FoonLudum Dare ExplorerUsers → Talops

Talops

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202352HarvestForbidden Seedsunfinished
202251Every 10 secondsETERNARCcompo164.124.283.734.273.872.773.76
202149Unstable👥Orbital Swing jam704.164.233.983.504.014.283.673.97
202148Deeper and deeperStairway to Silencejam1844.024.023.844.404.203.501.973.84
202046Keep it alive👥Soaringjam15903.333.472.813.093.313.572.343.19
201842Running out of space👥Wormhole Arenajam1563.843.763.543.803.503.322.843.20
201841Combine 2 Incompatible GenresDanmakoïd - Bullet hell metroidvaniacompo1113.803.823.483.723.822.873.29

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 Talops

LD42 — Running out of space

Deposition by dunin 2018-08-19T01:36:52Z

Absolutely brilliant! I never thought a typewriter could make me laugh so much. I loved the attention to detail added to how the machine records your input, and how stupid reading a deposition as a judge felt :smile: Great, coherent artstyle and mood and well polished. Congrats!

They Came while I was jogging by amras0000 2018-08-19T00:00:33Z

The humorous concept of being attacked by aliens while on a stroll for no reason got me! Now while the base gameplay mechanic wasn't very original, the way you added extrinsic mechanics the player has to figure out was pretty cool. I didn't mind the programmer art as it did its job, however I did mind the lack of feedback and cues to tell the player what's happening, as well as the game's overall readability (camera placement, color palette choice, starting as a small, dark thingamajig jogging on a dark tone road, ...). There were a bunch of moments where I couldn't really tell what was happening, if I was doing the right thing or not:

- The first time I was hit was when I thought I could hit the UFO and tried walking through it. This displayed my life bar on top of my head for the first time, and it was so small and unclear that I thought it was an item I took from the UFO and now carrying it. Yeah I know that was stupid 8D

- When firing the laser in the second rooftop part, I couldn't tell if the laser hitting the UFO was the right thing to do because the feedback (screenshake) was the same as when walking over my trail, and the UFO didn't immediately display damage (only when it died after bein hit for a long enough time)

- In the UFO part, I had no idea what to do, besides using the laser beams following me to try and hit stuff, so I tried hitting the glowy ufo-like things on the ground (? not readable :( ) to no avail. It was after a few attempts that I finally understood that I had to hit the red crosses to deal damage, thanks to the health bar at the bottom of the screen, but that was very counter-intuitive (because of the message a red cross symbol carries).

I unfortunately crashed after filling up every cross but the 3 top ones, starting by the leftmost one. The crash happened as soon as I hit it.

I hope my feedback will prove helpful to you! Your game has inventive little concepts within it and besides the unintuitiveness was a joy to play. Good job on making this one alone!

Crumbling Dungeon by JSMCAG 2018-08-19T00:34:17Z

Great use of the limitations you put yourself, making the game visually coherent and simple enough for anyone to understand what one must do. While the mechanical concept is not very original, the game is well executed and polished, to the point where I only have two minor issues with it: the music's square wave melody channel was a bit too loud, and the movement should be tile-based. Nice job!

Noninterferance by Dumivid 2018-08-19T01:11:36Z

Great use of multitasking, simple but good and coherent visuals and music! When prompted with the LEAVE ME ALONE scream thing I didn't know what to do besides type it, did I have to scream in the mic at 3AM? ;D Or perhaps was it that I had to type it in uppercase?

I'd have loved a little bit more content as I felt it was a bit too simple, but it worked nonetheless! Really nice job!

Zero Grace Megadrive by triplefox 2018-08-19T00:20:00Z

Really cool little game with a lot of polish which isn't always the case for pico-8 microgames. It was just challenging enough, and the jumping mechanic is a lifesaver (perhaps a tiny bit too useful?). The only issue I had was the way the movement was handled (velocity-based visuals not faithfully giving out the timing at which the player changed tiles) with the movement speed being too fast, making worms really easy to deal with and provoking some moments where I felt I hadn't yet hit a wall on death.

Super Overachiever 42000 Deluxe by suve 2018-08-19T01:03:18Z

Fantastic concept! It was pretty funny to play through and had a lot of content for a compo game! Shame it has no music, since a simple but not too repetitive bgm would have made the die & retry difficulty for level 3 onward feel less present (immersion contributes to player patience). Besides that I felt that collisions with enemies were not very accurate, as there were times where I should have stomped and died, or vice-versa. Really cool game, well done!

Note: I had to launch it with Opera, as on Firefox and Palemoon (firefox fork) it was stuck on the loading screen (respectively 92 and 72%).

