My Life is Not Currency by rjhelms 2019-05-01T04:53:21Z
Pffheh, this was a fun little one. Can't turn down a title starring Quaker's Oats-- fairly enjoyable and humorous submission.
Foon → Ludum Dare Explorer → Users → taffyko
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | CREATION EXCAVATION | jam | 436 | 3.76 | 3.52 | 4.00 | 3.65 | 4.28 | 3.72 | 3.65 | ||
| 2020 | 46 | Keep it alive | of_t | jam | 235 | 3.97 | 3.82 | 3.23 | 3.54 | 4.45 | 4.06 | 4.29 | ||
| 2019 | 45 | Start with nothing | m_void1 | jam | 112 | 3.98 | 3.58 | 3.66 | 4.16 | 3.73 | 3.75 | 2.89 | 4.16 | |
| 2019 | 44 | Your life is currency | sal_dream-0 | jam | 118 | 3.92 | 3.83 | 3.29 | 3.66 | 4.21 | 3.48 | 2.66 | 3.91 |
Pffheh, this was a fun little one. Can't turn down a title starring Quaker's Oats-- fairly enjoyable and humorous submission.
This is really great, the audio and artwork is all really well put together and it makes the simple task feel super satisfying to execute! Great design all around
Simplistic, and yet still quite fun— the little spritework is nice as well! I had a good time playing with it. I find the player character has a habit of getting stuck colliding on the edges of enemies, making it often nearly impossible to escape if you're touched.
I really like the concept you have on display here! I love the art style, it's super charming! At its current state I think it's good fun, while perhaps not so challenging and relatively limited in variance, but I think it could totally be refined into something really engaging!
A little rough around the edges, of course, but good fun nonetheless!
Aah, this was really something! Really splendid in your production of it as an NES game— Making stuff as homebrew for old traditional consoles is always neat. The good 'ol NES spritework and sound implementation was all quite nice and I had a good time playing through it, and the undertones of your game were written in well. It was a unique experience.
I understand it's very unfinished, however as far as the current state of the game goes— The control and pace of the game feels quite clunky, it's a bit confusing to manuever. There isn't really any audio or visual feedback of any kind for any action so it's hard to tell what's going on. The action menu also is a bit strangely stylistically clashing. The spritework itself is nice but as I understand it they are pre-bought assets.
This was a wonderful submission! Proud of what you've put out by yourself in the two days of the compo— Your spritework and design is wonderful all around, and the dichotomy here was really entertaining. Good job, man!
Solid jam game! If you made the audio and visuals, great work, it all comes together very nicely! And regardless, the visual effects are overall well-implemented and make gameplay satisfying and keep up the mood. Apart from that, the blood income through levels doesn't seem to be very well balanced with the prices of the weapons.
You've got a fair base for a game here. Though it's a little bare... A lot of the graphics leave a bit to be desired, with the solidly colored textures and UI looking mostly like they were produced with the shape tool. No audio and not much visual feedback, so it doesn't feel the most satisfying. And the upgrades seemed pretty inconsequential, with the default rate of gaining health and regenerating mana they didn't matter too much.
I can see you have an idea here, but the game leaves a lot to be desired. On an audiovisual level, yes (no audio), but just a lot of easily fixed developmental rough edges as well— like the pixel sprite assets being blurrily imported with the filtering setting on, white bits on the edges of certain frames of sprite animations, and of course, the game quickly becoming bricked due to enemies spawning out of the accessible game area. I encourage you to explore tutorials and get to better know and make use of the Godot engine as you go on to make future games.
Nice, haha— Pretty solid spritework, and the recorded sound effects are entertaining. Pretty fairly fun in itself too, solid little submission you guys got.
Pretty fun! A simple but satisfying neon-y shooter experience— Engaging visuals and sounds.
Oh, I made it a good five waves in while taking it for a spin. Was nice.
Very nice! Wonderful artwork and audio, a really relaxing and enjoyable experience overall. I enjoyed each segment, however I couldn't get beyond the point at which you become a tree, as once I grew large enough I would be hit by aerial obstacles that I could not evade that would cause me to lose.
