is extremely well done.
Excellent game and presentation! The last couple websites were quite frantic and I felt like the game was very well balanced.
This game is way more fun than it has any right to be. Seriously phenomenal. My only suggestion would be adding a button to instantly restart a level. I am currently stuck on level 4, though I plan to keep trying.
Amazing game, though I think the difficulty kind of levels off. I stopped at wave 66 with a score of 314, but I think I could've made it much further. The mechanics are engaging and I felt like it was pretty well balanced. I would love to see post-jam version of this! Also, I ran into a bug where a tile ended up off of the board:LDnetbug.png
Fantastic game! I completed it and found all 15 gems (though the last 2 took a bit of exploration). The only issue I had was that it was a bit difficult to kill enemies, but that is only a minor gripe. Overall, I loved it, great job!
The title and weaponry earn this an easy 9/9 in humor (it says it is out of 5, but you can rate it 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, or 5, which is clearly 9 options). Also, unfortunately, I can't give any game that gets a 5 (or 3 stars, if you believe in that sort of thing) or higher in fun anything but a 1 in theme, as that is a clear indication that the genres were, in fact, compatible. Actually, I just rate every game a 1 now. Nothing personal, just need to keep my win streak alive :sunglasses:
This is superb! The genres are blended expertly and the shadows make for a very unique set of strategies.
Amazing game, the polish is off the charts!
Fantastic job, this works unbelievably well! My best score was 7500.
Great game! I think the difficulty might need to pick up more, as after getting into the flow of things, it becomes fairly easy. On my best run, I survived 576 seconds before stopping and letting the zombies catch up to me.
Cool game, but I think it needs more visual feedback. For instance, including some indication that an enemy is taking damage would make it easier for a new player to pick up the mechanics (different color cards hurting different colored enemies). It may also be beneficial to make health drain slower, or add in some invincibility frames, as it is currently very easy to die by having an enemy sneak up behind you. Lastly, I think that changing the aspect ratio and making the window taller could be extremely helpful. Currently, unless you are looking down, you can't actually see the cards you're throwing. At first I didn't realize how short the viewing window was, so when I didn't see the cards, I thought I had run out of ammo. Overall, I quite liked the game, though I think that a little more polish would make it more intuitive and engaging to play.
Really cool game, and easy to understand. However, I couldn't leave the last level (typing "end" just gave me "Cheaters will be banned.").
This is brilliant, I loved the variations between each level and the difficulty was just right. On my first run, I got 7:31. After that I moved onto hard mode, and after a couple of failed attempts, I beat it in 7:21.
@blinkenlights I just uploaded a web version if you are interested in trying it out. It seems slightly less smooth but should work fine: https://www.newgrounds.com/portal/view/715479?updated=1534271877
Very fun game! I never ended up getting a complete factory working, but I got close. My only complaint is that the splitters are a little too unpredictable to use confidently in the current build. I think a clearer indication of which direction they are going to send a box next would be a huge help (something like a slight size difference in the two arrows or having only an arrow in the direction it's going and a box or line on the other).
I really love this game so far! I completed levels 1, 2, and 4, though I'm not quite sure how to beat level 3. At first, I thought maybe the timing was the issue, so I experimented with pulse formers and buffers, but am still unable to complete it. Do you have an example solution for this level? My current attempt is this:
lancaster.png
The output is 1, 0, 1, 0 while the goal is 1, 1, 0, 1, 0 (from watching it step by step, it seems the second 1 is skipped).
Overall, I love the game, I hope you continue working on this!
Amazing game, I would love to see it extended! I feel that level 6 was a bit unintuitive, and it took me a while to realize that you could pull the 2x1 over yourself. I feel that forcing a situation in which the player has to move along a path only one block wide (or making the entire level one block wide) would've made this realization come easier. It might weaken the sense of discovery obtained from solving the level in its current state, but I think that forcing the player's hand a bit more may be beneficial.
It took me quite a long time, but I managed to complete the game. I really enjoyed it, though I felt it did have some flaws. Having a limited amount of arrows available to place greatly limited the level of automation, a bit too much in my opinion, making it difficult to get a good system set up. Additionally, trying to modify an automated section was a hassle, as turning off the generator meant all of the producing blocks would be carried away and sold. I also think expanding the play area takes a bit too long, and I feel like the game might've benefited from having the first few expansions be only 100 rather than 500 right away, just to speed things up. Lastly, the crypto-currency miner didn't seem to do anything, though that may have been a misunderstanding on my part. I think that for the purposes of the jam, the game might've been better off being a bit shorter, as I worry that most people won't be willing to put in the time necessary to complete the game in its current state. That said, I greatly enjoyed it.
Great game, I love the art and overall style! I think the game might benefit from having an indication of where the enemies are going to move on their next turn, as it is currently difficult to tell. Something like a small X over a tile that an enemy will move onto the next turn would help make the puzzles rely less on trial and error.
I love the music and art! I would love to see this concept taken further. Currently, the tapes act mostly as paths to the levels, but I think having multiple tapes to see or block parts of a level would make for an interesting puzzle mechanic.
Really fun game, I enjoyed the strategy of trying to manage space while holding onto items to use in combinations later. I also liked that the game had an ending whether than going on endlessly.
This is definitely one of my favorite games from the jam. The puzzles aren't too challenging, but the process for solving them felt very novel and satisfying. The ordering system was extremely clever, and I loved how the puzzles felt intuitive and logical. Fantastic entry!
Very fun game, I like the art and the puzzles, especially the later ones.
Amazing game! Also, I tried the game using a 144Hz monitor with FreeSync and the web version does run uncontrollably fast (my game does as well on web, I haven't bothered fixing it yet). Based on the earlier comment that said it worked fine, perhaps the FreeSync is the issue?
Fun game, the difficulty curve is really well done and my best time was 1:35. I actually don't mind having to press a button to push, but I think the issue is that pushing in the air seems to also require having the button for the direction you want to push held down. I think that if pressing the push button automatically pushed in the direction you were facing (at least in the air), pushing would feel more smooth.
Fun game, I like the use of the theme. I'd love to see more levels!
Amazing audio and presentation! One possible improvement (I'm not sure how well this would actually work, but it could possibly help those who were initially confused) is having some sort of outline showing how the current word would be laid out. Maybe something like:
sprite36.png
I love the concept! I would love to see more.
Fun game! My best score was 10100.
Great game! The puzzle were really interesting, especially after the doppelganger was added, though I felt the difficulty jumped around a bit. I've seen quite a few falling tile puzzle games this jam, though I feel that this one has the most original twist on the concept. I would love to see more!
Amazing game, I got all 6 gems and my score ended up being 15400. My only suggestion would be having a way to reset the room with R or some other key instead of having to die or go back through the exit.
Fun game! My best score ended up being 700.
This was surprisingly difficult, but I managed to land with all of my limbs intact. However, there is a fatal flaw with this game, and that is that it could be interpreted as a non-literal interpretation of the theme. That is, one could reasonably assume that "running out of space" actually refers to running out of space on the planet as its surface is slowly covered by corpses and dismembered limbs.
Great game, I got all of the coins. I occasionally got stuck in walls on the web build, as someone mentioned above. I often make puzzle games with GameMaker Studio and have run into similar problems with my HTML5 builds in the past. One fix I sometimes used was putting a move_snap() after every line of code that involved movement, though I've heard using round() for all of your integers works as well.
Amazing game! The art and music are spectacular and the level design is well done. I would love to see an extended version!
Great game, I'm usually not a fan of mixing real-time elements into tile-based puzzle games, but I felt like this one handled it really well. The game is super polished and fun to play. One feature I would like to see added is the option to replay the previous level so that players could try to find the optimal solution if they did not already on their first attempt.
Amazing game, I would love to see more! I particularly liked the ice levels, as I felt they were the most challenging.
Amazing game, I love the music! My best score was 228.
Really cool game, the leaderboard is a nice touch. I also wish it was a little longer, maybe around 15 words per game.
@toboggan Thanks for pointing that out, it is now fixed.