LD46 — Keep it alive

Soda Pop Vampire by neontropics 2020-04-24T02:01:53Z

A nice game that knows what it's doing and does it well with a simple and well scoped gameplay loop which allowed you to make it look good and have a good amount of content for a solo project! Definitely one of my higher ratings! The only criticisms I have are very minor so I really have to push it :laughing: :

- On windows, camera movement is inverted. - The humans' view angle and range sometimes don't fit the cone gizmo precisely which leads to some deceptive detections and the inverse as well. - Level 6's challenge is great! So great in fact that I was let down when the following level was a complete cakewalk. - Maybe it's me being a speedy gonzales but I really didn't feel the health bar depletion mechanic too much, the level design didn't make a lot of use of it while it had a lot of potential. One of the earlier level goes through the effort of teaching it through a well placed dispenser, too bad the later ones weren't more... thirsty!

Congrats @neontropics !

The Heart Of The Keep by BluShine 2020-04-24T03:48:37Z

Amazing for a compo game! It really reminds me of rpgmaker xp horror games like Ib, the Witch's house, mad father, but less on the gory and more on the moody side, and with a really nice setting. Really elegant in its minimalism, having just the good stuff where it is needed, optimizing the workload like crazy (2f animations to give life almost everywhere, choosing a genre where you don't need music but good ambients, less mechanics and more level design, really cool!). I've got all 4 endings (nothing, dagger, elixir and dagger + elixir) and had a blast even though low-gameplay high-narrative games are not my cup of tea at all. Here's some points that could've been improved/fixed: - The terrace NPC, when giving advice, says North-East instead of North-West, so I looked around and didn't find anything (which wasn't helped by the vague room name), so I took the assumption that maybe the dev mistakenly inverted it and found the pass-through tile. - Due to the high visual granularity and lack of points of attention (palette/patterns) in the teleporter room, I at first didn't notice the north and southwest exits and was very confused (the eastern one was very readable however). Was that deliberate? Using it to make teleporters blend in with the rest was a smart decision though. - The one main gripe I have, is that as the game goes, movement really wears down on your fingers due to them working in a similar way as text input (single presses, or long delay after holding resulting in very fast strokes), this makes movement feel more clunky and tedious over time. - It could have used one or two more good ideas in its mechanical level design, the gameplay in itself felt a tad bit lackluster, even for a game in this genre.

Congrats and good luck on the rankings, it has potential to easily reach top50 imo!

Birb Island by ursagames 2020-04-26T14:28:21Z

You can pet the bird, so this became an instant favorite of mine! Also the first thing I tried to do was to eat my cellphone :laughing:

Two things weren't clear in the gameplay, however: The relationship between the mama bird attack and the player's failure to care for the chick properly (as the text isn't telling enough, and there isn't enough information about the chick's hunger state), and what does the campfire, leaves and burns do?

While your game suffered from overscoping, it stays very impressive for a compo submission! A lot of things to do, a ton of assets, and even a procedurally generated map! A game like this is definitely worth continuing, I am curious as to how you would make it evolve!

Well done!

Cadavour by cvetk0 2020-04-24T02:48:41Z

Neat concept! The only two criticisms I have are that the body part health isn't visible enough (the desaturation being too discrete) and the non-body-part-related gameplay is too basic, making the game not very challenging once you've figured out the main mechanic. If you are planning to continue it, giving enemies more complex and interesting behaviour would be a must :thumbsup: ! And while you guys had to use a bunch of external assets, the choice is well done and everything blends in well together! Congrats, I hope you will keep polishing it because the idea deserves to be dug!

Raising the bar by SpaceMonkey 2020-04-24T00:52:15Z

Very well done on this one guys, the sprites set the mood so well along with the music, an easy 5* for me in the mood category, hands down! As for gameplay, you know me @spacemonkey, clicker & strategy games aren't my forte :wink: So I focused much more on time min-maxing and upgrade path optimization rather than playing recipes & market, and I felt your game design's real strength resided there, ending up in a much more fun and frantic result than I expected from that initial pitch! On the flipside, it overshadows the whole cocktail-mixing barman aspect a bit, but I believe the leaderboards will make it much more worthwhile for the stubborn strategizers.

It took me a lot of time to find out that there were mouseover tooltips (as they displayed too slowly), the critical information that is upgrading cost would have been better placed directly near the upgradeable part, so the player loses less time to access it and it makes the upgrades more obvious to the eye (I initially thought the mixing slot upgrades were locked out of buying for some reason, because they were too discrete). Also a minor UX problem prevented me from seeing the end result pop-up by mistakenly clicking on the Main Menu button right as it appeared, since I was mash-clicking the blender below it at the time. Making the menu items uninteractable for 2 seconds after it appears would solve that issue.

By the way, I fell into a state of deep abysmal despair when I tried to play around with the jukebox and nothing happened, dem fake buttons! :laughing:

Congrats!

