FoonLudum Dare ExplorerUsers → Swynfel

Swynfel

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558Collector👥Restless Soulsjam4733.403.253.453.733.082.693.30
202251Every 10 secondsSpamailjam1.752.002.251.752.502.751.75
202047Stuck in a loop👥Faithless Landjam1384.063.964.203.604.303.563.85
201945Start with nothing👥Lawless Islandjam7003.313.102.553.573.212.603.26
201843Sacrifices must be made👥Stained Destinyjam
201841Combine 2 Incompatible Genres👥What did you say Captain?jam1483.933.773.864.273.703.833.623.42
201739Running out of Power👥Robot Is Powerlessjam5973.092.852.713.383.233.452.71
201738A Small World👥Hopeless Voidjam4983.172.683.143.452.713.252.143.31

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Swynfel

LD38 — A Small World

The Snow Globe Conflict by Tomahawk2001913 2017-05-20T08:47:15Z

Pretty fun actually! Sadly the difficulty comes from the interface. It's hard to move around and tel your snowmen to do things... I mean, there are a lot of small details that makes it harder: It's not always clear what snowman will build something. If you double click a snowman, it will get selected then un-selected, you dont control at what the snowman shoots (I think?). A last thing that could have made the game more reactive : the snowman you last build is now selected. Appart from that I was positively surprised! Good job!

Super Natural Defense by AfroAnt 2017-05-20T09:37:01Z

Really really great game! As everyone is saying, planting trees and volcanoes wasn't clear at first, you could have had a little animation, like the ground sparkling, or audio, when you plant something. Also the 20 trees and 50 volcanoes didn't change, so that was confusing. Have the numbers change would have helped as well. Anyway nice game in general, and cool little animation in the beginning. ;)

Cloud Conquerors by ViKingGames 2017-05-20T15:11:56Z

Very nice little game!

The tic tac toe idea is a great way to make the fighting even more intense! It might be a little long though, because you loose often when you try to conquer a teritory, and then you can destroy. I have only played it with 2 players, but I suppose with more it's almost impossible to conquer a teritory because everyone wants to kill you, no? I would say maybe give a little advantage somehow could help?

The fighting in itself is very polished, and I haven't found any frustrating bug. The cloud plateforms is a nice idea, and complexifies the fighting without having too many controls.

Anyway, good job! :)

Hopeless Void by Swynfel 2017-05-20T14:39:13Z

@bitofgold : Thank you! Your crystal count should increase if you have enough people on a purple tile.

@hellodangochan : The tile that disapear is choosen among the purple tiles where you can collect crystal... It could have been a little more clear.

@chromableedstudios : Sorry, I tried to make the UI as responsive as possible, but I guess it doesn't work with some unexpected resolutions. :/

@zgragselus : You're right! Unfortunatly, balancing the only level already took all our time.

@zarkonnen : Arf you're correct, I forgot to test it, it doesn't work on mine either... I'm very sorry, I'll be more careful next time. For now I haven't found a quick fix...

@megalink : Thanks! Yep, I'll keep that in mind.

@jod : Thank you, if only we had more time. ^^

@vidinu : Wups, did you have workers work on the time capsule?... Otherwise I guess maybe there is a little bug...

@local-minimum : Thank you for your huge feedback! Yes the UI could have been a little more clear. I guess I'll make something better next time. I also agree with the 1/2 people being useless, the mecanics of the game used to be a little different, we didn't rethough this part of the interface through. The falling tile is taken at random among the ones that are purple-ized. They are exactly the same tiles as the ones where you can get crystals. It's true it could have been more clear... A tile is purple if it's on the "outside" and keeps the board convexe. I'll make sure to make a better UI next time, thanks again for your feedback!

@clutterarranger: Thanks! Don't hestitate to tell me if you ever make a nice boardgame or game inspired by it. :)

@himeija : Thank you! Spamming the next turn is in a way a restart button. ^^

@benjamin : Completly agree! That was the initial plan actually, to have building to boost food/metal production, and houses to exchange food for people. But unfortunatly we saw very quickly it would have made the game too complexe, and needed a lot more work on coding, balancing and tutorial... And we're still not experienced enough to include all that in the 72 hours. Maybe next time?