@nnnikki I agree, the lack of music is unfortunate and mostly due to time issues (I lost around half the weekend to a project for class). I should probably look into getting someone to do music for my other jam games, though I plan on sticking to compo for Ludum Dare since I find the harsher rules more fun. That said, there is actually a sound effect for everything that happens in the game (moving, undoing, one for pushing each object, and one for each object falling). They may have been too quiet, I have a habit of keeping things at a fairly low volume.
@gogu Thank you, and I apologize in advance for the source code. It is a complete disaster, as my implementation of height was very short-sighted (there is also a bug that I don't think is fixed in that version where you can occupy the same tile as an egg if you move from one stool to another of unequal height). Levels aren't too hard to make with the way I have it set up, the only in-level code you need is if you want a stool to be taller.
@jusw85 Thanks! I have a link to the solution for level 21 in the description, I might make a full solutions set later though.
Amazing game, the main mechanic is really interesting. The difficulty curve is well done, and I especially liked level 5. As for improvements, one very minor gripe is that it isn't always obvious how much of the level is accessible. Specifically on the final level, I expected to be able to move right further than I was allowed to. Additionally, I feel that some sort of outline for blocks could help when trying to distinguish where objects are height-wise.
@toboggan An example would be if the level in the screenshot had a black line between two lower two platforms. I think tinting would have the same effect and would probably be better.
Good game. I wish there was a move counter and that the number of moves played a larger role in the puzzles (currently it only seems to matter in the final level). The clone mechanic is interesting, though perhaps a bit limiting in terms of level design in its current state. It might allow for more interesting and diverse levels if there was a way to create more clones. For instance, there could be green tiles that make a slime full size and allow it to make another clone.
Great game, I love how many little details there are. The risk reward system as a whole was great, but it was also interesting how combinations could have negative consequences, like losing both my hands made it so I couldn't open a chest. I also loved how selling both ears made the game silent.
Great game, the visuals are very clean and the mechanics are intuitive. Everything feels super satisfying, the sound effects are perfect. I broke quite a few eggs, but I managed to make all of the omelettes in the end.
Cool game, I love how you used the theme. The puzzles were interesting and I made it through without killing any more than needed.
Fun game, I got really close after a few tries but never quite made it.
Fun game, I like how you used the theme. The puzzles were well made and I solved all of them.
@marcos-donnantuoni That is very impressive, especially with level 9, which felt very hand-made (if that makes any sense).
I love the music. The game is very fun and difficult. I feel like the controls are a little too floaty compared to the precision required for some of the jumps. I think allowing a bit more leeway with the jumps or tightening up the controls slightly would go a long way.
I really like what I've seen so far, but I also ran into crashing issues (as such, I haven't rated it yet). The first time, it crashed after beating level 3, then after beating level 1, and then after beating level 2. I am using Windows 10.
I like the game, but I ran into an issue on the gray-scale level where I couldn't reach the final enemy (there were stairs that I think I was supposed to be able to climb that I couldn't), so I couldn't proceed. I thought the upgrades were cool, and the art was great. I think making the guns a little more responsive (for example: screenshake, sound effects, or some bigger visual indicator when firing) would help a lot with the feel. Great job overall!
I like the idea, and it was interesting looking at levels and trying to see whether they would be possible. That said, I think the levels are impossible too often. While making a generator that produces solvable but still interesting puzzles might be too complex, I feel that this could be greatly improved by a few simple checks. For example, the number of goals has to be less than the number of boxes, goals can't be boxed in, and (though slightly more complicated) boxes with two non-parallel adjacent walls cannot be moved and should be changed. This could be implemented as a reroll if needed (as in, after the initial generation it will replace some of the goals with a fresh random object if there aren't enough boxes).
Great game! The mechanics were super interesting and original. The difficulty curve was well done and I especially enjoyed the last two levels.
Great game, I especially enjoyed the last level. I would love an extended version with audio and possibly an option to speed up the movement for when you've finished modifying the instruction tiles.
Very fun game, I love how stylish everything is. The "For educational use only" in the corner is a nice touch.
The art and colors are extremely well done. I also encountered the bug mentioned above, and I feel that a quick restart option could be beneficial.
@le-slo Thanks for playing! I agree, the lack of undo was quite frustrating. I didn't have time to implement it during the jam (the large amount of potentially changing instances made things complicated), but I just uploaded a version that has it.
Great game, the art and audio are incredible. I would love to see some way to counter enemies (via a roll, block, or dash of some sort), as currently the combat sometimes devolves into exchanging hits with the enemies.
Amazing game, I stopped at round 36 after buying every upgrade and trying all of the weapons (the water tank was my favorite). I personally think that the coins should be stronger though, even with them maxed out, I still needed to use two to kill an enemy whereas most high level drinks could take out at least one enemy in a single hit.
Amazing game, my best score was 1076.
Really fun game, by the end I had enough houses for over 300 people and enough graveyards and statues to no longer need to sacrifice anyone manually. I don't think the game is too hard, though it might be a good idea to start the game off with one or two houses and an early single knight spawn just to get people used to the mechanics.
Good game, my only suggestion would be to make S close the upgrade menu since the other options are accessible through keyboard.
Absolutely amazing game! There were a lot of levels that I could improve my move count on, but I managed to get the highscore (for now)!
fluffen2.png
The mechanics are very clever, and I would love to see more. Three things I would recommend adding are an undo button, a level select, and possibly an option to hold down a key for continued movement.
Good game, the upgrades feel useful, though I think taking the bullet velocity upgrade is almost necessary due to how much easier it makes shooting down aircrafts. I also wish that the arc updated to accurately show the trajectory of your bullets after getting upgrades.
The music is great. I think it would be interesting if you could choose how much scrap to use when constructing a new robot and then use leftover scrap for upgrades, possibly to improve your chances of finding scrap while prospecting. If the upgrades were only for the current robot, it could introduce a decent amount of strategy in choosing how much scrap to save and what robot you should pool your resources into.
Great game, the ending segment was really cool. I played the shield and ball minigames, both of which were fun (though I also expected the ball to bounce against the wall).
Good game, the last few levels were quite difficult. As for feedback, I think it would be nice to be able to press up or space to jump rather than just space. Additionally, I feel like there should be a reset button so that you don't have to quit a level and reenter it to reset the death counter, especially in later levels where corpses can clutter up the bounce pads.
Incredible game, the music used for the shops is great. I also love how the swag gets added onto the character.
Fun game with a very clever idea, I enjoyed it. I would love to see a longer version with more levels and an undo button.
Amazing art and overall presentation. My only complaint is that the levels are currently fairly trivial. I would love to see a version with more difficult levels (and potentially an undo button to prevent them from getting frustrating), and perhaps the option to move with the arrow keys as well.
Great game, I do wish the percentages worked as intended, but it was still really fun and I managed to pay my bill.
Really good game, I love the colors and the mechanics are interesting. The controls took me a while to figure out (arrow keys to move, ctrl to attack, enter to fire a needle, and shift to leave a room), but after that, it was a lot of fun.
Fun game, the gambling system is very interesting. I feel that it would be better if the dice rolls were weighted such that you're more likely to get positive results when gambling. I would always just do the required five spins and move on, as I felt strong enough and didn't want to risk upsetting the balance, and a feel like a better chance at something positive would make it more worthwhile. In return, the risk of future floors could increase to make health a more precious resource, possibly through something like a preset stat increase for enemies each floor.
Very interesting game, I love the way the interactions fit together. There were multiple times were I'd be on a fire tile with an adjacent water tile and, while trying to navigate to the water to get the +4 instead of +3, accidently overwrite it with a rock or grass tile. These types of scenarios made the game extremely engaging and every move felt like it required careful planning. My best score (for now) was 61 (edit: made it to 76 now), but I feel like I could probably do better if I could get better at using the steam and stone blocks effectively. I also wanted to say that I really liked the way the text looks like it is carved into the board. I would like a way to immediately restart (unless there is one and I missed it) and/or a way to skip the tutorial sequence.
Incredible game, I loved the last level. I think it would be nice to have left click also advance dialogue, as it is slightly confusing having to press space after interacting with the menu using only the mouse.
Brilliant use of the theme. On my best attempt, I finished all three quests but didn't manage to return to the original article (my start was Ambondro mahabo, and unfortunately I had already carelessly used mammal).