Soaring by Talops 2020-04-24T02:11:44Z

@silas-the-dev @michael-fritz Thank you, glad you liked it! We didn't feel inspired by the theme at all so we decided to mix it up with the theme I suggested which ended up surviving until the last round: Momentum!

@shaubbyplayz Hint: You can actually go inside the windmill :wink: And thank you for reminding me about the build categories I completely forgot about that!

Soaring by Talops 2020-04-24T03:14:25Z

@blushine Wahey, thanks a ton for the in-depth feedback, really means a lot! Concerning the flight physics, I wanted to go for a feeling between Pilotwings' hang glider and Mario64's winged cap, using a combination of air currents and dives to gain momentum, and a slightly downwards angle to keep it optimally. Once you know the location of the crystals, it becomes more about planning your path and knowing when to dive without losing much time (the perfect moment to dive is when you reach 20 speed, then climb straight up after either grazing the altitude limit/collision or getting 50 speed). Personally my best run was a 9/9 with ~30s left and leaving two (+10s) watches! Although I admit the topmost crystal is the game's biggest challenge, requiring you to do one full 50sp dive at the island's height in order to reach it. For the roll, I intended it for moments such as the end of the bridge islands. Maybe I should add more angular damp to it? :thinking: I also really wished to make a more polished UI, unfortunately the pipeline issues I mentioned in the description took us so much time we barely had enough to finish the core game. So we settled for the bare minimum: a non-default font :sweat_smile: I am really glad you liked the audio so much! I've always wanted to try and make BGM but never had the occasion in my past jams, so I used this opportunity to put a ton of effort in it!

Soaring by Talops 2020-04-26T12:50:23Z

@rhiz at the end of the bridges a booster makes you go upside-down, and from that point you can reach the crystal between the two flying rocks, after which you can dive once you are near the volcano for a gigantic speed boost. You can also invert the Y axis with * on the keypad. Was your X axis inverted as well? If so I can also add a button to invert it.

Soaring by Talops 2020-04-30T13:33:03Z

@attala @naca @maskrosen Thank you for your feedback! I have released a new version with a difficulty setting that allows for a much more relaxed exploration, you might want to check it out!

Kardiossomatic by NeitherNathan 2020-04-26T14:00:07Z

A total killer in the mood category, and a nice take on the theme! I was sad there was nothing past the gramophone in the jam version, and also had to change my keyboard layout to properly play it (The french AZERTY keyboard version of WASD is ZQSD. A good practice is to bind up/forward to Z and left to Q, making your game compatible with both keyboard layouts!), but I really loved the texture/sprite work especially on the player viewmodel animation feeling gross and uncanny! Congrats!

Rememberance by Enya454 2020-04-30T16:24:23Z

I really liked how the game displayed a more and more sinister side of John as evidence got more complicated to reach. A nice and well scoped submission. While poor in pure mechanical fun, it completely makes up for it with a very neat concept and good use of the theme!

The visuals were pretty nice and rich although their dithering really suffered from the camera not being pixel perfect (see below). I really loved the character portraits!

Really well done, congrats!

https://www.youtube.com/watch?v=CU4YjSZNTnY

Soulectron by Bredian 2020-04-30T16:42:54Z

Simple but efficient gameplay and really polished visuals with a silly story that sets the mood just right! The only criticisms I have would be the music being too simple and short, quickly becoming repetitive and annoying, the colliders being too big (it's better to have punishing colliders be smaller than the visuals and goal/reward-purposed colliders be bigger), and the invulnerability period's ending point not being telegraphed/clear enough. Other than that I found a bug where I was invulnerable for a whole level :laughing: Don't know how I triggered it though...

A really cool submission, well done!

The Last Tree by Team Wala 2020-04-24T20:16:42Z

Gameplay loop works really well and the environment looks nice!

The UI could have been rescaled to prevent blurry fonts (There are ways to do that, unity's 3d UI doesn't work too great out of the box :slight_frown: ), the camera movement was a bit on the slow side, and the one main criticism I have is on the very unreliable player movement, being force-based instead of linear velocity which makes reaching resource nodes frustrating.

I managed to make the plant survive. It becomes quite easy once you've grabbed the bot upgrades (which should cost more than one seed, too strong!), but all in all I had a lot of fun playing this! Well done!

LD48 — Deeper and deeper

MineWell by superpokeunicorn 2021-05-15T18:04:39Z

Now that's what I call good scoping. Nice visuals, great polish, fitting bgm and sfx and really good level design! Clearly one of the better games I've played this LD. I'd have loved this to be procedural!