Live or DIE! by jondalnas 2017-05-20T09:06:05Z

Nice game! The problem is: it's very complexe and you can't understand it on you first tries. There is a lot of content and a lot of different parameters you can play with. A short tutorial could have helped, instead of having to read your description. Some simple things that could have made it more clear could also have been to organise the joblist in columns (one for tree-related stuff, one for wheat, one for animals, and one for house&babies) and have actions you can't preform yet greyed out. Anyway, it's great for a first try, and I hope to see you in the next Ludum Dare!

Match the Fleas by DaisyChubb 2017-05-20T08:32:33Z

Great for a first game ! You could have made the matching a little more clear, and a more negative sounding noise when you got your couple wrong (I didn't understand I was doing things wrong at first).

My Name is Bunny by AlexClay 2017-05-20T10:09:25Z

Awsome! Really awsome game! (For the way it tells the message)

I was expecting a plot twist in the end, namely Ethan is actually not the country of freedom at all, that's just what it's pretending to be... But I guess that would have been a little too pessimistic.

The waiting was okay, it wasn't overly long just to add length to the game. What could have made the game a little less linear was to include special events, like it's more difficult to go to some countries (there's a wall) and you need extra things equipement, or to have found a group of people like you, or events where your forgery doesn't work... etc... You probably don't like those ideas, I just tried to imagine ways of breaking the monotony. :P

Anyway, great job!

Beware The Idiots by Gris 2017-05-20T09:49:06Z

What did I just play? :O Anyway, I just wanted to say very nice minimalist graphics! And I felt the barrier thing wasn't that useful, but that's probably because I didn't know how to use it properly.

CORO by sunnray 2017-05-20T09:21:43Z

Very nice art! The game feels a little uncomplete though (normal for a Ludum Dare eh ?), like poping already surrounded, or getting stuck against the environment. Smoothing those things out would have really made the game feel better in no time. Anyway good job! :)

LD39 — Running out of Power

Devious Plant Commando by Marcenat 2017-08-17T20:11:30Z

Really awsome music! And very nice voice made sounds effects for the plants. :)

Cool graphics as well!

The controls were intuitive and simple. But I found something frustrating: after a shot (with most weapons), there is a small reload time during with you can't shoot. I would have liked a visual indicator to know when I will be able to shot again (for example you could have greyed out the gun on the right).

I liked the fact that the more you use a weapon, the less effective it is. I found it out on my own, but only after some time. Maybe there could have been a way to teach it to the player? (Not easy if you want to avoid annoying text tutorial, I have to agree)

I ended up dying a lot, because I was saving the healying box for when I really needed it... But I never noticed I was in low health until it was too late ! ^^' Again, maybe an indicator, like adding a red filter, turning the health bar a different color, or having your character flicker, could have helped?

Anyway, great job, and I hope you'll participate in the next jam! :)

LD45 — Start with nothing

The Land of Milk and Honey by Skosnowich 2019-10-16T10:00:07Z

Nice game!

I always liked trading games, so I might be biased, but it was fun nonetheless. The rival camels, as well as the dynamic economy were really nice touches (especially the fact that some resources were required so some villages could make other ones).

However, I think that the "balance" could be reworked. The rival merchants were too powerful, they came faster then ninjas and destroyed too many deals I was trying to make. The rivals are also too active, making trades in all directions. So during most of the game, there was only one or two villages with "demands", all the others wanted nothing and were just selling products. Usually the rare village willing to buy something was on the other side of the map, so if you try to go there another merchant will more likely reach the place before you. Most of those deals are also for only one or two items, so not a big reward.

The best strategy is actually to be patient: stay at a village that consumes a resource, and wait there, selling little by little... (until a horde of camels runs through and forces you to move...) And unfortunately, that's not really in the buy/travel/sell mood, but more a patience game.

Also, why don't anyone want to buy my awesomely beautiful definitely-not-overpriced Fine Cloth?

Anyway, the Arabic atmosphere was great and refreshing, and the concept is there and ready to be expanded: great entry!

Wild Wild Yard by benjamin 2019-10-15T01:51:27Z

Really solid entry!

Apart for the controls, the game felt really polished: huge amount of upgrades, tiny cosmetics items, level details, etc... The level even seemed to change after collecting some pieces of metal?

Great game!

Blossoming Cosmos by ryusui 2019-10-18T02:15:59Z

Very nice relaxing game!

The game-play was simple, but well executed. They were a lot of small details that made the game feel polished, like the rotating flowers, the color variations. Even the cursor.

I actually didn't feel like the game was too slow (and I played the jam version). I was surprised that the game finished so early -- I wanted to keep placing my flowers to replace every last pixel of void with rainbows! -- which is a good sign that I was really enjoying myself. It's just unfortunate the game was so short, but I don't really know how you could have expanded it.