Incredible game, the second half in particular utilizes the mechanics expertly and the level design was great. I was pleasantly surprised by the amount of content, as puzzle games made for jams tend to be quite short. I thought the difficulty curve was well done, and it never got so difficult that the (very understandable) inability to reset individual rooms became an issue. The different music for the different colors was also a great touch.
Fun game, I loved the art.
Great game, my best score was 188. I also found myself in a lot of situations where I only had one pipe. I'm not sure how much it would impact the difficulty, but I found myself wishing that the deck size was one higher and that there would be a guaranteed two pipes instead of one, just to allow for more strategic decisions.
Fun game, I got to 10000 points before stopping. In addition to the pick ups comment above, it might also be nice to add some sort of timer with pick ups that add time or bonus for digging quickly to keep the pace faster.
Great game, the level design is incredible (my favorites were probably 7, 9, and 10).
Very difficult and addictive game, it took many attempts but I managed to make it to the bottom. The only way you could possibly improve it is to reduce the player's maximum health every time they die.
Fun game, I liked the ending and the art was very nice. The movement feels a bit sluggish, I think speeding it up slightly and/or allowing a key to be held to move multiple tiles would be helpful (though the latter could be problematic without an undo button).
Fun game, I got 10950 days of prison time.
Very fun game, I made it back to the surface. I think certain sections would benefit from the camera being slightly lower, though I realize such a change might take away from some of the leap of faith moments. I also noticed a strange bug where if you hold right during the opening sequence before the title screen and then die/reset before activating the first checkpoint, your respawn point gets set to one of the lower platforms that you need dash to get off of. This happened to me on my first attempt, which led to some confusion, though I was able to progress after reloading the page.
Great game, I played through to the end. The presentation is wonderful and the difficulty curve is well done. I think it would be nice if there was an undo button or an option to make the slime move faster to make mistakes less punishing.
Great game, I died 19 times in total. The art and story are very charming. The death animation was quite surprising, I think the dissonance between it and the game's models is very effective. I do think slightly more lenient hitboxes for the hazards would be beneficial, as sometimes I would die while most of the way to the next tile (this happened a lot when pushing the boxes at the beginning of level 14), but it never got to the point that I felt frustrated.
Fun game, I really liked how the levels looked like brains. I'd be interesting in seeing more levels, the pushable blocks seem like they would allow for some pretty elaborate puzzles.
Extremely clever and fun game. The pacing is great and the ending was a very nice touch. I also would've liked the ability to use the mouse for save/load, but I got used to the controls fairly quickly. I would be interested in seeing an expanded version of this.
Incredible concept and presentation. The movement feels a bit slow for how much moving back and forth is required, but not to the point that it caused any frustration. I'd be interested in seeing this expanded on.
Fun game, the shovel mechanic is interesting and the levels utilize it well.
Incredible game. The mechanics are great and I loved the level design, level 14 in particular was very satisfying to solve. The lack of undo occasionally got frustrating given how easy it is to get into an unwinnable position and, aside from the last level, the checkpoint system never helped me.
Great game, I liked the level design a lot. The only issue I noticed is that you can undo beyond the most recent unlock unless you reset (at least in the web build). This can lead to the player or boxes reaching untiled spaces when you undo, and it allows for some odd unintended solutions. I experimented with it a bit (after finishing it normally once) and managed to softlock the game by getting the recursive block in the wrong place when unlocking the next section and then resetting.
@impbox I'd recommend skipping the second level, you won't be missing anything. It was just supposed to be a standard sokoban-style puzzle where you could potentially fill the stack, I didn't mean to make it as difficult as I did.
@rongo-matane Below is an explanation of what the level is trying to teach and then a description of the solution. I've encoded it using rot13 so that anyone reading can choose how much they want to reveal.
Guvf znl frrz havaghvgvir, ohg yriry 5 qbrfa'g erdhver nal haqbvat, gur ernfba vg vf nsgre yriry 4 vf whfg orpnhfr vg erdhverf n orggre haqrefgnaqvat bs ubj gur fgnpx shapgvbaf. Gur checbfr bs gur yriry vf gb rzcunfvmr gung gur fgnpx pncnpvgl vf abg rdhvinyrag gb n zbir pbhagre, naq gung fbzr zbirf erdhver yrff fgnpx fcnpr guna bguref.
Chfuvat nyy guerr obkrf gb gur yrsg tvirf lbh gur bcgvzny zbir pbhag, ohg gur fgnpx unf gb fgber nyy guerr obk vaqvprf, juvpu svyyf vg dhvpxyl. Guvf zrnaf lbh npghnyyl jnag gb zbir bar bs gur guerr obkrf bhg bs gur jnl naq gura chfu gur bgure gjb gb gur yrsg, juvpu nqq zbirf ohg fnirf fgnpx fcnpr.
@notan-lemon Thanks for playing! Was this from the menu or when switching in a level, and did you happen to save the error message from the crash? Unfortunately, I haven't been able to reproduce it on either version.
@rongo-matane Thanks, I'll have to check this out, though I am admittedly fairly clueless when it comes to html5 debugging. Levels 2 and 3 are a bit similar to 5, the main difference is that they can both be solved by using the fewest possible moves.
@rongo-matane The save file is fine, it turns out I get the same error message whenever I load a save as well, I just had to go into developer tools to see it (I tested it on Chrome and Firefox, they both just let me keep playing). I checked a couple of games that other people made using the same game engine and the same error message shows up. The issue seems to be with how the engine handles saves in web builds if you still treat them as ini files in the code. I'll see if I can find a fix later, though I'm not sure if it would be plausible without making everyone lose their saves.
@prodigalson Thanks for playing! The real undo isn't actually necessary for solving any puzzles, it is just there in case you make a mistake or get stuck and don't want to fully restart. And yes, I don't know what I was thinking when I made those first few levels, they are needlessly difficult.
Incredible entry, I loved your use of the theme and the writing tied in well with the mechanics.
Very fun game, my final score was 5187 (I ended up skipping most of the coins). The instant reset button was very helpful and kept things from getting too frustrating. I would recommend adding a note about it somewhere on the game page, as it took me a while to realize there was one. I also noticed a minor bug where if you are moving in one direction and then tap the opposite arrow key, the character flips directions but continues moving in the original direction, just facing backwards.
Very fun game, the level design is great. I really liked the ending, and I'm glad that there was the ability to skip levels. I also love that you give the option of swapping the rotation keys. I had a little difficulty with judging how much momentum carried over after a rotation, especially on the level where you start enclosed in three walls and have to fall between two columns of spikes.
Great game, the puzzles were fun and the ending was lovely. The physics took some getting used to, but the undo button made it so experimentation never got frustrating. I do think the game would've benefitted slightly from having a local reset for individual levels in addition to the undo, but it certainly never got to the point where I was annoyed by its absence. I would be interested in seeing this expanded. Blocking the path of the moving blocks seems like it could make for some interesting puzzles, and I think it would be cool to see a mechanic that allows for the order in which the supports are broken play more into the puzzles. Fantastic job!
Great game, I finished all of the levels. I missed the description but found the mechanics pretty easy to understand even without them thanks to the great introductory levels. I had extra pieces in level 5 and B2 (A2 as well, but that one felt like it was very intentionally giving more pieces to work with); I wasn't sure if these were unintended solutions or just there to give some wiggle room.
Regarding difficulty, I thought 6 was easier than 4 or 5 due to only having rotations and the intended path feeling a bit more telegraphed. A2 was probably the trickiest since it involved using parity to pick which piece goes to which target so they can all be active at the same time, which I think would be hard to notice if you aren't already familiar with the concept. Actually, after writing that, I realized that I was probably supposed to just count path length and went back and solved it that way, so the parity stuff was probably unintentional.
I didn't think to screenshot 5, but I did post my original A2 and B2 solutions below:
a2.png b2.png
Lovely game, this is a really incredible mechanic and the atmosphere and art elevate it even further. I made it to the end with one thread remaining. I would be really interested in seeing this expanded with either a bigger emphasis on the puzzles or with the main mechanics woven into combat a bit more (maybe being able to isolate enemies or erase bullets). Great work!