If I really want to push the button and find some criticism, I'd say the mining animation is a bit slow (increases frustration when dying and retrying) and could have benefitted from a toggle to speed it up, the game concept is a bit generic and it is itself maybe a bit too simple and short? It was so nice it left me somewhat disappointed there wasn't more. I really had to scrape the bottom of the barrel to come up with these nitpicks :laughing:

Really great entry, congrats!

Dungeoneer by notApollogising 2021-05-14T19:59:46Z

A really nice use of knockback as a crowd control mechanic. I think I got lucky since most rooms I've encountered were really easy. It felt like it could have used a handcrafted difficulty spike to add tension (boss).

For a solo jam game there's a lot of content and variety even if you ran out of time, as the win screen says ;)

Making it infinite would have definitely helped especially given your game's mechanics and potential.

Congrats!

Stairway to Silence by Talops 2021-05-15T20:45:50Z

@bobafett89 Well done reaching 2.5km and thank you for the review! Perhaps the bug you've found was the same @zimny11 experienced? I will try reproducing it and fixing it as well as removing the suicide button for v1.3.

For King, for Freedom and for Law! by Douwe_Ravers 2021-05-13T16:14:07Z

Hey, a game about my beloved country that is immediately AZERTY-compatible AND made in godot! I had a lot of fun but not in the way the game intended it; I went in solo, swinging my blade like a madman and used the dutchmen's shots against their own troops (and their tents) to great effect. It was, in fact, incomparably stronger than playing it safe and slow with my troops.

The scope of your game is impressive, three whole levels, a small ai, a tutorial, two cutscenes, and all that in 48 hours! Damn!

Imo, it would have worked just as well if you had only made one single level and used that freed up time to polish your game more, balance it better and make longer BGM (the small loop gets old really quickly, especially for such a long game!). Still congrats for making such a big game, dikkenek move!

Archeo by zimny11 2021-05-06T12:10:33Z

My finger is sore from all that clicking ahahah!

Neat and well-scoped game. Hiring more people after having about 3-4 of each was pointless because of the artifact cleaning taking much more time than it takes workmen to do their job and add more to the queue.

To be able to make such a complete game even with its separate tutorial in such a short time is impressive, well done!

Altum by Choppers 2021-05-13T16:45:37Z

I always love jam games that strongly take their palette choice into consideration. Going monochromatic here was a good idea and goes really well with your hostile, lonely and silent setting. I'd have chosen a less saturated red to ease up on the eyes a bit (since contrasting from black isn't too difficult, only having some very select, important elements like the ship be such a bright color would work best)

As for the gameplay, grappling around felt really slow but I really liked having to plan a return path in advance in order to not find myself over a screen away from any asteroid. Seeing the black hole grow bigger end bigger sends a nice chill down one's spine.

Simple, inventive and works really well, congrats!

Goblin Philosopher by Jibberwocky 2021-05-13T16:33:03Z

I found a bug where I got locked out of any input, which happened after I moved one of my goblins right before getting converted by the cultist thing and as he was about to come to a breaking point in a conversation, right in the middle of a gigantic gobfest. I couldn't grab or click on any button but I could scroll around.

Really original entry and gets pretty funny when you move every one of your converted gobbos in the same room into a huge cluster of green chaos. I found out that was the quickest way to get things done even if you get some breakpoints wrong.

Congrats!

apocalypse of darkness wonderful nightmare by muzakefron 2021-05-05T21:40:58Z

A die-and-retry full of eye-melting charm, it's crazy how super fast animations and a banger track can immediately influence player reflexes and behaviour, you could make an old man strafejump on quake 3 arena with this kind of mood, really cool!

I did not really get the point of the spin-sprint thing and just played methodically to beat it. The boss was pretty cool but extremely easy once you know the sweet spots (respectively dead center, slightly up and shaving the boss for each pattern). I really liked the sine-cosine wave effect on the parasite gun.

I found a little bug: If you beat the game and restart, you will be locked in shoot'em up mode in the platforming level (if you remove the boundaries you have a fun and rewarding little secret "feature" ;p)

Some points you can improve: - Adding a WASD control scheme - Shrinking the player's hurtbox a little bit to make collisions feel more forgiving - Changing the walljump input requirement to make it more comfortable: up + wall direction instead of up+inverse direction

Well done! hehehe1.pnghehehe2.png

Unto the Eight by Threeli 2021-05-06T13:08:46Z

I would like to mention just how good the color palette you chose is, it really pulls the weight with such low-dimensions pixelart (8x8 is difficult!) and gives so much charm to your game!

Outside of that any criticism I have has already been covered by others: Hold to move, the light system (which sometimes is really well used in your level design). I also have difficulties interpreting the theme in there.

A little gem I'd love to see more of, congrats!

Vinewell by dpmzi 2021-05-15T18:16:51Z

Bar the occasional impossible spike setup that was a pretty nice entry. Well scoped with an inventive concept (especially the idea of using walls to sharpen your knife), simple but efficient art and, unlike most submissions (and mine :p), even has music!