The atmosphere is definitely nice, however the game doesn't really explain itself nor is the gameplay self-explanatory, which can easily leave a lot of players uncertain as to how to progress or what to do, ultimately just dying to the cold. The FOV is very low and the game is quite dim, which makes it a bit difficult to see and play.
Loved this! The visual stylings in this one are awesome, you've got a really great aesthetic going on, and the audio is spot-on too! Solid tower-defense game, wonderful quirky and entertaining submission all around! Great job Red and the rest of y'all.
Nice! Played through it, a relaxing little walk through a visually pleasant environment. Artwork was definitely the highlight through this one.
Hey, good work jamming for the first time— Get to know Godot some more and you'll be able to really make it your own and make some cool things!
Huh. I can at least say the spritework is nice enough. Some of the really scaled up graphics and text kinda clash a fair bit, a lot of blurry and rough edges. Gameplay's very simple, not bad, though not extra engaging. Good job nonetheless.
@belug23 Hey, let me go into my editor and I can see if I can make an export to support your architecture and get it up on my itch.io page!
~~@belug23 Check the downloads now! I've put up downloads for both architectures~~ Oh I see you got it! Comments weren't refreshing, heh Also, thanks for all the positive words you guys!
@fluffy-kaeloky Thank you! If I had had a little more time I totally would've put together some music for the battles. And I'm glad you like the character— I totally should've made a little idle like that for him! Maybe you'll see more of him in the future :)
@jjjjason Oh! This is a bit late of a reply, but thanks, a lot actually! I'm really glad that you appreciate what I've made to the extent you do. My abiltiies are currently fairly modest and limited when it comes to producing illustrations and music, but I've tried to use what resources I do have at my disposal to worthwhile effect and produce a tangible and pleasing style. Creating and dissecting that 'feel' is very compelling to me; I'm excited to create more and delve much further into all of this as I figure things out further.
Oh, and one more note— I've been learning alone as a novice up to this point, and the prospect of getting to meet and talk with others much more experienced than I am is really exciting! I'd be happy to keep in touch if you're interested.
To everyone, thanks again for all of your comments and feedback!
Quite minimal but tasteful splashes of art and written atmosphere that I quite enjoyed! Really nice style and tone here.
I really like this! I think the idea of building a game around Conway's Game of Life and integrating it as a farming mechanic is quite neat. The DF-like controls and interface are somewhat arcane and could understandably ward off new players, but I can totally understand where you're coming from and I think it's in good taste. It reads like unix manual pages in the terminal, haha— Actually this is exactly the kind of game you could write to be totally playable in the terminal. That'd be pretty cool. Also what niterich said about having the controls onscreen all the time kinda resonates, 'cause before I started playing I just cut the controls off of the help menu with snipping tool and positioned them beside my game window, haha.
Interesting little runner game. A bit arcane, I can see it doesn't do much to explain itself, and I can see you have some commentary undertones going on. A fun little runner overall, even without a clear goal, and the visuals are nice.
hey i actually love the kinda sandboxy physics combat mechanic here, it's really fun to mess around and play with and found myself more invested and having more fun than i expected, haha-- at times it could be frustrating getting the player to orient the right way and sometimes i wished i had finer control over detaching and attaching parts— but that certainly doesnt take away from the fact that this is an awesome and fun game! great job
this was a pretty enjoyable and amusing puzzle game, nice little character animations (i like how his hat bounces, haha) clearly some love went into it with all the different locations to find. i went as far as to dig up 7 items at least
fantastic work for the compo! highly impressive level of visual polish for something under these time constraints, music composition, fleshed-out fun and innovative creative puzzle mechanics, you've got it all here— solid game!
really great work, esp. for a jam game! surprisingly full world with lots to do and well-done and pleasantly designed graphics, lovely sound and music, while it's true the grid-locked controls feel a little clunky, it's still quite fun to explore— i would reccomend registering directional changes immediately instead of delaying inputs to the next tile transition, and so that instead of purely relying on divided looking and movement between two different sets of directional keys for the player to use to position themselves correctly, they can just tap to look in a direction or face an npc (for kiting and stuff the separate directional keys could still be available) oh and yeah with a number of items if you're facing a wall, it often just consumes it without really giving any auditory or visual feedback as to what just happened or where it went and that can be a little confusing or unsatisfying-feeling, — that's just all my feedback n' stuff though, heh, you did good!