(PS : You might want to add a link to LĂ–VE's website just above the "downloads" section. I'm not sure everyone is familiar with the game engine : https://love2d.org/#download )

Lawless Island by Swynfel 2019-10-22T14:16:16Z

Thank you everyone for the feedback!

@tarfield Yep we had some problems setting up the camera... We did the best we could. ^^'

@toc The trousers were supposed to be used as a placeholder until putting the correct crab and/or shadow sprite, but we forgot to link to the correct texture until after the deadline. It wasn't that gamebreaking I hope. I guess we could add the subtitle "Beware of the demonic pants".

@occultone Thanks for the long feedback! Yes, the health bar and damages are definetly missing... Sleeping was useful for recovering health (yes, the thing you can't see). Food was useful for some crafts, like "creating humans". And yes again, unfortunetly there was no wining screen, just the satisfaction of getting the medal in your inventory. ^^' And ooooh, very nice tip thank you, I'll remember that for the next time I'm using Unity!

@yayiest Thanks! Didn't think of adding the mouse, but it could have worked! (It would even have solved a little debate we had when talking about the controls.)

@nihushu You can already use the arrow keys (unless there is a bug with the version you are using). Maybe we should have removed the WASD to avoid people getting confused?

@hiroboto You can craft an Axe once you built the Fire-Pit (the lowest building).

Lawless Island by Swynfel 2019-10-27T09:38:18Z

@ryusui Hey! Thank you for the feedback! As mentionned before, you could have used the arrow keys to move instead of doing everything with only one hand. (Is using the arrow keys un-natural?) Also updated the ichi.io description.

Deadly Blobs by DeadTom 2019-10-15T01:24:13Z

Nice little game, the hand drawn graphics were cute! I didn't find it this hard once I understood you could slow the enemies down by having them walk through forest/mountain/water...

Since the game is played (mostly) on keyboard, it would have been nice to have the upgrades selectable without the mouse. For example have 1/2/3 or J/K/L be keyboard shortcuts so you don't need to click.

It's great for a first, I hope you'll keep the motivation and participate in other game jams!

Slimy Dungeon by dodori 2019-10-21T15:05:31Z

Slime

Nice little game!

I think I got all the upgrades, I started getting multiple spare eyes, best friends, and slime cutting knives. I was sliding at the speed of sound! (Maybe I even was a little too fast as I often hug the enemies strait when I entered a room from top or bottom.)

It might have been better to increase the heigh of rooms. Also for the bosses, that were harde when coming vertically (because you had less distance to anticipate projectiles).

So there was some variaties of items, and the visual additions that came with it were especially cool. It would also have been nice to have more enemies, and with different mechanics. I could see there already was some efforts, unfortunatly there was a straight forward way to beat all of them: slide around the room in circles and shoot in the middle. (The bosses were a little different though.)

For a first game jam this is really impressive! Nice entry overall, and I wish you the best for your next participations!

Succulentia by kenster 2019-10-16T06:13:24Z

Very cute game! The music and sound effects were a nice touch.

I personally felt like the difficulty took too long to increase, and I never felt like I "barley made it" (I stopped around score ~600, and I never lost any plant). Which is a pity because there are different types of insects, but you have to wait for ~150 to start seeing more than the two first types of ants.

Also, it would have been interesting to see some variations for the insects on a gameplay perspective. Right now only the amount of clicks and speed was changing, but you could have had insects walking in "wavy" patterns, "hopping", or laying eggs out of which other insects come out, etc... (Maybe there was latter on, but then I didn't stay long enough?...)

Also, as some other said, it was hard to hit insects walking behind the buttons. It could have been better to either put the buttons "above", or prevent insects and/or plants from appearing on the right side.

Otherwise well done, I hope you enjoyed participating!

Fiefdom by Ethan Vong 2019-10-16T06:51:57Z

Very nice low-poly 3D art!

Placing the buildings wasn't always convenient. I try to minimize the space I use, but if I mess up slightly I have a huge gap in between my buildings. It would have helped to snap them onto a grid I think. Another solution could have been to have the possibility to destroy already placed building.

I also had some slight issues, that made moving building positions be a little laggy (although that might also have been because I was running the windows build on linux).

And a final little bug was that when I built barracks at a position where there was already soldiers, these soldiers are sent on the roof of the newly built barrack, and can never get down (they will still taunt the enemies bellow though, which makes funny situations of never ending stare battles).