Fun game, I loved the sense of humor and the little mechanical twist at the end.
Fun game, I played to the end. I think this style of setup-and-play puzzle game is pretty is hard to get right, and I think this game does a good job. The levels never get super complex and the execution speed makes it very easy to try something quickly, so there is never any frustration. I did notice a couple of bugs (the bot doesn't always start in level 6 and I'm pretty sure I had the filth not update properly when placing furniture a couple times), though nothing that detracted from the experience.
Really fun game, though it seems like level 7 doesn't work in the post-jam version (it just oscillates between the two production goals being met). I instead played the original version up to level 15 and quite enjoyed it. My main suggestion would be adding the ability to change the quality level of a part by pressing 1, 2, or 3 while it is selected (or when you are hovering over it), just to make the editing process a bit smoother. I would also love a button to skip a level, as in addition to needing to replay the early levels when switching versions, I also had to restart at one point when the keyboard controls stopped working after switching tabs. Let me know if the game gets updated, I'd love to play more!
Great game, I finished all 13 levels. I enjoyed all the little deductions you could make about which animals had to end on which teleporters. My favorite animal was the crab because of its unique ruleset and occasional irreversible moves, which made the steps getting to the teleporter a bit more engaging. I also quite liked the deer because of the peculiar shape. As a side note, I saw a comment mentioning Stephen's Sausage Roll and also highly recommend it.
Fun game, I saved all of the dinos. I loved the presentation and I actually thought the game felt quite polished.
Fun game, I played to the end. I especially enjoyed the last few levels, they were very creative and the I thought you did a great job of presenting the levels with mechanical twists in a way that telegraphs that you need to think outside the box.
Fun game, really great presentation! My best score was 9301, though I couldn't seem to hit anything with the tail or forward laser attacks, so I might have been misunderstanding something.
@cronch Thanks for the response, I tried another run with this knowledge. I ended up stopping at a score of 206501 but I think I could've gone much further. I think having health be harder to regain as you continue or an increase in obstacles could keep thing fresh, but very fun regardless!
Great game, I enjoyed the puzzles and really liked the ending. I do think I would've preferred the play speed to be slightly faster (or there to be a button to fast forward), but it was also fine as is.
Fun game, I especially liked the tiles that disappear after you get a crate on the target.
Fun game, I beat all of the levels. The puzzles were engaging and I quite liked the choice of mechanics. Just a couple points of feedback, I do wish that the perspective change was a toggle rather than a hold, as I found it made the puzzles much easier to see and ended up playing the vast majority of the game holding down space. I also think I found an unintended solution in level 16, if you start by going to the left you can ignore the trains entirely. Great work!
Really fun and engaging, I beat all of the levels (but skipped some of the hearts). Controller support and modifiable key bindings were an extremely cool addition that I did not expect to see, and the game just felt very polished in general. I noticed a bug where a platform can get trapped in the frame with the player (it seems to only happen when the entirety of the object can be fit in the space) and one time I got moved out of the frame by a moving platform, but these were rare enough to not hinder my experience in any meaningful way. Incredible job!
Fun game, I loved the art. Here was my score:
depthe.png
My only minor nitpick is that I would've preferred the option to use arrow keys or WASD, but I got used to the controls quickly regardless.
Fun game, I feel like I'm echoing what's already been said, but having damage only shrink the screen definitely encouraged me to play riskier and made the game really engaging. My best score was 1277.
Fun game, it feels extremely polished! I think my only point of feedback is that I'd prefer if the chance to get a house card was slightly higher or if there was another card that gave workers, as I found those to be the limiting resource and once I hit 99 gold and food I would just end turn until drawing another house.
This game is pretty incredible, I think the highest level I got to was 25 before getting myself stuck. If you make a post-jam version with the option to reset individual levels (or with an undo of some kind), let me know, I would love to play more.
Thanks for the quick update, I went back and finished it!
Fun game, my best score was 4135.
Cute game, I played to the end. The story tied things together well and I quite liked how the music built over the course of the game. I did feel that the furniture hitboxes were slightly inconsistent (and it was odd that you could mop under the desk with the computer but not the dining table), though luckily having three lives per level made this only a minor concern.
Fun game, I absolutely love the art and overall presentation. I got to the end in just under 12 minutes. I also got stuck on the tree like vafer did, though I managed to break out of it by moving further into the tree and building some momentum on the way back.
Cool game, I liked the mechanics. I think there might be a bug with the win condition, sometimes simply getting a block next to the goal and then pressing in the right direction works (even if the move shouldn't be valid) and other times it doesn't. For example, in level 10 you can't use the green blocks to reach the goal, but in level 11 you can use the red blocks even though a wall should be stopping them from touching the goal.
Great game, I played through to the end. I loved the presentation and the puzzles were engaging. One minor issue I noticed is that you only need to get two of the three vehicles to the flag in level 7 (though thanks to the convenient forward and back buttons, I was able to quickly replay it the intended way). It also seems that if you quickly click stop and play after crashing, the simulation will end shortly after starting (presumably due to a countdown for automatically resetting after a crash).
Fun game! I played through it a few times, this was my best attempt: time.png
Fun game, I played through to the end (and also played the alternate versions of the last level). Just a side note, I've definitely seen people use puzzlescript sounds before in compo entries, so I think it would be fine to include them.
Nice game, I quite liked the aesthetic.
Fantastic game, I played through to the end. I think my favorite levels were 9 (though now that I'm seeing the gif, I think I got an unintended solution, I'll post it below), 14, and 16. I loved the game so much that I'd like to nitpick a few things. I think level 2 should have the shell be pushed in a different direction than its arrow to make the tutorialization a bit clearer. Inputs being dropped during animations meant I somewhat frequently found myself accidentally making wrong moves, which was especially punishing for this set of mechanics. The puzzles were also elaborate enough that I really wanted an undo button. Again, loved the game, incredible job!
9.gif
@aviv-levy I think having some sort of animation cancelling (even just teleporting objects to their destination if another input is given) or input queue is a pretty common fix, though I wouldn't expect either in a jam game (I'm honestly usually pretty lazy about input handling myself). I think A Monster's Expedition has the best input system I've seen in a puzzle game if you want a good reference, though again, definitely not viable to do under a strict time limit. I think having an undo is a good enough fix.
Neat game! I loved the visuals and the slime size indicator is really cool.
Cool game, I took 166 steps total. My main suggestions have already been said (invalid moves not counting towards the timer and having undo bound to a button). I liked the interpretation of the theme and the forcefields added an interesting sense of urgency, though I would've liked to see it play into the puzzles slightly more, as currently it seemed that every puzzle was solved simply by optimizing move count. Granted, I don't imagine this being particularly easy to pull off, but something like a puzzle where there are two crates near the top of the screen and both goals are in the middle could force the player into pushing both crates down before filling either goal to avoid one crate becoming inaccessible, even though it takes extra moves to do so. Tangents aside, I thought the current puzzles were very enjoyable, great entry!
Great game, the last few puzzles where you had to place some flowers in advance were especially fun. I also really liked the sound effects (the gate sound in particular is quite satisfying).
Great game, it was a lot of fun figuring out strategies to solve the puzzles faster (the main breakthrough for me was realizing that numbers comprised of two bits need to be in line with the corresponding numbers in their 4x4 grid).
@kobato-games You just have to line the door up with it (the blue/red square indicates where the door is facing, so you can just make it overlap with the school).
@kobato-games I just recorded the first half of the game if you'd like to follow along, it probably doesn't do a very good job of conveying what each puzzle is about, but might be nice if you just want to see more of the game: https://www.youtube.com/watch?v=YUYZ0CaiH2A I wait for a few seconds after each level in case you'd like to pause and give the next puzzle a try before seeing the solution.