also: i noticed there's a bug where if you die or quit and resume the game while in the little room where the ice enemies spawn, you'll reload inside of a wall south of the actual exit you should be in front of and this bricks the game, so uh, to anybody playing the game, probably avoid doing that.
love the moody sad portrayal of its urban russian setting, the art comes together very well for its purposes -- gameplay-wise after exploring the available interactions there isn't much more for the player to do, but i don't think that detracts from what this entry is
quite a welcomingly subdued and charming little sandboxy entry! i spent longer than i probably should've just fishing after i had collected everything and trying to expand out as far as possible, heh
cool management sim! really difficult though— and in the beginning it really just throws you into the thick of it to figure out the systems in the midst of the ever-increasing rent and debt, so i imagine for most it may take a few tries before they get the hang of it— pretty fun though
wow, this was really cool! love the moody style and aesthetic, really unusual mixing everything together with point and click photography like this for the intro and ending, then with some stylish hand drawn fun physics platforming action embedded inside also the style of the flickery color-quantization in the animated gifs you shared imo would look fantastic and super atmospheric as an actual visual aesthetic that could be written into your game as a shader! you should totally consider messing with that in future projects, it would go great with your style
fun lil' classic tile puzzler with a bit of a mood and ambience to it — good job
love me some potato themed idle ldjam gaming action
awesome work! solid and enjoyable platformer with things shaken up with the control restrictions— and overall your graphical work was really pleasing throughout and the game clearly has a good amusing sense of humor about itself— gotta give credit where it's due, you did a good job
haha, amusing entry i've gotta say, fairly difficult, i definitely like the art style and more and you've certainly put some of yourselves into it what with the rather silly voice acting
always down for a casual crab experience, heh— and i gotta agree your faux-3d is attractive. the interesting visual perspective is mildly disorienting but it's fun to play around with once you get the hang of it
short and sweet simplistic little puzzler, here it does kinda come down to trial and error but i definitely am a fan of the concept behind it! something about games that throw you in a very confined and minimal space that you have to work with and bring out complexity from is rather attractive to me, and i can see a more fleshed out and polished game under that premise being very enjoyable
this is surprisingly fun to play now that i'm actually checking it out, i gotta say - fun just goin' around throwin' flyers at people even if it's really nothing more — aesthetically pleasing simple little city with some personality to it, nice dual isometric and first person experiences great work as always guys, all your efforts came together nicely
nice, fun classic asteroids mechanics and space shootin' action with an additional Alphabet™ premise goin' on here- always down to play inside some big 'ol letters i gotta say. good n' fun all in all, though it's fairly punishing in how it does throw you back to the beginning and require you to re-do all the objectives if you die on any of the levels
i like how the music plays in my left ear - also good to see that you have it branded on itch as a "crab experience" - 1.5/5 i'm a fan of crabs but the clipart could be better
hold on i don't understand how you had three people work on this barely functional joke game that could be assembled in 5 minutes, over the course of 34 commits over a timespan of 3 days - i am honestly baffled the game itself is barely functional yet you set up a complex animated rig for the crab and ripped a comprehensive state machine model for your code from the godot demos - how could this happen
this is honestly an impressive feat - i will have to positively revise my ratings
i'm not sure how to describe this one, haha, but it's pretty amusing and charming and evidently had some care put into it— well put-together and fairly fun
great work! fun and satisfying to play, you really pulled off the artwork and effects through everything here, lots of details packed in like how the tiles subtly depress down as you walk over them, makes the game good. and, of course— the mechanics are quite fun, interesting premise of manipulating tiles to damage one another as well as for mobility, and the helping of upgrades on top certainly makes it good fun i'd just really love to see some sound in, it's the one thing this game really needs
oh i really like the style here! teeny tiny but authentic pixel rendering, with just a small range of reds and greys, and some quite attractive particles! it took me a moment to figure out the gameplay as simple as it is, heh- and from there on it wasn't too long to the rather abrupt end, very minimal game, but for what it is the minute assembly of pleasant graphics and sounds has a pretty nice mood to it!