Otherwise, the game was enjoyable. The best part being when you finally can stop clicking on the mine/stump, because you have sufficient blacksmith, sawmill and gold mines, and you can focus on building your rows of soldiers. Well done!

LD47 — Stuck in a loop

Faithless Land by Swynfel 2020-10-06T10:36:10Z

@charles-viau I guess the cards descriptions where not sufficient to understand the big picture. ^^' It is as Cydouzo said: not enough time to implement it, but we'll keep that in mind for next time.

@martiniano-marelli Thank you for the kind feedback! Great to see a fellow card game lover. Mmmh... So *Carving* has a bug that seems to have slipped through our beta testers. And I thought all the crashing bugs where fixed, it seems at least one remained. :/ Sorry to hear it, do you remember when it happened? (Was it right after sealing a demon?)

Edit: Ok, just noticed the description of *Carving* is very ambiguous! Maybe the following would have been better: "Select a location. The Seal on the opposite side of the sealing circle is copied to this location."

@jdeedubs Thanks! Ok, definitely add SFX next time. ^^' We were actually planing on adding some, but ironing the bugs out took way longer than expected.

@jag Thank you! Glad you liked it. :)

Faithless Land by Swynfel 2020-10-14T05:18:10Z

Thank you everyone for the feedback! I see comments have accumulated quite a bit, but I’ll try to answer everyone.

@dracesbane Thanks! :) A smoother introduction / clearer goal could have helped player figure it out more quickly. Noted for SFX.

@grinnij Thank you for the detailed feedback!Working with this team was awesome, I feel like we were able to get a lot covered (not enough of course, such as the SFX, but its a game jams).

@etrealjunior Thanks! Yes I will check out your game with-in the week.

@rmonthil Glad you liked it! We will probably make a post-jam version, everyone’s feedback was very inspirational. And I agree for *Carving*, it would make everything clearer.

@mhm32167 Thank you! (And thanks to our artist for such great graphics.) I’ll also underline “Add Tutorial” and “Add SFX next time” one more time. x)

@etrealjunior Wow, I’m honored! I’ll do my best to live up to your expectations.

Faithless Land by Swynfel 2020-10-14T05:18:10Z

@eldelhas Thanks a lot, if you enjoyed it for 30 minutes it must mean we did our job right! ^^ I don’t think I have ever played a card game in a Ludum Dare.

@kpedatte Thank you!

@jdbuenol Happy you enjoyed it! :) Defeating the last yokai can take some time if your unlucky and don’t have the right cards. Well done for sealing it!

@blaiserascal Thanks! Yep, we wanted to add (a lot) more visual feedback, such as visual effects when Seal synergies activate (Fire burn Wood, Wood drinks Water, etc.), or enemy attack. But the idea of printing it in a terminal is great, it might even have been more clear for less actual work.

We wanted the new cards you acquire to be awesomely great, but we must have been too severe on the balancing. Free talisman removal would have worked. We also thought at one point to have the player make their deck as a subset of all the cards they owned, but scraped the idea for fear it would take too much time to implement and make a decent UI for it.

@fatrobin Thanks for the feedback! I guess the game wasn’t clear enough and couldn’t hook you in long enough to figure it out.

Loopark by Tex Killer 2020-10-10T08:14:12Z

Nice little game! It was a great concept of a physics-based puzzle game.

I played it without reading the description beforehand, but I still managed to understand what to do and how to place tracks after a minute or two, which is a sign the gameplay was clear. :)

The physics and the sound effects made the experience pretty pleasant: you could really “hear” the cart’s speed on the tracks.

I agree with both fronwewq’s points: It was sometimes a little difficult to guess what the speed of the cart would be at certain positions, and that more levels would have been great. In the two levels, you managed to have a good variety in the level and their solutions. Thus, it isn't really a problem here, but if you want to expand the game with more level, you probably should add a little more variety: multiple carts? other placeable objects? real-time actions while play?

Also, when restarting the level, your tracks are reset. Although it might be useful in some cases, I think it would be better to leave them placed by default. For example, in the second level I already knew were to place the two first tracks, but needed a lot trial-and-error to find the correct last acceleration (I probably had to re-place them 4~5 times). It probably would have been more difficult (if I guess correctly, the current solution reloads the scene when clicking on reset, so it also resets the placement), but I still think it would make find the solution smoother.