Fun game, and a great presentation! I loved the mechanics and the way they were introduced. My only minor nitpicks are that I'd like to see an undo button (though I found the level geometry to not be too punishing as far as irreversible moves are concerned, so it wasn't a huge deal) and I wish the truck drove a little faster between levels (or there was a button to skip the animation). I also would've been interesting in seeing puzzles where the truck plays a bigger role, like a level where you have to push one of the acid containers partway into the truck to make room to push a pallet into position and then bring the acid back out to combine them. This was my score, though it was far from optimal:
score.png
Cool game, solving level 3 didn't do anything so I am assuming that is the end. The levels were fun, though I do think having an undo button would be a huge help due to the combo of long levels and plentiful fail states. I also would be interested in seeing an additional mechanic to make better use of the fact that you're a snake, or even puzzles allowing the player to count as a block and be part of the finished grid. Great work!
Fun game, I played to the end. I really liked this take on the theme, and I thought the presentation was very well done. I would've liked to see an undo button or quick restart key just to speed things up when you realize you've made a suboptimal move.
Simply incredible, super innovative and fun. Would love to see more with this mechanic.
Fun and interesting concept, I played to the end. I really liked the movement animations, getting a snake to look good moving on a grid is pretty difficult and it looks great here. I had a hard time telling if I was solving the puzzles the intended way. Because the amount of steps it takes the Aztec to move back and forth and the amount of steps it takes the Quetzalcoatl to loop back to its tail are usually different, I found myself circling back around to my tail to get the Aztec to be on the right timing somewhat often (especially in the last level).
I also got the Aztec and Quetzalcoatl to overlap in the last level on what I'm fairly certain is the newest version, though it seems to require pressing up multiple times in rapid succession:
overlap.png
Amazing. Really good mechanics and really easy to understand.
Cool game! It was fast for me at first, but when I relaunched the game without "fastest" graphics enabled (which appears to be default) it was fine. You should update that in the description, because based on the comments a lot of people had this problem and they probably won't see this comment. Nice game, hope I helped!
Really good, probably played it for like an hour and a half. I got 2060 kills my last try but stopped because it was getting hard to find enemies. Super fun.
In order to progress, you actually have to go up to the manhole circle thing and interact with it by teleporting through the wall. Sorry I didn't make that more clear, I've always been bad with tutorials. Thanks for giving it a try, though!
I fixed the tutorial, as bugs that hinder progress are allowed to be fixed. The tutorial is hopefully much more clear now. Sorry for any confusion it caused, but hopefully this will address any concerns and allow people to access the full game.
Absolutely amazing! So much content and extremely fun!
Amazing game. Really cool combat system and amazing music and audio. I really like the graphics and the game is really fun. I probably played this for a little too long (millions of years).
Really awesome game! Amazing level design, I made it to the top.
Good game. I really enjoyed the puzzles, and the story was a nice touch. I also loved the boss fight at the end.
Really cool! I made it to world 5.
Amazing! Very fun twist on pinball. The graphics and audio were great.
Really amazing game! It took a while to get used to, but it was really fun once I got the hang of it.
Very cool game! The art is very stylish. I loved the later levels, very nice puzzles.
Really fun game! Don't forget to rate other games or you won't get a final score!
Awesome game! I loved all of the choices and the art was amazing.
That was different. I absolutely loved every second of it.
Really awesome game! I loved the audio, especially the squeaky sound when shooting the puck. The graphics really fit the feel of the game, and I loved the food in the background. Amazing work all around!
Awesome game, great use of both themes!
Really neat game, I love the visuals!
Really fun game! The later levels with the color mixing were really cool.
Great game! I loved how it started with two button controls and then switched to growing, my favorite incorporation of both themes so far.
Very cool! Took a while to figure out, but was then very fun. Don't forget to rate other games or you won't get a final score!
Amazing game! Really fun, and the graphics and audio were awesome.
Amazing entry! Very nice graphics, and the vine growing looked amazing. I loved the dialogue, and the music was outstanding.
Amazing game! Great work in all aspects.
Amazing game, I loved every aspect.
Really fun game, I made it to the end. The different forms all look really cool!
Really great concept and great puzzles. Really clever use of the theme.
Really cool game! Also, I'm not really sure where to say this, but on my game you commented that it lacked audio, but there actually is audio, it is just quiet.
Really amazing game!
Amazing game, really fun!
This was an amazing game! I'm sorry this didn't end up getting a rating. I just found this now browsing all of the entries. I was a huge fan of the last installment of this series from LD #33 and I wish that I had found this one sooner. Great work, I hope you continue to make these!
Also, now that I know that this is a series and didn't start in LD33, I'll have to go back and try the others!
Awesome game, I loved the ending.
nice
Really awesome game! It was really cool shooting bullets out of the air, and the combat was really original. Great job!
There is sound, but it is very quiet.
There is audio!
Really good game, I love the way the weapons are controlled. The graphics look really nice, and I love the audio. Great job!
Amazing game! The mechanics were fun and unique!
Very cool game! Nice take on the theme. I played through to the end, and it was very fun and challenging. Very nice graphics as well.
Amazing! Difficult, but I made it to the end.
Well, I can't deny that there are two buttons. Great work!
So glad this got a windows version. Awesome game, loved the art, audio, and puzzles.
Amazing!
Really fun game! Great use of the theme, and the box variety is a nice touch.
Very funny game, the story was very entertaining.
Terrific game! The puzzles fun and interesting. I agree that the movement was a bit slow, but it didn't bother me too much. Great work!
Awesome game! The graphics are amazing and the gameplay is fun and engaging.
Spectacular game! I quite enjoy puzzle games, and played this one all the way through. The mechanics were interesting and innovative, and the gameplay was challenging with meaningful strategy. 5 stars from me!
Fun game, I made it to the end. Really awesome use of the theme and good level design.
I rated this a while ago because I knew my rating wasn't going to change (you can't rate higher than five stars), but I've gone back to this quite a bit. After playing it for about two hours total, I finally beat it. I really only have one minor complaint, but other than that, this game is simply amazing. I would like an option to jump with W. Originally, I didn't really like that you had to restart from the beginning each time you died (especially when I realized that the boss shot five shots at a time in its final stage), but after beating the boss and seeing that the game loops around with a much higher difficulty, my opinion changed. That is actually a really cool mechanic, and I wish more people could see it (just looking at the comments, I haven't found anyone else who has beaten it yet). I will definitely by playing this more. Also, I didn't realize there was an invincibility mode, I will have to try that out to see how crazy the game gets.
Very fun game with awesome art and audio. I got the tacos!
Very fun game! It took me a while, but I managed to beat the last level. Great use of the theme. In fact, I had a pretty similar idea, and I also made a game where you turn into a gun that turns into a bullet, but it is a top-down shooter instead of a platformer.
Really great game! I played through to the end, and the puzzles were very fun and well designed. I loved the graphics as well.
This game is absolutely brilliant. The concept is amazing and very well executed.
Impressive! I can't believe you created an entire search engine in 48 hours!
The game worked for me. Great work, lots of content, and humorous writing. The game felt very polished and the audio and graphics were both very well done.
Great game, I love the art and the mechanics are clever and well executed.
This is an amazing game. The platforming feels perfect, and the art is simply gorgeous (especially those trees). The bird transformation was a clever take on the theme, and the combat felt very smooth. The difficulty was a bit high, but I felt that made the gameplay more rewarding. The random level generation was also a nice addition that made the game feel fresh, even after multiple plays.
I would ask you to play my game, but I made it in GameMaker just to spite you.
This is amazing. I had a lot of fun with this one. There was a lot of card variety and the gameplay was entertaining. My one complaint is that the clues repeat quite frequently, but that certainly won't stop me from giving this five stars.
Very fun game! I was actually quite surprised by how fun and open-ended the puzzles were in this game. I loved the art and the mechanics were very solid. 5 stars from me!
Amazing game! The puzzles are great and games controls very well.
Amazing presentation. The graphics and audio are incredible and stylish. I did notice that the screen was a bit offset on my computer (1600x900 resolution) but it seemed to fix itself at the end of each section and was perfectly centered for the credits. Luckily, this didn't really cut off too much stuff, though it did seem to mess with the controls, as the mouse didn't take the offset into account.
Fantastic puzzle game, I really enjoyed the riddles. The final one had me stumped for quite a while. Great work!
Amazing game! My high score was 876. I really liked the graphics and gameplay. The upgrades and palettes were really great additions. The only issue I came across was that I got stuck in a wall once when entering a room (I entered onto the right side of the screen and was stuck in the wall above the door). Great job!