nice-- the mechanic makes things fairly difficult, even frustratingly so, heh, i guess you just have to kinda get a feel for righting yourself and jumping carefully so you don't graze anything and fall over— did you produce the music yourself? if so, groovy
this is awesome! you all accomplished far more than i could have expected together with this entry, so great work! honestly so much to unpack, but you all killed it in every category! and i'm glad to hear that you're continuing work on the post-jam version 'cause it's definitely worth expanding!
holy heck, incredibly well-done submission for the compo! hard to believe, and anything i could possibly raise an issue about you've gone and fixed in the post-compo version! great work!
v good to see a jam game from you! love a frantic moody campfire scurrying experience i can proudly say that my run ended in me falling out of the world. strategically lighting n de-lighting my torch helped me get around, lol-- and yea more fleshed out audio would be a real good touch, you should totally toy with jam sfx generators like bfxr in the future
i always love a good plant.....
aw yeah! what a charming bunch a lil' guys-- love your artwork! and love me a fun lil rhythm game too, you done good
i love itt! so cute, pffhehe -- i gotta say the departure from your guys' usual style is neato, you managed to make it look good! (i could not do that) - & lau n astro makin total jams as usual- y'all done good
good job! was a lil short as is the case with jam games, but yea an upgrade system or the like that you've got definitely keeps people playing and is a fun addition, heh-- i enjoyed it
thank you all! devil daggers is definitely a big inspiration for me and i'm really glad that i succeeded at bringing a part of that feeling and aesthetic to life in the way i hoped! and yeah, phoof-- it's really rough i will admit, could have used a little better balancing 'cause only a handful of people have beaten it, heh thank you for all the feedback!
aaaaa i love the polish on this one-- funnily enough i just love the vibes the intro gives off (all around the color palette throughout the game is super attractive) -- and the entry that follows absolutely does not! like not only does the game just look and feel great to play front to back-- the upgrade system is super well executed and really enjoyably diverse- i love it all!
aah! i absolutely love the aesthetic here and this seems super well put together, if only i could play through it more! i tried to get into it a few times but gamemaker kept crashing, same as everyone else, the splash screen is kinda long too wish i could check it out more!
wow this is -very- good, fantastic job guys!! amazing art for the short timespan, just super fun and satisfying to play all around- i love it! got 11059, heh
pffhjf oh my gosh what an amazing and absurd game, you guys did great!! i'm really surprised you managed to put together art and assets of this fidelity all in time for the jam, it's wonderful! spinning around at 120RPM hitting giant muscular squirrels with an enormous cooked chicken leg has never been more fun -- thanks for a great n' hilarious entry, pff
my gosh, amazing entry! played through to the end-- pretty spectacular display the over-the-top particle effects really seal the deal for me honestly i'm a sucker for that kinda stuff -- satisfying, mechanically fun, honestly i have to dig to find anything i can criticize about this it's awesome, all i can say is i suppose the occasional pixelated assets clash a little with the otherwise pristine high resolution aesthetic, and that's about it!
brilliant as alwayss aaaahh! played through to the end -- honestly it didn't come off quite so brutal as some made it out to be! the difficulty level hit that sweetspot of fun for me, not so tedious, a checkpoint after every little gauntlet -- and my gosh torccc your gameplay and mechanics are always so nifty and ingenious i love it and it makes me happy <3 -- also speedrunning potential here? everyone went all out on speedrunning jumpgolf fgjhfh
absolutely loved this one!! short as it may have been the music puzzles were delightful and well-executed - i love the gameplay idea of basically being stuck inside an audio sequencer, heh -- and all around you pulled the visual design off very well! moody dimly lit setting was very nice -- and i appreciate that you threw in a sandbox mode after the end for everyone who'd like to play around with the sequencer more!
pretty solid fairly fleshed out sokoban-ish style puzzler! the room cycling is cool, i do enjoy the process of revisiting older locations after solving puzzles and changing switch states to reach new previously inaccessible spots
wonderful, i always love to see pico-8 jam entries! played through to the end -- i'm absolutely fond of the somewhat chilling vibe you have at work here, the game and its ever-present watchful host, always berating and never satisfied -- it all came together very well through the charm of the pico-8 in all its minimalism, solid work!