Anyway, great job to you three, and good luck for your next jams!

The Calamity Coil by WobbleBlocks 2020-10-06T08:46:45Z

Hey! First game I'm testing for this ludum dare, and it starts of pretty well!

There was only a Windows build present, but I managed to run it on Linux without too much problem. But it might have created a bug or two: - On the title screen, I didn't see my cursor, and thus wasn't able to hover any other button. But clicking still started the game - Since the game is in fullscreen, I was not able to exit the game. If some of the other issues I mention later actually do come from me using Linux, please tell me, I will adjust my rating accordingly.

There was a song on the title screen (btw: it seems to loop strangely), but unfortunately no song for the rest of the game. However the sound effects where pretty good and filled in the silence. The character models were also well done.

For the gameplay, the enemy AIs where decent (especially knowing how hard making good game AIs is), and the controls simple but worked well. The delay before attacking takes some time to get used to, but I liked it as you had to anticipate before attacking. It could have been smoother, but I am not as critical as the other testes. In the end, fighting the enemies was rather fun!

My only major issue is the length of the loop: It is way too big. I think I spent 15 minutes to finish two, and one of them didn't count as I didn't have enough crystals. When saw I had to actually do seven I gave up. ^^'

Any way, good entry, and good luck for you next games!

Magic Rush by Verga 2020-10-06T09:48:12Z

Hello ! Nice little game, and made in python (didn't know that was possible actually).

First, a little parenthesis on the .zip you distributed. - As the other commenters mentioned, launching the game should have been more user friendly. If you are not able to bundle it into an executable, I would recommend adding simple instructions instead. For example, on linux, (I have `virtualenv`) I called: ``` virtualenv -ppython3.7 .venv . .venv/bin/activate pip install pygame python game.py ``` You also didn't mention which python versions can be used. (I used `python3.7` as I saw it was the one in your venv) - You should have removed the files you used for version control (e.g. `.git`, `.gitignore`), linked to your max (`__MACOSX`), and your virtualenv (`venv`) as it can't be reused.

Now for the actually game, it is a nice platformer. The control where okay, could have been improve a little to improve the game feel (e.g. jump height depending on the time space was pressed), but remained very responsive. The physics and "pixel perfect" didn't feel sloppy (a common issue with platformers). Some death still felt a little unfair (e.g. grazing spikes kill you).

Simple consistent graphics (and good the lighting effect in the title screen ;)). Very good music (although is seems it wasn't made during the jam).

Main details that could be improved: - The difficulty curve is weird. The 4th level was a lot harder than the next ones for example. The limited number of life was not necessary, because it is annoying to start again when you just want to finish it. - The 10th level is not finishable (already mentioned), but if you add a book, the end screen appears correctly (with a "TODO"). Not enough time to finish it I guess? ^^' - The window is small! Could it be possible to double the zoom, i.e. turn 1x1 pixels in 2x2?

Well done to you two! :)

Blazzy's Big Breakout by Dreamarch 2020-10-06T16:35:32Z

Hey! Nice game!

I ran the on Linux with Wine, and it seems to have worked successfully (albeit a weird title screen at the very beginning?).

As the two comments above suggests, the controls indications are small and disappear too quickly. By the time I reached the first buttons, I had also completely forgoten about existance of cloning with `space` (and pressing random buttons didn't help finding it as you have to maintain `space`). To fix theses issues, I would have added the controls as a big permanent indication on the first room, and make a first challenge to exit the room a "mini tutorial", i.e. you have to clone yourself on a button, and press `E` to open the door. This way the player has as much time as needed to test the controls, and he is "forced" to learn about cloning and interacting.

For the actual game, it was rather good in itself, but some things could have been improved to make it more enjoyable: - A visual indication of the cone of vision. The light of the torch is not precise enough (althought it does give a little idea). - Less "re-tracking". Having to redo the same section that you already beat multiple time becomes less and less fun. I know it is sort of the "theme", but I think it could have been avoided. I would suggest to either add checkpoints, or structure the level differently (e.g shaped like an octopus, with you spawning in the center, and at the end of each branch you open a door that leads to a different one.)

Now the positive things I noted! - The neon lights gave a really good mood to the game. - I also liked the boomerang: since it only deactivates the enemy for a short amount of time, you have to time your actions to take into account where the enemy while be after being re-activated.