I felt obligated to play this as a Ludum Dare participant, and I'm glad I did. The generation was very impressive and the art is amazing. My only complaint is the controls.
Amazing game! The graphics are absolutely wonderful and gameplay is super fun. Definitely one the best games I've seen so far. Also probably my favorite use of the theme.
Very challenging game, but fun. I got stuck on level 2 (that's right, the one before the snake even shows up) for around 15 minutes. Luckily, the first few levels with the snake were a bit easier for me, but I ended up quitting a few levels after the green blocks were introduced. Very good audio and mechanics, but definitely too hard for me.
Really great graphics. The combat was fairly simple, but I had a lot of fun with this, and I would love to see it continued.
Also, as a side note, I'm not sure which version of GameMaker you have (I'm guessing the free version just because of the splash screen), but Humble Bundle is selling a huge pack that includes a key for the professional version, an Android module, and an HTML5 module for $15 (and even less if you don't care about the modules), so I'd recommend grabbing it if you plan to continue using GameMaker.
Wonderful puzzle game, very good and very fun. I really liked the mechanics and figuring out the solutions to the different levels.
Absolutely wonderful so far, it's a shame it is unfinished. The light effect and art were really good. I would definitely play more in a post-jam edition.
The mechanics and the way the boxes interact with the other dimension are extremely clever. The story was also very well done, and I quite liked the surprise at the end. The only issue I could find was that if you started pushing or pulling a crate when facing away from it, you would continue to face the wrong direction and appear to be pulling nothing, but this obviously had no effect on the actual gameplay and probably wouldn't have even happened more than once if I hadn't been trying to reproduce it to see what had caused it. Amazing game!
Great game, I loved the art and music. I also made a game called Blunderbuss (though mine is compo), so I felt obligated to check this out. The game is very polished, great job!
Great game, I loved the Bob Ross reference and lying to children.
Good game, I really enjoy light puzzles like this. The game is very stylish and simple as well. I would love to see this expanded upon.
Very good game. I liked the art and gameplay was fun. The enemy variety was also very nice. I also thought that the music was really good. Great work!
The link doesn't seem to lead to the right place, I'd recommend uploading it to Game Jolt or itch.io.
Absurdly beautiful game, probably my favorite graphics so far! The only issue I noticed was that in pong the enemy paddle hovered back and forth around the ball's location rather than settling on it, though this is purely visual and did not seem to cause any gameplay issues.
This game is really hilarious, I had a great time with it! My only complaint was that on the third level, after failing once, each new attempt would fail automatically after I released the left mouse button.
From what I could tell, it was the same bug @Zee found. Admittedly, I don't remember what version I played, but it was probably the downloaded version.
Quick update, I replayed the game with the HTML version and everything worked fine, I was now able to complete the game.
This is pretty awesome, I loved the humor. I also really liked the music and visuals.
The art and music are fantastic, I agree that with a score (and possibly a few extra mechanics) this would make a great mobile game.
Really wonderful game, I had a lot of fun with it, though it did take a while to figure out what I was doing (I think including a bit more information, like the food being used to make new buildings would've helped). The variations of the pieces was a really nice touch and helped make the graphics look varied and interesting. My best strategy was definitely placing a lot of warehouses at the bottom and then having the next floors be houses and weapons. I ended up quitting on my fourth try, as I had made it to a height of 72 and had over 850 food left and the entire bottom of the screen was flooded with friendly soldiers, killing enemies so quickly that I barely even saw them. Really great work!
Very difficult game, but pretty good. I think a better why to dodge or block attacks would've gone a long way. I liked the different attack types, but after 8 tries, I still never managed to get the boss below half health.
Good, simple game. I liked the art and the gameplay was fun.
Cool game, the Roman numerals were a very nice touch. I was surprised how well the game world fit together. Fun game, my best was wave 4!
I also couldn't get it working, I will check back later.
Windows 10
I got the game to work this time (though I have no idea what changed). I really liked the audio and the concept was simple and fun. I think the game would benefit from having the blue show up much sooner (I'd recommend around 20 good outputs, as that seemed to be where the game started to suffer from repetition). I got to over 100 good outputs (though after good outputs, I let around 15 go through while having the game run in the background) without having the blue boxes show up. I would've continued to try to get to the blue boxes, but at around 110, I left it to run in the background again, and came back to find the inputs jammed the conveyor belt texture missing. Overall, I had a lot of fun with the game, but I think the slow progression kills the momentum.
Really great game, I liked the art and sound effects. The mechanics were really cool, though I wish the combat was split into action points rather than real time. I personally had no issues with the controls, but I did find myself taking up half of my turn realizing my turn had started (this got better as I played more) and trying to select a character. That being said, the combat was simply incredible.
Good game, the art is great and gear turning sound effects are spot on. I made it to level 13 (it may have been 12, not too sure) before losing. I think the game would benefit from checkpoints, since dying on level 13 put me all the way back to the beginning. Good job overall.
I found all of the items and artifacts and ended with around 180 gems. Good work, as always!
Absolutely wonderful game, definitely one of my favorites. The music is great, and art is beautiful. The game had a surprising amount of depth and was extremely fun to play. I do think the game did become a bit easy, and I didn't struggle much on level 2 or 3, but I honestly don't think that mattered, as I had a good time regardless. The only suggestions I would give are to maybe move the black text box up a bit so that it didn't block the counter since last sacrifice and to have the sheep be able to point towards the right (though I didn't notice this until it was the end of the game).
Really good game, I liked the art and audio. I think having the range indicator for the traps continue to show in some way would help out in the early levels, just because figuring out why a trap couldn't be placed seemed confusing at times.
Good puzzle game. I made it to level 12 before getting stuck. The mechanics are fairly intuitive and the puzzles are fun. At first, it seemed like mostly trial and error, but around level 6, I started to understand the mechanics more fully and plan out the solutions. I do think the game would benefit from a bigger distinction between what is there when the level begins and what you have placed. Overall, great work!
I decided to revisit this game to see if I could at least beat level 12 and see the last mechanic in-game. I'm glad I went back, and I have now completed all 16 levels. I liked the ending, and being able to adjust the speed was a huge help. I do think that there should be some sort of system to allow for skipping levels (maybe only require 2/4 levels to be beaten to unlock the next chapter) just so that more people could make it to the end. Puzzle games are a bit harder to balance, especially when intruding new mechanics regularly (as I learned from miniLD 67 and 69), and I have found it beneficial to give players some leeway, as each player finds different puzzles challenging.
Good game and mechanics. I think the level design is a bit too ambitious. I think having smaller, carefully crafted puzzles (potentially with checkpoints) would've served the game better. Towards the end, the difficulty seemed to come mostly from having so little to work with due to the vastness of the level compared to the much small viewing window. The controls were very odd, and I think having multiple options for each button would be beneficial. Good work overall.
Great game! I really liked the generation and art. I also liked the combat, it was simple yet challenging. I did notice a bugs. There was a time where an enemy went through the wall and wandered out into the void. I also noticed that the audio for attacking would sometimes stop playing until I died. I also got a few crashes.
Great Sokoban-style game! I beat it on my second try, very good puzzle design. I liked the art and the barrels rotating when you pushed them was a nice touch.
Fun game, being able to create glyphs (and I assume have other people see them) was cool.
After revisited this now that there are significantly more glyphs, I can say that the crowd-sourcing aspect is extremely cool. Also, after playing for a while, I think an option to pick the category would be a really great addition.
Really good game, I loved the loot and inventory systems and the gameplay was fun. The only problem I had was that the enemies seemed to be able to shoot through walls. I assume this is unintentional, and it made dodging much harder since cover became useless. Overall, really good game.
Great game, I liked the art and the level generation was really well done. The boss was also cool. I only had a few issues, but nothing too major. I felt that the enemies spawned a bit too close to the player, and I would often bump into them while entering the room, but I may have just been releasing the button a bit too late to stop rolling. Also, the exit button didn't seem to work, but that may have been a fluke. Great work overall!