Some spikes looked like they were not sharp enough to be dangerous and cost me my first playthrough. Crazy how important shapes are and how much information they carry in a monochromatic game!

I liked it a lot, congrats!

Ludum Dare News Network by SecretJuice 2021-05-15T19:29:37Z

When I first tried the game I was eating pasta, needless to say I ended up choking on them while laughing and trying to impersonate a lumberjack at the same time. Worked really well with a good mic.

Incredibly inventive and hilarious game! Tell this "Secret_Juice" intern he should get better at coming up with prompts in time by the way, I don't think these would work in the journalistic world :smirk:

Congrats and thank you for testing my game!

LD51 — Every 10 seconds

That Time My Dog Got Space Hiccups by nanolotl 2022-10-11T22:24:13Z

Highest notes on the concept and theme, and that level design with the interconnected zones was :kissing::ok_hand:

It was also very varied with wildly different puzzles to boot, this kept me expecting new things every screen and it delivered!

I had a blast with this one, congrats!

Oh by the way something very important I have to tell you about your game but wait first I have to sneez-

Duo Dungeon by DavidBradbury 2022-10-11T19:59:03Z

A beauty!

The music being in sync with the 10-seconds timer was absolutely gucci, this definitely tops graphics audio and mood for these two points alone! Oh and bonus points for being in godot :smirk:

Going polish first was a good methodology for such a concept. That it lacks content is really unfortunate, but you have something really cool going on! While it is incomplete, you can definitely be proud of this submission, congrats!

The Temple of KnowlEGG by Carraka 2022-10-13T17:47:24Z

Aside from the movement feeling stiff due to the gravity being too strong (plus moving platforms being buggy) and the fact that you systematically pick the wrong powers on your first time hitting a level, with the level design expecting you to figure out a specific build order without hinting you of what is to come, I really liked this one!

The art and music are great, the fantasy and mood being so nonsensical had me playing with a smile from ear to ear, and the little flavor texts below each power as well as the ending gave me a good laugh.

The concept itself is a solid interpretation of the theme, but it is really the humor and neuron-frying spirit of this submission that caught me!

Well done, congrats to you 3!

Chromachron by RilleP 2022-10-11T18:13:32Z

262.png

That was great! A good execution on a creative concept. Visually original and consistent both in art and with the theme, and the puzzles' pacing was perfect! Clearly one of the better submissions I've played this time around, congrats!

Pig Clicker by justking144 2022-10-17T21:11:36Z

:cow: Cow gang :cow:

The Fabulous */10 Song by OadT 2022-10-11T16:18:22Z

SUNNY SAD

At first I expected a real-time, rhythm-based puzzle game so I was surprised when I found out that it was order-based instead!

On the game design side of things, it is very efficient at what it does, the concept is well thought out and the puzzles themselves are challenging and rewarding with a nice progression. You took a lot of time designing these and making sure they are solid and it shows! The two additional mechanics were creative and refreshing, but I felt like they made the game easier (by restricting your possibilities which are the game's main pitfall for the player) rather than add to the challenge.

The visuals are simple and do their job well, although a little bit of juice when moving notes around and succeeding wouldn't have hurt! The cute sprites in the dialogues were a nice addition that breathed a lot of very necessary life into the game. Speaking of dialogues, these were a nice and really funny reward after every "level", keeping me wanting for more, and did a really good job of building a concrete fantasy in such an abstract setting!

For a music-themed game, I would have expected a more lively soundscape, having simple chords play out in the background as you play would have really done a lot.

A really good game with perfectly tuned challenge and length (less would have left me hungry, and more would have overstayed its welcome) I had a lot of fun with, congrats!

Machine Learning by tylerstraub 2022-10-11T18:53:25Z

As someone who has already [made a metroidvania](https://ldjam.com/events/ludum-dare/41/danmakoid-bullet-hell-metroidvania) for a previous compo, I know how much of an undertaking it is and am always explosively hyped up whenever I see one here, and this one doesn't disappoint! Even made with a custom engine on top of that, impressive!

The art is really good, the platforming is very challenging yet feels great and responsive for how simple it is. Maybe the gravity is just a tad too strong? I loved the unusually discrete mechanical foreshadowing, and how more enemies started spawning after picking up the spike-walk upgrade, opening up for some tricky jumps. That is some very smart re-use of your level design!

It seems like, just like me, you didn't have enough time to make music. Kind of a curse with scope-heavy genres isn't it? :sweat_smile:

Really liked it, congrats on the wonderful submission!

Collapse by GLoK 2022-10-11T17:20:09Z

I went in blind and my jaw dropped when I realized the level was not just collapsing but also transforming, this is so cool! The mood and sense of urgency were spot on, I would have loved more levels, as it was too short!