wonderful job toad! always nice to see a jam with a little story of its own put into it- i can tell you put some heart into it, it has charm :)
the combat mechanic confused me a little at first but once i realized how it worked i thought it was actually pretty cool! essentially turning combat interactions into puzzles --
played it through to the end -- well, twice of course pffheh
absolutely phenomenal! gosh what a cute game i absolutely love the style you have on display here, everything is nice, from the punchy and melodic sound design, to the character animation, the pleasing low-res particle effects, a truly wonderfully polished and fun to play game!
ahh, i really like this! no doubt the character animation work is my favorite part it's pretty great! i also appreciate the effort that comes with working in C++ without the benefit of engines and quick-to-use visual tools
it all felt a bit wandery and like i wasn't quite sure where i was going or if i was progressing -- but at the same time i kind of enjoyed that aspect of it and found it oddly relaxing! the constant cycle of the character constantly realizing and immediately forgetting kind of mirrored that experience and complemented it in a way, heh -- as the game continued, i wasn't sure if more exploration was expected of me and didn't realize i had completed it until i read your synopsis of the story events -- overall, i very much enjoyed it!
some recommendations: * in the post-jam version, the footsteps using positional audio made them always play in one ear when you move left and right which was a bit strange, i would recommend using an audio source with no stereo panning for most sounds like that emitted by the player * the camera being fixed to the player made it move a bit sharply, i would recommend using something like `std::lerp()` to have the camera smoothly interpolate to the player's position each frame! just the little details to make things that extra bit nicer~
super pleasing and cute aaaa, you guys did great on this one and i think it's one of my favorites of yours! wonderful music from lau as always, charming visual style all around -- i had a lot of fun playing with this one pffhehe
played through to the end! solid hack n' slash powerup-collecting platformer, i enjoyed! very impressed by your animated 2D character rigs, great work getting all this together within the duration of the jam!
absolutely amazing entry as usual! genuinely really fun and super engaging roguelike with totally beautiful visuals, sound, atmosphere, everything, honestly a 5 in every category -- proud of you guys!
pffhehe, nice! concept is super funny i gotta say -- a little rough around the edges perhaps with some letters cut off or differently sized, and the sprites being in white boxes without transparency which causes them to cover up nearby letters, but all in all great job participating in the jam!
nice work on your first jam! after collecting three keycards i had trouble finding my way any further-- i enjoyed the music! though it doesn't appear to loop unfortunately, heh _(fix this by selecting the audio in godot's filesystem, going to Import, checking "Loop", and clicking reimport)_ -- the projectiles were also quite slow moving and could be outrun by the player, heh, i'd recommend giving them a bit more velocity when you instance them
here are some general tips i would give towards giving your future godot projects a more cohesive pixel art aesthetic! * in Project Settings -> General -> Display -> Window * under Size, set "Width" and "Height" to a **low** resolution, appropriate for pixel art. you'll want your sprites and assets to be properly tiny too, **no upscaling!** this all serves to create a more authentic aesthetic where pixels are rendered at their true sizes and are constrained to _real pixel sizes_, no more pixel art sliding around in HD unconstrained by the pixel grid! * further down under Stretch, set "Mode" to "viewport" and "Aspect" to "keep" -- this will allow you to then cleanly scale up your low resolution game without stretching, distorting, or blurring the game * your game will now boot at a very small resolution, where one pixel in the game is one pixel on your actual monitor -- multiply `OS.window_size` in a script to scale up the window at runtime, e.g. `OS.window_size *= 4` to make 1x1 pixels in-game equate to 4x4 pixels on your monitor * by default, assets in godot are imported for high-res 2D games which will cause pixel art to appear blurry, you need to change this by selecting sprites in your game's filesystem, going to "Import, clicking "Preset" and selecting "2D Pixel", and then clicking "Reimport"! -- do this for all your assets, and in Preset select "2D Pixel" and "Set as Default for 'Texture'" to make it automatic for any new sprites you add to your game!
hope this helps!
absolutely superb!! seldom can i say that a jam game's story had me genuinely invested and connected, but this one surpassed all expectations and had me hooked- doing a wonderful job of putting you in another's shoes, and of course at telling the narrative that ensued -- with the sound and visual presentation doing it all more than justice and coming together very cohesively, wonderful entry