Good job! :)

The Alby Mansion by leunarie 2020-10-13T10:15:15Z

I managed to get the game running by installing the "RPG Maker VX Ace" Run-Time Package, downloadable at https://www.rpgmakerweb.com/run-time-package (Maybe you should bundle it with the game next time, or at least mention it on the page?)

The story was nice, and a good excuse for the game-play. I think you should have added a check-list of all the items to collect, because it wasn't always clear what I was missing, or how to find it. I would have also liked a little bit more variety in the game-play (mini puzzles?).

I also liked the effort to draw your own characters.

I ran into a couple of bugs here and there (e.g. raining continues after you go back inside), and (I suppose) default Game Maker values that weren't changed and are strange or aren't necessary to the game you made (the rpg menu, the stats, the character description, etc.). They didn't impact the game-play too much, but if you ever want to polish the game you should look into them.

Like Doc_Moustache I think the timer was not necessary, especially because it could encourage players to skip the dialogues. (I also completed the game in less than half the time available, so it doesn't add a lot to the game-play.)

If I'm not mistaken, the Audio wasn't made during the jam (no-one is listed as Composer in the Credits), you might want to opt-out of Audio next time.

You seemed to have a big team, it might have been difficult to coordinate everyone, but you managed to submit a complete working game, so congratulations! If you have time, don't forget you should rate some games, ideally at least 20 (and since you are six, it should be fast)!

Möbi's Trip by Jack LeFevre 2020-10-06T18:11:15Z

Really cool game, especially for the Compo!

On the first level I was thinking "why is there an upside down flag?", then understood on the second level: awesome idea! (The title was a give away, but I don't know why I didn't make the connection).

The leaderboard is a really nice touch! I hadn't heard of SilentWolf before, it looks really cool! (I also use Godot.) The ranking really adds an extra layer of fun, and pushed me to find the level 9 exploit and retry the levels to finish them as soon as possible. And I managed to achieve my goal: be 1rst in a level \o/ (It is level 6.) highscore_lvl_6.png I hope it will last forever, but we are just at the beginning of the ranking phase, so I am not very confident.

As said in the beginning, good gameplay idea, and very well executed. I was not confident after understanding your core concept that you would be able to create different interesting levels, put you were able to pull it off and prove me wrong.

The control were fine. Happy to see a jump of variable height! But it didn't seem to have Coyote-time (allowing the player to jump for a short frame after leaving the ground), and pushing the volley-ball when trying to jump on it was a little annoying.

And a small personal note: the title screen was really well made and gave a good first impression.

All in all, great game, and I'm excited to see your next projects! :)

Glowing Home by AlexTagtal 2020-10-06T10:23:00Z

Very creative use of the Theme!

The main idea is simple, but was very polished and works well. The addition of wind is great, and bring a nice variation in the gameplay.

This entry's biggest strength is the graphics, music, and general mood of the game. (And helps to counter the frustration of missing :P.)

Some small issues (most already mentioned): - Missing is very frustrating. It's a good thing that there is an assist mode! I also think a sort of "gravitational" effect towards the lights could have been added. - The game starts to feel repetitive after a while. Adding more effects (similar to wind), or maybe make the game shorter would have helped. - Some collisions against the hanging cloths are inconsistent. Sometimes goes back in the direction you sent it, sometimes bounces normally... I like Decipator's suggestion of making them slow you down instead of bouncing. - Tiny bug: A light near the beginning of the game is too close to the wall, and it is possible to be tossed behind it and outside of the level.

Anyway, congratulations for your submission. :)

Sir Runalot by MadParrotStudios 2020-10-13T10:48:08Z

Fun little game! I managed to reach ~780m.

Good graphics and musics, the lighting effects gave a overall feel. I also liked the knight's animation.

The concept was simple, but worked well. I like Jon_Nova and mhm32167's ideas to add spikes and/or coins for variety. I still played a about 15 times before giving up, which is a good sign.

I felt motion sickness very fast, but I ended getting sort of used to it. I still feel my head spinning typing this thought. ^^' I don't know how you avoid this problem for an endless runner.

The adjustable jump height was good, but As BlaiseRascal mentioned, it lasts too long, and very soon (500m for me?) you can't see were you will land have to trust your luck. I think "increasing the gravity" (i.e. scaling the acceleration up) would have helped to make the jump quicker and more responsive. Or maybe scale the jump time with the speed the wheel is spinning at? (It would probably look strange from a physical perspective, but gameplay wise it could work.)

Well done!

LD58 — Collector

Restless Souls by Swynfel 2025-10-15T18:21:10Z

Thank you everyone for the feedback!