Movement is not normalized so I could move like a goldeneye 64 speedrunner :laughing:

Congrats on the release, it was fun!

It All Comes Crashing Down by Quinn_Patrick 2022-10-13T00:05:01Z

I'm not a puzzle/physics game fan but I always do like stacking games for some reason, like the warioware smooth moves stacking minigame, and tricky towers; so I do dig this a lot!

I had a lot of fun hitting 28m with the bomb being the main culprit behind my tower actually looking more like a landfill full of yaranaika-faced snakes than an actual tower. That explosive was both terribly unfun and yet hilarious at the same time, as it almost removed the player skill dynamic in favor of the cathartic feeling of seeing your bootleg jenga tower come crashing down in flames.

So as someone who could be labeled a tryhard by some who also does happen to be especially sensitive to absurd humor you have got my butt stuck between two chairs here. Bless you, but also, curse you! :laughing:

Congrats on the really solid submission, it snagged a lot of time out of me! :wink:

You're Furnished! The 10-Second Movers by Xenith 2022-10-11T22:47:42Z

I think this game could have benefitted from a quick deadline and smaller spaces to move in, as waiting ~5 seconds between each coming and going without anything else to do was a bit heavy. For instance, why not restrict the game in phases, one for each room, with the furniture directly in the hallway and only having 10 seconds to place as many things as possible with much faster movement speed before moving on to the next room, and then receiving a rating at the end?

The concept is really cool and deserves to be expanded upon! Also the art and music were stellar, and for some reason gave me some serious game boy Pokémon TCG nostalgia vibes.

Congrats for the submission!

The Last Minute Gallery by Harrison Gowland 2022-10-11T23:02:59Z

To think the world would face an almost apocalyptical, unprecedented economical and military collapse due to the benis-drawing skills of a now hyper-oligarch, color me bamboozled, snusk'd and flabbergasted.

Truly the most game ever made.

Compulsive Jousting by Mavvy 2022-10-11T20:42:06Z

The most important criteria when reviewing compo games is polish, and man, does this game have some! I am extremely impressed!

I am the type to write more spicy critiques than average in these streets and yet I find it difficult to grasp at anything; everything is rounded out and nicely finished. The clean pixelart direction, the destructively juiced-up UI, the top tier audio for a compo game, the consistent fantasy that reminds you of 16-bit sonic game moods... You know exactly what to concentrate on in a compo game and it shows.

Oh right, I found something to complain about!

I want more of this.

:smirk:

Huge congrats!

Ten Second Survivors by Threaded Lama Digital 2022-10-11T20:23:02Z

So far one of the very few submissions I played through multiple times just for pure enjoyment, VS-likes never fail to entertain and this one does it well, it gets fun very quickly and gets visual simplicity right.

I would recommend you to push for post-jam updates for QoL, adding things like a collection screen that lists every upgrade the player picked up across their games, as well as a HUD to display the player's current kit. Having the player be a different color would help with readability once you start powercreeping a lot and becoming a walking touhou boss. Maybe adding some music too? This little game deserves it all!

I had a lot of fun with this one, congrats!

Red and Black's Discommunicative Communication by chitoyuu 2022-10-11T21:57:36Z

Cute anime girls are all I need in life.

The concept of illustrating an Uno-like card puzzler with awkward conversations between introverts is very original and a really nice hook, add to this the Girls' Last Tour style and light-hearted mood and humor and it makes one want to chat with Red all day! I wouldn't be surprised to see such a game find success on Steam if largely expanded upon.

Being aware of the game's issues is one thing, but the most important is the takeaways for next time!

You have good art skills so this aspect will be completed faster in the next jam; why not focus on making music, game juice and having good readability/tutorializing for LD52? :wink:

You'll hit LD52, right? Right...? :gun: :smirk:

Congrats on the finished submission, it was fun!

Killer Colour by FootLettuce 2022-10-11T17:47:33Z

I managed to save all types of critters with a total of 16 saves.

Man, the visuals! I could tell you spent a lot of time on the sprites and they look really good for a compo game! Balancing your time on every aspect of a jam project is always very difficult, game juice and audio are especially important; it is unfortunate that you didn't have enough time to focus on these, with how creative your concept and art direction are!

I didn't feel so much challenge with how slowly the corruption and enemies were moving, I think this concept has a lot of potential in that regard, with the corrupted tiles restricting your available space. That said, I really loved the random flavor texts and had some... interesting combinations! :laughing:

For your camera, a cinemachine follow camera with some slight wiggling would have greatly contributed to the game's feel while solving the sprite jitter issue, and having multiple carriages or additional challenges to watch out for would have made escorting animals "feel" shorter and more fun.