Amazing game, as usual. I made it to the end with 4.5 gears. The puzzles were spectacular, I loved how each one felt meaningfully different. The mechanics are very clever and intuitive. The only thing I could think to add are saves (though I imagine most people will go through it in one sitting anyway) and a map (just to help find some of the gears).
Terrific audio, and I love the simple, stylish visuals. I got a score of 23500 (or maybe it was 25300). I'm probably pretty horrible at this, but great job!
The link worked for me. Very cool effects, I'm curious to see all the things you could use these for.
The graphics are amazing and the voice-over was very well done. Unfortunately, my computer also qualifies as ancient technology, so even on the lowest setting there was a lot of input delay, which seemed to make the terminal not function properly.
The art and sounds are very well done and the UI is very clean. Stacking is a bit difficult, the overall presentation is wonderful.
Interesting game, though it seems to have some issues. Clicking on slaves was very difficult, and it seemed like trying to sell them gave you nothing. I also couldn't quite tell what sending them to the palace did, it seemed to just send them to the mountains. Also, when you open the menu to assign slaves, the previous option you picked is displayed over the current picture until you mouse over the option you had picked last time.
Telling the heights apart was pretty difficult, but I got used to it. Other than that, I really liked it. This is definitely the best puzzle game I've seen this LD. I loved the dialogue and the difficulty was great, especially on the last level.
Very simple, but good, especially considering the time it was made in. I like how it rotates at different speeds depending on how far it has to go. Very clever take on the theme. Also, I like the Jenny reference.
I personally had no issues finding out how to play. Good game, I would love to see more difficult levels. I think a way to delete or replace arrows would be beneficial, as well as a way to manually restart levels. I accidently placed a tile incorrectly on the second to last level (I was still getting used to the camera, which actually worked quite well once I got the hang of it) and ended up creating an infinite loop, and the only solution seemed to be closing the game and restarting from the beginning. That being said, I really liked the game (especially the last level) and I would love to see this expanded.
Really great take on the theme, I managed to start a fire without cheating, and can confirm that it is possible (though quite difficult). I guess I had some practice from my own game, which also has an element of trying to ruin your keyboard by alternating keys rapidly.
Very good, unique game. The mechanic is very clever and has a surprising amount of depth. I also love the art and title. Great work!
Also, my high score was 7.
Very beautiful game, I didn't find the golden idol, though I found a lot of bottles and believe I saw all of the islands. The messages were hilarious, I quite liked how they were generated. I loved how the 2D and 3D art blended together so well. Amazing job, it is always awesome to see 3D GameMaker games!
Good puzzles and wonderful UI. The way the trains move in on the level select and the entire menu presentation in general is spectacular. The spike traps did take a bit of getting used to just to figure exactly how they worked. It would also be nice if the fuel car emptied as it moved to represent its speed (especially since it already looks a little like a battery). Overall, great presentation and good puzzles!
Nice story, though some of the text seems to be cut off in the intro, even with the highest resolution (though I could still understand what it was saying). Also, the green text at the end occasionally faded out before it fully showed up.
Amazing music and I love the atmosphere. My guess for what happened pretty much lines up exactly with what Vegevan guessed.
The art is incredible and the gameplay is very fun. The AI is very impressive as well. I only wish it was longer. I played the post-jam version once and then went back and played the original version. Wonderful game, I would to see more.
Nice UI, and great job on your first game! It's certainly better than my first "game" (but to be fair, I was only 8 when I made it).
Really good game, the only issue is the inconsistent physics, but I'm sure you're already aware of this. I got stuck on the level where the ball starts in the top right and has to go to the bottom left with a gray cross across the screen. Amazing work overall, I loved the music and fake ads.
Interesting game. I almost rebuilt Stonehenge, but kept dropping the last piece and knocking everything down like they were dominoes.
@Tygrak I was actually thinking about adding a mode that does that. I use a laptop, so my keyboard is much easier to reload with, but trying it on a normal keyboard, it is more difficult. Since there aren't ratings anyway, I may add it in (though I'm pretty busy this upcoming week).
@Bentou @CliffracerX I'm sure this isn't what you wanted in an extended version, but I made Blunderbuss Operator over the last few hours, and it is now available for download on the itch.io page.
@SuperPokeunicorn Blunderbuss Operator (available through the itch.io link) has new dialogue and a scene after the final boss. The game is much shorter and a lot of the levels have been modified (and a few are completely new), but you can use the level skip in the description if you want to skip over some of the old stuff and get to the dialogue.
Probably my favorite game of this Ludum Dare, I need more immediately. I used to have hopes and dreams, a vision of a bright future; now I hold the world record of 44.07 and I realize that Mammoth for Speed IS that bright future I had envisined. I now know my calling in life: racing mammoths.
@fragileannihilator Oh no, my world record, why, cruel world? I will miss you record, you were the only thing I had left in this world, the only thing to fill the void where others have a soul.
Well, I got 43.08 now, so we are tied for now.
42.58! I am the Mammoth for Speed champion!
Really good game! I beat it after around a dozen tries. It was really fun, and I loved the weapon progression, and the screen-shake was also great. I also loved how the quality option for the graphics was ancient.
Wonderful art and audio. Reviving fallen robots was cool and the mechanics seem very promising. I hope you continue to work on this!
Good game, I like the destruction animation for the boxes and the physics work well. A lot other games like this follow the same basic formula of increasing how much is earned per second, I liked that this added a unique twist.
Very fun game! The combat is simple yet surprisingly fun. Jumping between trains was difficult, but it was all worth it to see the previous train derail and crumble behind me. I did seem to be able to walk through the smokestack and fall off the train. Great work!
This is spectacular! I love Zachtronics games (I made a SpaceChem/Infinifactory style game for miniLD 69), and this is really well made! I am currently on level 8 (the one after the sandbox) and will definitely continue playing. I'd love to see a downloadable version with audio.
Also, @smerino this is my solution for that level, it uses 44 holes and only takes 218 cycles. http://leonardo.frozenfractal.com/#12x5_red_yellow_blue,%7B%22cards%22%3A%5B%5B1088,514,514,514,512,1056,320,0,0,0%5D,%5B0,0,0,0,0,0,1088,1056,876,576%5D,%5B320,514,514,514,514,514,514,802,1024,0%5D%5D,%22colorIndices%22%3A%5B0,1,2%5D,%22wheelStarts%22%3A%5B7%5D%7D
Simple, but fun. I was unable to access the source code (I wanted to see it to be able to leave some more specific feedback), which is usually a sign that the page is private instead of public. I tried both versions, but will base my feedback on the original version because I played it longer. The origin of the player sprite seems to not be centered, making the player move to the left and right while rotating. I'd recommend having the score indicator follow the camera (which could be done by having it drawn at view_xview and view_yview). Also, for the sounds in the new version, using the function audio_sound_pitch() and setting it to a random value (for example, random_range(0.5,1.5)) would help make the sound effects less repetitive. Good game, I hope this helps!
I have GameMaker, I just get a "404 page not found" when I click the link. You can access it because you created the page, on itch.io you have to click "edit game" and then change it to public instead of private in order to have people besides yourself be able to see it. I wouldn't worry about it, most people don't really care about the source code, I just thought I might be able to see what caused a few of the collision bugs if I had access to the source.
Really cool game, the art is really good. I like your take on the theme and how the "ancient" part is relative. I liked the dialogue but I think an option to skip it since people will be replaying it a lot would have been beneficial (though not too important, as it is fairly short). I found all 13 endings, great work!
Very clever use of the theme, and I really like the art. The music is good, and the sound effects are satisfying. I really enjoyed the mechanic, and each gun had its own unique feel. The AI did seem a bit buggy (they would still follow my x position while above me and would sometimes get stuck on the ceiling after hitting me). I would also recommend compiling the game as an exe, as installing it is a bit of a hassle. Great work overall!
Really great game, I liked the humor. Normally, I'm a little hesitant when I see someone made a visual novel, and I feel like they phoned it in, but this operated surprisingly well! Great job!
Wonderful game. I made it to level 11 (I will go back and try to finish it later) and am having a great time with it so far. I think this game would benefit from a level select screen and a more detailed tutorial. An option to view previous tutorials would also be beneficial, as well as a list of all outputs for a level (that would figure out clarify what is required for each level).