@greenpig Glad you managed to overcome the challenge! It's probably the trickiest combat as you don't have any extra skill yet, and after this one you probably had already mastered placement

@thatmanrobin Thanks! There are two strategies that work, but it is hard if you don't think of them

@sergs-workshop Thank you! I personally don't think the idea would work for a much longer experience, but we could definitely polish it

@junction Thanks for the feedback. Yes, if you miss a dialogue or accidentally skip it you have no way of seeing it again, and you can be a little lost... I will keep this in mind for next time and include something in the HUD

@mrv Glad you liked it! Initially we had plans for a 6th combat that we dropped because we didn't think it would change much and we didn't have time to balance it. We realised while submitting that it means players will never try out the last power...

Masterpiece or Forgery by oller125 2025-10-13T21:38:20Z

Super innovative and works very well: the incremental difficulty, the various types of "clues" and/or "reasoning" you have to make, as well as the hints that appear if you stare at a painting for too long makes everything flow incredibly well! I like the jokes of renaming famous paintings and artists

My main nitpick is that I would have liked a counter of how many painting are left to give me an idea of how much time I had, but it's not actual necessary (I didn't run out of time anyway). Adding a full-screen button in itch.io (I played the web version) would also have been a plus

Otherwise well done, a simple but good concept you knew how to use! :)

gathering by verysoftwares 2025-10-13T21:20:29Z

Very interesting concept being able to pick anything. Pretty neat for the voice acting as well, it's the first time I've seen it in a ludum dare and it does make the game stand out! The hand-drawn paper-graphics with simple animation was also a nice touch

However I feel they were too many things / bugs that could "soft-lock" you (or maybe there are ways out of it that I didn't see). I had to relaunch the game several time: you can get stuck if you forget to pick a leaf, if clicking on another leaf at a wrong moment in the dialogue after already giving one, if you pick-up mumina (no way to let them down I think), if you go to the bakery (you can't pick the 3 cakes as you normally have the map filling in your inventory), etc. If this was intended, an icon / button for a quick restart would have been nice

A pity, because otherwise it is a pretty nice, cute and cozy experience :)

Bafo Duel by hifire 2025-10-07T22:09:31Z

I found a friend to duel!

Nice little game, and good take on the theme! Probably the AI should prioritize cards that you have in duplicates, and it would probably help the game to end faster? Some music/sound could have been nice as well (you could have recorded yourself slamming a cushion!)

Otherwise the game ran smoothly, we finished it and didn't encounter any bug

Well done!

Keychain Clash by Profugo Barbatus 2025-10-15T19:32:49Z

I might have picked a lot of duplicates, but I got my S-ranking!

keychain-clash.png

I guess you could have penalized the raw scores for keychains you already have to force players to take risks?

The game was really fun. The "building blocks" are simple, but everything fits very well together, and it really works well. There is a good balance of strategy and risk-taking, together with the implicit lore of the different fandoms. The art-style is cute and fits very well

My main complain is that you could have slightly improved the UI when calculating the score. I'm thinking of the score breakdown on the right side which could have been a little more readable (for example with bold, a separation line between fandoms, etc.), but also the bag itself (e.g. the itas could have been colored by fandoms). I think it would have helped me understood the fandoms better ;)

Very nice game, well done!

Pekko's Bottle Odyssey by An405 2025-10-07T22:40:14Z

Pekko got home, and he now has new shoes and binoculars!

Cool game, and full of jokes (hopefully not of past real-life misadventure?...)

The gameplay loop worked well. The cost of the upgrade might have been a little high seeing how the game ended just with 10€, but yeah, I still bought them because I could. It's very beautiful, and it's great that you included music and sound-effects. You even added a menu!

I had trouble closing the tutorial window at the beginning (overlapping with the rest of the UI), but apart from that no bugs.

I can see you were a big team, it must have been hard to coordinate! I hope you had fun, and well done!

Fallen Leaves by Sceef 2025-10-10T20:26:31Z

Cute little game!

It's a well polished jam game: there's a menu, chill music and sound effects, nice drawings and animations (even a little comic at the end of the game!). It's a little easy and short, but I think it's the best approach for a jam to focus on the experience, which you did!

The movements of the leaves were a little weird (it felt like they had inertia), and the "air" effect could have been made into a style closer to the rest of the game, but that a little nitpicking ;)

Overall solid entry! :)

Alex's Taxes by ExMachina 2025-10-13T22:50:43Z

Very well done, especially for a first game jam!