A nice submission that makes me wish there were more compo games with good art like this one, congrats!

Tool Packer by Krynxx 2022-10-12T23:37:18Z

I managed to hit $330 after which my arm started getting sore. Great submission with really good visuals and a really simple yet solid concept. After a while I figured out a mental technique to get myself in the zone at max speed and it started getting very relaxing... hypnotizing, even.

That zen mood would have further been reinforced by a more interesting soundscape with calm music. Still, the game got really challenging after a while, damn those orders with 3 buckets and their long travel times! :smile:

Congrats on the submission!

In the Basket by J4cko16 2022-10-17T21:52:44Z

score.png

Left hand on A & D, right hand on arrow keys, that sure did the trick!

Such a simple and perfectly mastered scope to give you ample time to juice it up and make cool modular music was an amazing idea that worked out really well! And this one is such a good demonstration that you don't need a brilliant and subversive game concept to have something super fun.

The only critique I can find is that you could have developed a more attractive and believable fantasy (=setting) and character for a very low additional time & effort cost which would have immensely increased the player's emotional attachment (and thus indirectly, fun factor) to the whole game and boosted your Mood score!

Congrats on the submission, you got me glued to it for a good while!

Nua by Cayurr 2022-10-12T23:05:09Z

For a first this is really, really good!

The amount of content is just right, the concept works well and the visuals are great. Speaking of which, I could tell you spent a lot of time working on varied sprites for the enemies and environment, maybe that is what prevented you from rounding out the few polish corners you had to cut?

Aside from that, the level design was solid and the boss basically being a big stat check made optimizing upgrade pickup paths worth its while and rewarding.

Congrats on the nice submission, you're ready for LD52 compo now :wink:

LD41 — Combine 2 Incompatible Genres

Bullet Break by JCMonkey 2018-04-24T19:23:50Z

My brother, we may not be linked by blood, but we are joined by the fever of the bullet hell! Come play some danmaku on my page! Yours has such great mood, i'd have loved a longer audio track for less repetition, but besides that your inversion of the bullet avoidance rule from BH's is really neat! Lots of decision making for such a simple mechanic! Well done!

Elite Beat Zombygons by Archimagus 2018-04-27T18:40:37Z

Absolutely rad game, I love how the music tempo rising from level to level not only makes the game harder but also makes the player stronger, raising the skill ceiling at the same time. Really nice!

Super Fun Action Chess by seano 2018-04-27T16:03:25Z

Great polish and simple but deep concept! Game is hard enough until you notice how strong abusing real time movement is, especially with the queen. Also refreshing to have a story in this kind of game, well done!

Rhythm Escape by Apples_mmmmmmmm 2018-04-24T17:39:28Z

Theme and concept implementation are simply stellar. Here's the points that could have seen improvements: - Music :'( - More pressure on the player (focusing more on the rythmic aspect of your concept, like rhythm giving movement points when successfully followed to allow the player to move) - The color palette (especially the ui)

I'd love to see this concept taken further, your game has great potential! 5's for theme and innovation!

FEED by drprettypatty 2018-04-27T16:37:09Z

Fantastic mood and idea! Collider management was a bit clumsy (sometimes my veggies couldn't be picked up nor watered) and gameplay could have been a bit more challenging (especially when mr biscuits awakens, blocking your path could've been nice!). Besides that it is a great and well polished game! Well done!

Rogue Racer by bar0net 2018-04-24T16:02:56Z

I had a blast at the beginning, then the game got a bit repetitive as there doesn't seem to be a milestone or goal to reach besides maxing the tech tree. Also a bit rough around the edges (top down view kinda goes in the way of dodging, garage movement is a bit slow.) Besides that the game has really really great potential, good mix of both RL and racing genres and pretty original! You got my 5's for theme and innovation!

Friendship Fighter by Evan Minto 2018-04-24T18:02:06Z

Inferno best waifu. On a more serious note, perfect use of the theme. I'd have loved more content, so if you manage to continue it post jam hit me up :p

Kartonnki by Dumivid 2018-04-24T17:46:15Z

Simple but works really really well, especially the addition of bomb spots as you match cards. Could have used additional mechanics to make it less repetitive over time, but other than that, pretty polished game, well done!

Kartonnki by Dumivid 2018-04-24T20:20:38Z

@dumivid I find it hard to not overscope so well done with that! I couldn't manage to avoid that on my game which, while it can be finished quickly by sequence breaking, lasts very long especially if you're not good with sh'mups. On my end it sure was tiring but so much fun to make!

Danger of the violent woods by Kultisti 2018-04-24T18:15:39Z

Mood and graphics get my 5's! Expansive for a compo game, and pretty well done. The first monster's minigame doesn't seem to work for me, and mixed size pixels really are not my thing but since this is a jam you are excused ;p Good one!