I am also a huge Zachtronics fan, and I made a SpaceChem-inspired game for miniLD #69 called Production District (https://steven-miller.itch.io/production-district). I would appreciate it if you checked it out (even instead of my actual game for this event, since there are no ratings anyway).
I really liked the sound and the art and overall presentation was incredible, though I was a bit confused on what to do. I understood that I could influence the dinosaurs with my abilities, and I did make it to end, but I found myself using the first ability almost exclusively, as it seemed like the ship parts activated when a certain amount of dinosaurs were happy. Good game, though I'd like to see a little more explanation about the mechanics.
Really good puzzles and art. I think the movement could be improved and I think it would've been better if the water had flowed faster, as on the final level I had to wait for over a minute for the solution to complete. I did find the puzzles to be on the easy side, and I never got stumped, but I really enjoyed the mechanics and would love to see more levels.
Great game! My best was 4096.
Really great game! It captured the Nuclear Throne feel pretty well. My only suggestion is to make the guns have a lower depth than the bodies, as they were often hard to see or hidden completely. Good job overall!
Really great game! I really enjoy this type of game. My only complaint is that the movement of the enemies was at times not very intuitive since they move one-by-one. Because of this, enemies could be right next to each other but after moving, a one space gap could form. I noticed this the most in the final level. However, this never caused any gameplay issues, and obviously doesn't take away from the game. I would love to see more levels, wonderful job!
Amazing game, though a bit unrealistic. Everyone knows that you can't eat or sleep during a game jam.
Really incredible game! Level 14 was my favorite, and I thought the difficulty was very well done. I found the game in general very fun and well designed, great job!
Really great game and clever use of the theme! The puzzles were well designed and I liked the boss at the end.
Really incredible game! All of the levels felt really well-made, and the main mechanics and concept are excellent. I would love to see more.
Fun game! The controls are really intuitive and the mechanics are interesting.
Great game! I made it to day 7.
I just finished the game, and my solution ended taking up most of the screen (there were only 14 tiles left unused). This game is absolutely wonderful! I personally found it really fun and enjoyable. The difficulty was there, but it wasn't frustrating, and modifying my solution to fit the new inputs never took more than a minute or so. The difficulty never got to the point where I felt the need to resort to trial-and-error. I have a lot of experience with this style of game (I own a large collection of programming puzzle games on steam) and have made similar games (both in miniLD #69 and this Ludum Dare), and yet this game still has some really interesting mechanics that I have never seen in a game of this style. The puzzle remaining the same but getting more complicated each time was extremely clever and innovative, and modifying my old routes to sort out the new inputs was really fun. I also thought the jumper and the way it sorts inputs was really interesting and unique. My only complaint is that the controls are a bit sensitive and hard to get used to, but I probably only feel that way because I'm more used to the control scheme in my game. Overall, this game is easily 5 stars in my book. Fantastic work!
Amazing game! The fact that you can solve the water and blood puzzles using logic and no trial and error is very impressive, especially considering how complicated following the logic is. That last puzzle was especially fun, and following what tiles had to go where reminded me of games like Hexcells and Picross. The ending was really great and the puzzles were a joy to complete. Fantastic work!
Definitely the coolest mechanic I've seen so far. I had a lot fun with this, and I especially loved the third chapter. I do wish the puzzles were a bit more difficult, but the mechanics were interesting enough to keep the game entertaining throughout.
Really fun game! The puzzles were interesting and intuitive. I escaped and found the secret letter.
This is seriously amazing. I loved Bortman, but I think this is even better. I love turn-based games, and the AI is extremely impressive. The mechanics and different units also add a lot to the gameplay, fantastic job.
Absolutely amazing! I love the concept and the game is very fun.
Cool puzzle game, the concept is really interesting. The game is overall very fun, though I do wish it was harder.
____/TT!TT\--vvvvv/T{T>_
Amazing game, very intuitive and fun. I made it to the sixth level. This game is really incredible. My only suggestion is to add a button to go back to the menu (unless there already is one and I'm just silly).
Really fun game! I found the levels with multiple giant "L" shaped shelves to be the most difficult, and level 10 was probably the most difficult. I thought there was a good amount of variety, and I liked that levels with similar pieces seemed to be spaced out so that they wouldn't become tedious. I also really liked the art. Great work!
Great game! I liked how each level was appreciably different, and seeing the mechanics come together in the final level was really cool.
Really amazing game! I loved the different enemies and upgrades. I enjoyed trying out different strategies in the endless wave. The in-game music was a really good choice, and it added a lot to the mood.
I did notice that the enemies (especially the purple ones) tend to clump together, which can make it difficult to see how many there are. A technique I like to use to avoid this is to have each enemy follow you with a very slight random offset. Then, about every second, each enemy gets a new offset to follow. That way, each enemy is following a slightly different path, but ultimately still reaches you since the random offset is so small (maybe -3 to 3 degrees off). This allows for the enemies to spread out much more and give you the sense that there is a huge mob of enemies on your tail.
Overall, excellent work!
This game is incredible! I especially liked the factory level. I voted for it on Greenlight.
Very impressive game with some excellent puzzles. I did encounter an issue where the mouse would lock after using a lever. Terrific job overall!
Absolutely wonderful game! Admittedly, it did take me a little while to figure out what I was doing, but by the end of night one, my fort making was pretty good. The second night, I learned about actually moving furniture to a new row, and from there, the puzzle became finding out the quickest way to build a fort, which was fun in its own right. The third and fifth levels were the most difficult, but they were all super fun and figuring out how to keep the monsters away while bringing the stuffed animals to me was really cool. Also, those monsters were actually kind of terrifying, especially when one of them was blocking a row from moving and I would have to open my fort and let them get closer. This is a really amazing puzzle game, great job!
Great job, I made it with 105 seconds left on the bomb.
This game absolutely amazing! Five stars in all categories. This is the best game I've played from this Ludum Dare, it is a lot of fun and has a surprising amount of strategy. As expected, the Red Dragon defeated me. Fantastic work!
Good game, I beat it on my second try. I think the controls may have worked better if it was turn-based, but the game was still very fun and engaging.
There is, in the settings menu
It's the gear icon in the lower left of the menu.
@KJB of IBwWG That is not a bug, if it stops on the dispenser, it crashes, since that means it would by inputting infinite boxes. I know it looks a little silly, but it is intentional. Make sure that it hits an arrow to change direction before hitting the dispenser again.
The update was to fix a typo. I spelled "schedule" like "scedule" on accident.
Yeah, I really miss saving, but I ran out of time for saves and cycle counters. Hopefully I'll be able to make a post-jam version with those added in. I also have to finish up Production District though, there are a lot of levels not in the game that have been finished for months.
@KJB of IBwWG Thank you! It is fixed, and an update will be uploaded soon, I'm just going to fix one other bug I found. Thanks so much for your continued support!
Also, that is quite the solution! I'll try to post one on the itch.io page, I would love to compare.
Just a quick update, the bug you ran into should be fixed. The bug I found is a bit more complicated and actually helps the player, so I'm just leaving it alone for now.
Also, my level 11 solution is not the fourth GIF on the itch.io page. I'm really proud of this one, when I first tried this level, my solution was much more messy.
Wow, that is a really clever solution. I never thought of using destructors like that, that makes the timing so much easier. Thank you so much for playing!
Really good models and animation. I thought the gameplay was fun as well. I was also not able to get to round 10, things start to get hectic pretty quickly.
Almost as good as Bortman... almost.
Seriously though, this is really good! I love this type of game.
YOU DID IT!!! TOP 100 FUN! YES!!!
I DID IT TOO! GO US! NO, I WON'T STOP TYPING IN CAPS!
@batmanasb The king has been dethroned, I am the creator of Bortman now.
This game is hilarious, great job!
Good game, I absolutely love the art style. I found the game very relaxing. I got the present at the end.
Great job, 52-card pickup is one of my favorite card games.
Really fantastic game! I had a lot of fun and played through to the end.
Great game! My best score was 7140 after a few tries.
Very relatable game. Not the passing notes part, but definitely the being super popular part.
Really good! The controls took a while to get used to, but the mechanics and strategic elements are great.