I would have liked a little more checkpoints, I ended up having too much trouble near the end of a level (a level in the stone area where you have to jump left out of a platform and dash up without hitting the spikes on the ceiling nor the ones just bellow at the arrival). I also felt the mouse controls where weird, I sort of got used to it (but I kept clicking outside the screen and it paused the game)

The levels were pretty well designs, you sort of got the hang of it through-out the levels, but I think for someone that hasn't played Celeste the learning curve was a little steep, but it was alright for me. Maybe a little "twist" over the gameplay of celeste would have been nice (or maybe there was one, but I just didn't reach it?)

I really liked the controls, it didn't feel like the character was floating nor that it had no inertia. The graphics were also nice, especially the background.

Overall well done, hope you will keep making games

In the Debt of the Night by Longfall 2025-10-15T18:53:37Z

Really beautiful game, loved the art-style, and you managed to keep it consistent in the entire game even with so many things drawn, including in the UI (and there was two artists)! I loved the attention to details, such as the eyes in the paintings / armor following your cursor. You even customised the godot loading screen of the web export, it's so cool, I have to look how to do that as well

Very nice music and varied sound effects. Especially when the witch starts "looking around", the footsteps are well done and stressed me :P They also work well together and with the art style

I spent some time getting the right objects (and the right key for the chest). In particular the book: I didn't feel that it matched the outlines, so I though there was one I had missed and kept looking. Maybe the "loosing" screen could tell you what items _were_ correct.

The first time I also got caught because I passed the "noise" threshold while going left, so at the wrong moment, and didn't understand what I had done wrong. I understood it on the next run (very good idea by the way)

I ended up trying ~5 times until getting it right, I liked the winning screen ;)

Overall, all aspects are very well done, it's a very solid entry!

Edit PS: Oh, and I love the pun in the game's title!

Another Day At the 9-5 by TheSavageBiscuit 2025-10-13T20:59:34Z

I was able to try your game!

Pretty fun concept, I even played until the end ;)

There was some bugs, like some enemies dying outside the bounds of the town center (somehow), and getting penalized by souls expiring before you start a day, but all in all it worked. Nice progression, a pity you couldn't use the money for any upgrade (although that might have been an idea you already had but that got cut due to time?)

The graphics could have been better, but it seems you did everything alone, and I see it was your first ludum dare (maybe even your first weekend game jam?), honestly good job, I hope you will keep at it :)

LD41 — Combine 2 Incompatible Genres

Dice Poker Chicken Battle by digitaldude555 2018-05-02T17:41:21Z

Hey! Funny little game. The graphics were pretty nice. It's too bad most of the graphics were static. I saw some "shaking' during the fighting phases that was good.

As most people already said, the game is kind of confusing. I still couldn't figure what to do to get a good dice score. A way to make it clear (but that would have required some extra work) would have been during the sleeping/waking-up phase to have the break down of the score you would get. (For example, let's say you currently have a 1, 1, 3, 4 and 4, the game would write two lines : "pair of 1 : 5 points" and "pair of 4 : 20 points")

And currently, the dice rolls don't seem so important (correct me if I'm mistaken, but you can just spend twice as much days without locking any dice and get the same final result). To make the dice roll more meaningful, I would have used it in something other than a cumulative "score" and have it intervene somewhere else. You could have called it "motivation" or something, make it an experience/fighting parameter, and it gets reset every day. Meaning you have to get a good dice roll if you want to train and/or win the fights. If it's the experience points you gain per training, or damage per hit, someone rolling the dices randomly would take a lot more time. (That would have made the mechanic not ignorable.) Of course you would have to carefully balance it to not make the game cleared in one go with a lucky roll.

I also couldn't understand the battles completely. I saw they were a lot of cool effects (block, poison, stun...) but they were never decisive to win. Combined with the fact that the shop is king of hidden (at least for me I only started looking near the end), I'm sure a lot of people missed it out.

One way to simply correct this and show the player there's a shop: remove the "attack" capacity, and have it purchasable. After having some draws with the sign post the player will understand something is missing and TADAAAAH he finds the shop.

Final remark: it wasn't always very obvious that you won or lost a fight. A "you won", "you lost", or "draw" with a continue button would have helped made it clearer.

Anyway, great job, and sorry if I seemed very picky, it's just I'm focusing on the little things so you can improve. I look forward to your next Ludum Dare contribution!