Honest Dan's Trout by Honest Dan 2018-04-28T01:51:11Z

Hey Dan! Really well polished game despite its simple concept. Gameplay is solid, well executed and could lead to very interesting stuff when expanded upon! Only downside to me comes from the difficulty difference between both games, breakout being much, much more difficult and demanding than tetris (since tetrominos get destroyed by the ball so easily) Really well done!

Danmakoïd - Bullet hell metroidvania by Talops 2018-04-23T11:11:51Z

@apples-mmmmmmmm I first wanted to allow sequence breaking by allowing a no-u-turn run but designing the map so that it would work would have taken too much time. Glad you liked it!

Danmakoïd - Bullet hell metroidvania by Talops 2018-04-23T11:14:28Z

@pixels-everywhere You have to get the upgrade in order to shoot. I updated the game description to make it more clear thanks for pointing it out!

Danmakoïd - Bullet hell metroidvania by Talops 2018-04-23T17:55:33Z

@torak-whiteleopard Glad you've enjoyed the game! As for a soundtrack, I will work on a v2 this week, adding music, a focus mechanic and many balance/difficulty and bug fixes!

Danmakoïd - Bullet hell metroidvania by Talops 2018-04-27T15:28:25Z

@lum thanks for the feedback! The puzzle-like level design is something I really wanted to put forward, since simply dodging bullets gets repetitive quickly. Happy it went noticed! :D

Danmakoïd - Bullet hell metroidvania by Talops 2018-04-27T18:44:43Z

@king-kujito since most of the games i've been working on the past few months/years have had their level design kind of on autopilot, I specifically wanted to make it the main priority for this one. Really risky for a compo game but it seems to have turned out well!

Realtime Strategy Dating Sim by Scott R Howell 2018-04-24T19:02:11Z

Fantastic one, I'd have loved more dialogue (gets repetitive after the first match) and more difficulty. Visual & audio feedback to my actions were great, and cherry on top it's made with godot! Well done!

Hedge-Hop by Juutis 2018-04-27T15:04:32Z

I had a lot of trouble getting over the wide gap right after the two mobs at the beginning. Besides that and the lack of music it was pretty fun, I loved the player and mob death feedback!

2-3-D-Endless-Ego-Shooter by timbs 2018-04-24T18:37:43Z

Original concept, artstyle and could work very well as a larger game. Too bad the difficulty doesn't ramp up enough and you can smash that left mouse button to clear the right screen. Theme and innovation get my 5's! Well done!

Yet Another Turn Based Bullet Hell by jf1989 2018-04-24T19:47:22Z

Wait, a turn-based/puzzle game that actually keeps me hooked? I am seriously impressed. The concept is excellent and could well serve for a larger game, really well done! Come and play my danmaku too! :D

Dig Knight by Pixels Everywhere 2018-04-27T15:25:56Z

Superb polish and a pretty nice expansion around the digging mechanic adding a lot of strategic play and challenge. I'd have loved more content, might be a good idea to continue working on it! Well done!

Intergalactic Goblin Ramming Speed! by IndieLucky 2018-04-27T15:11:05Z

Really well polished game, I had my share of laughs when I sometimes launched goblins into the air at mach speed. Only issue I have is the lack of challenge and gameplay mechanics. Besides that, well done!

Beat'em Art by FireHawk 2018-04-24T17:21:04Z

The slashing mechanic didn't work very well for me so I couldn't hold for long as soon as the armored guys spawned. Good graphics with even some dithering even though it is quite shy (most pixelart jam games don't even dither, even mine :p). Faces and proportions reminded me of Terraria so much!

SCARE-CADE by lum 2018-04-27T16:23:05Z

I really like your game! Good mood and nice progression (plus quite long for a compo game!). A map only showing the rooms you've discovered would have been a really nice addition. Keeping the "hostages" with you all the time (until one of them is low on HP) is a nice strategy, it's really great that they attack at the same time as you, adds a lot to the combat. Well done!

Gardening Sim 2019 by shp 2018-04-24T15:42:45Z

Besides the way weapon switching works which isn't very handy when in a dire situation (I mixed up use/swap binds all the time when I had to confirm my pick), your game is bretty gud! Superb visuals for a compo game, fantastic mood and interesting concept!

Shape Destroyer: Ascension by Lumos 2018-04-24T17:10:41Z

The gameplay and concept are where your game shines, push it further and you have something insanely fun between your hands! Here are my balancing and gameplay nitpicks: Movement speed is too slow, power is too expensive, base gun's ammo should regenerate when not active, industry is too weak for an upgrade (easily overshadowed by commercial, I want to be a tyrannical landlord and shoot guns! :japanese_goblin: