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Omiya Games

Category Medals

YearLDThemeGameDivisionCategoryScore
🥇 2016 37 One room The Recursive Dollhouse jam Innovation 4.75

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201637One roomThe Recursive Dollhousejam304.213.934.754.453.543.613.273.8056
201636Ancient TechnologyArtifact of the Ancientsjam
201635ShapeshiftThrough Oneselfjam3413.453.194.282.972.283.0881
201534Two Button Controls / Growinghack.source.netjam1743.723.583.853.383.173.3755
201533You are the MonsterCan I Haz Monsters?jam1053.833.424.193.323.393.5996
201532An Unconventional WeaponStar Driller Ultracompo763.853.663.413.054.453.692.133.56100
201431Entire Game on One ScreenLaundry Dayjam4393.273.053.623.692.782.863.733.11100
201326MinimalismThe Sentient Cubecompo

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 Omiya Games

LD26 — Minimalism

Motion by Pacifist Games 2013-05-14T03:28:00

Very innovative game, that's kind of like a minigame compilation of different controls. I kind of felt like in this case, though, instructions could have helped. I'm aware that the colors indicate the control scheme, but it was difficult to remember all of them.

RGB by Boiúna 2013-05-06T02:34:00

Fascinating concept, and surprisingly good art. Did find it tedious, however.

Illuminion by Qaterknan 2013-05-04T22:35:00

That was actually pretty good. I liked the creative puzzles there, although it was difficult to tell which switch did what. Tutorial may have helped.

The part that gave me the most difficulty, though, was figuring out where light bounds begin and ends. I would get burnt all the time because I couldn't read the range of the red light.

minimal graphics by Spit Tex 2013-05-13T04:50:00

It was fun while it lasted, but many level were, "press down to win!"

Also would help if there was a way to reset levels, and the teleporting pads to always stay visible.

Lethal Blow by TheSheep 2013-05-13T06:20:00

Despite all the elements missing, I rather enjoyed this simple hack-&-slash.

Kriok by someone 2013-05-06T04:28:00

Very well-made puzzle game. Lots of the puzzles made my head hurt, but that's to be expected from this genre. Liked the creative solutions a lot!

Bridge Crosser by Elemental Zeal Games Studios 2013-05-06T04:08:00

I really liked this game. The controls could use some tweaking, but dang!

Colourless by Puccini 2013-05-02T04:57:00

Lovely simple concept you've got there. I like it!

The Ethereal Stage by Brassawiking 2013-05-14T04:46:00

Quite an interesting adventure game that utilizes the Ocarina of Ti- I meant, hymns. Story was a little confusing, however. Was it supposed to be a love story, like the Shadow of Colossus?

Where therefore we go by pjchardt 2013-05-13T03:19:00

A fascinating study of limiting the player's interaction, as a methodolgy of telling a story. It's vague enough to be subjective based on a person's experience, but I really enjoyed it! Can't wait to see more!

Lines, Color & Ratio by Angelbait 2013-05-13T05:47:00

It's definitely a minimalistic game, I have to admit.

Fractured by dalbinblue 2013-05-13T04:00:00

Liked the minimalistic story, puzzles are excellent, well-thought out. Definitely liked mechanic. Can see this as a legitimately sold indie game!

And Then There Was Silence by SeriousCreeper 2013-05-13T05:42:00

Beautiful platformer. Has a lot of potential. The jumps were loose enough to be forgiving, yet still very weird.

Fragments of Him by Aceria 2013-05-08T03:26:00

An excellent experience, though one I admit I had a hard time relating to. For the most part, the game mechanic accented the story, but occasionally that "last thing" broke the flow a bit.

Jump by Test User 2013-04-30T04:40:00

Minimalism at it's finest: bringing down game graphics to its purest form, making the player more aware of the gameplay.

I had a lot fun playing this game. Great work!

COLORUS by JokerDen 2013-05-01T04:40:00

Great concept, would like some sound, however.

Swimming Fool by blackmagic 2013-05-14T03:45:00

I'm experiencing some really bad lag playing this game. It was difficult play.

SOLIX by bentog 2013-05-05T01:18:00

Very clever puzzle mechanic. It's deceptively simple, yet the puzzle gets gradually more clever. I've been stumped a few times, but in a good way. Nice job!

Serendipity by AnnaGavaldaKedavra 2013-05-09T04:38:00

I strongly appreciated the forced perspective applied to the text such as "Zebra" and "Monolithe," providing a sense that you are falling. The darkness helps accent the critical gray block, providing a single, minimalistic point of interest that, despite its small size, forces you to move around the screen. The fleshed out colors appearing at "All the lights" provides a gorgeous commentary on the old RGB TV tubes. This, combined with the fact that the zebra photo looming in is not really black or white, but rather a mixture of the primary light colors is a fascinating meta-commentary on perception of art. Indeed, is that a zebra, or merely a computer screen imitating as one? A truly profound thought exercise. As you enter into each light, it helps the player realize that they, too, are the participants of this mind-trickery.

The audio embraces the silence, fitting with the game's emphasis on hollowness, and similarly, light. The fact that your action has no bearing what-so-ever on its speed or pitch defines the very importance of this game: the feeling of helplessness, the lack of hope. This thorough sadness is only added to the fact that even when the player has finally gathered all the light, instead of greatness, they're met with blindness. Only then will they truly realize the true meaning of this game...

It deserves the WTF award.

Kanvas Kombat by tnovelli 2013-05-01T02:32:00

Red dots all over! Get them off of me!

It's already mentioned before, but being able to attack and move at the save time would have been nice.

Messimalism by NeverAutomatic 2013-05-13T05:56:00

Very mesmerizing, but the lack of influence with the controls makes it hard to enjoy.

Potato Dungeon by _Rilem 2013-05-08T04:01:00

What an excellent, polished game you've got there! Thoroughly enjoyed it!

Clickator by Alexandre Szybiak 2013-05-13T05:51:00

Fascinating idea, only bogged down by it's demand for perfection.

Overly Detailed Stickman by ttakamoto 2013-05-06T04:21:00

Great artwork. It's weird that dying at the second level leads you back to the first.

Somsnosa by Mase 2013-05-01T04:34:00

Oy, it's Yume Nikki all over again! Not that that's a bad thing...

Balls! by Codexus 2013-05-08T02:47:00

Beautiful game. Gameplay is a little on the simple side, but I've enjoyed it.

Not Complex by NuSan 2013-05-13T06:04:00

Great graphics, but felt a little repetitive with combat.

Brutaliz'Art LD26 by lotusgame 2013-05-11T03:41:00

Definitely fun while it lasted.

Def by pansapiens 2013-05-01T04:16:00

Once I figured out the optimal strategy, I managed to fill the entire screen. I enjoyed it while it lasted, though.

Dragon Drop by Tom 7 2013-05-09T05:11:00

I'm not sure I found the right way to win this game (e.g. clean the desktop), but it was nostalgic while it lasted.

Colors Pursuit by Nambew 2013-05-01T01:01:00

This was an interesting take on stealth games. Keep up the good work!

Larron's Last 60 Seconds by Squeka 2013-04-29T05:18:00

"I only have 60 seconds to live."
Fuuuuuuuuuuuuuuuu-

Box's World by avidgamerNino 2013-05-14T05:06:00

Not sure how audio contributes to where you're supposed to go. Graphics was nice, though. Definitely liked the direction you were going towards.

The Sentient Cube by Omiya Games 2013-04-29T03:07:00

Why, thank you, EdoMiyamoto.

The Sentient Cube by Omiya Games 2013-04-29T03:32:00

Thanks for the feedback, Test User. I completely agree with your sentiment, but didn't have the time to adjust it well.

It's weird because I DID program in the ability to move into the air...albeit, very slightly. Still feels ridiculous, especially when you jump thousands of feet up in the air just because you turned on the wayside.

The Sentient Cube by Omiya Games 2013-04-29T05:55:00

@Magnus
Yup. I did, too. I decided to leave it in.

@eteeski
Thanks for the great compliments. I did try adding force with torque, and for the most part, it does make it more easier to play at a cost of visual incoherence (you move faster than you roll). I did put a minor force assist as mentioned in the earlier comments, but it seems it wasn't effective for most people.

@matthias_zarzecki
Interesting. Where were you stumped?

The Sentient Cube by Omiya Games 2013-04-29T06:54:00

@StuStutheBloo
Thanks for the compliments. And Garage Band sure made my life easier!

The Sentient Cube by Omiya Games 2013-04-29T23:34:00

Holy crud, lots of compliments! Thanks for the support, guys!

And I definitely heard your control complaints loud and clear. Since it isn't a crash or a win condition bug, I can't fix it now -- not until the 3-week judging period is over -- but rest assured that'll be the first thing I'll tackle.

Thanks to tonic for suggesting making the boosters have more oomph. I put it right into my ticket tracker.

The Sentient Cube by Omiya Games 2013-05-01T03:03:00

Again, thank you for all the compliments! You're all too kind!

@McFunkypants: Sorry, I didn't notice your comments earlier. Air control is definitely important, and I will fix it first thing after the judging period. As for flat graphics, I'll give it a shot.

@SeanAtr0n: In regards to vertically launching rocket configuration, actually, I deliberately made that difficult. Seems like that decision was more a hindrance than a benefit, so I'll try to put it back in again.

@Squeka: Congratulations, it looked that potatoes provided some challenges.

@SonnyBone: I prefer to call it a Katamari "love-letter" ;-).

@Prelucid: Making that credits was surprisingly hard, since I had to make the text small enough to be obtainable, yet large enough to be visible.

@evilDan: Don't barf. Keep working on it. You'll get better. I did, anyway. From lots of practice.

The Sentient Cube by Omiya Games 2013-05-02T22:17:00

Thanks for all the comments, everyone.

@robcozzens: I missed your comment earlier, too. Adding direct control to the camera sounds like a great idea. The mouse could serve that purpose.

@intripoon: The "puzzle," really, was find and figure out how to get to the goal. I used steps, slopes, and walls to make this more difficult. Glad you enjoyed it, though!

@kazukishida: Thanks! Your game is excellent, too!

@lightsoda: Yup, I agree with your criticism. I'll definitely work on making the controls tighter. There colors were, interestingly, randomly generated.

@Sebastian: Phew! It was a good thing I added that in!

@GFM: Yes, one of the biggest complaints I've heard of from the Katamari series is the difficulty to tell what objects you can or can't pick-up (made worse on the iOS ports). I wanted to address that with this game, and it turned out well.

The Sentient Cube by Omiya Games 2013-05-04T00:03:00

Thanks again for all the compliments! I read all of your comments!

The Sentient Cube by Omiya Games 2013-05-04T13:40:00

@Jorjon: I wasn't aware you can change the center of mass of a rigidbody on unity. Sounds like a good place to start in fixing the controls.

@martijn: Great suggestions. I'll try all of them.

@pythong: I'm aware. I'm trying to fix it, post-judging period.

The Sentient Cube by Omiya Games 2013-05-05T03:36:00

Thanks for all the comments again! I did attempt to fix the controls in a post-compo post below. Please let me know what you think! Remember this build should NOT be rated. It remains separate from all the links posted on this page.
http://wp.me/p3bFDA-5t

Without further ado, my responses:

@Madball: Yes, it's GLaDOS.

@goerp: I'm sure you'll make a better game than mine! You just have to keep at it.

@bentog: An excellent point! I'll adjust that in a later build, but I'll break the levels if I do that now!

The Sentient Cube by Omiya Games 2013-05-05T03:38:00

Gah, wrong link. Here's the correct one.

http://wp.me/P3bFDA-5m

Again, *DO NOT RATE THIS BUILD BELOW*. Play the game at the link at the top of the page instead, if you're going to rate it!

The Sentient Cube by Omiya Games 2013-05-08T03:28:00

@stevejohnson: Glad you've enjoyed the game!

@michail: Thanks! I was really surprised how much I can push through in 48-hours. Wow!

The Sentient Cube by Omiya Games 2013-05-10T06:35:00

Wow more comments! You guys just keep coming! And that's great!

@sP0CkEr2: Aw, man! Still, I'm glad you've commented.

@DaveDobson: I'm glad you've enjoyed the game a lot. You're right about the tutorial level, and in fact, I did make a post-compo build that fixes exactly what you said.

@johnste, @vrinek, & @atraxgames: Heard you loud and clear. I will resolve that first thing after the judging period.

@Riccardo Stucchi: Aha! Glad you've liked the lopsided and chaotic nature of this game. Yes, it always has been my intention to make it silly like that.

@pereubu: Uh, oh. What's the sad face for? Thanks for the compliment!

@mrexcessive: I've mentioned this to evilDan before, but this game was surprisingly easy to make. Even I was amazed by it.

@badlydrawnrod: glad you've enjoyed it!

The Sentient Cube by Omiya Games 2013-05-11T02:43:00

@SnoringFrog: Glad you've figured out what the problem was. I'm definitely working hard on fixing the controls

@HuvaaKoodia: Thanks for playing the post-compo build! I really like your throttling speed suggestion! I'll put it in in the next build.

@SuperDisk: Thanks for the live-stream Let's Play! Glad you liked it!

The Sentient Cube by Omiya Games 2013-05-12T05:18:00

@GaTechGrad: Thanks a lot for your compliment! I dearly love the Katamari series, so I hoped I didn't put myself to shame on this one. Glad you've found it great!

@pjchardt: Yeah, it's crazy what you can push through in 48 hours.

The Sentient Cube by Omiya Games 2013-05-14T05:23:00

@Jeremias: The timer was there to both prevent the player from gathering too much stuff, and too little. It's an added challenge, really, and I think it's better for it. There was a Let's Play on Youtube where one of the player failed to make it to goal on time because he was too small to travel far, so it does serve its purpose.

@Xanjos: Yeah, Katamari's spirit was...rather easy to recreate, I discovered. Still awesome, though!

@Jacques_le_lezard: I'm already working on stabilizing the game's controls! As for the bug in the credits, what do you mean? Did I miscalculate the object's sizes again?

@kill0u: Glad you loved the game! Being out of control sometimes is good, too. Look at QWOP and Surgeon Simulator 2000!

@dalbinblue: I'm aware, and have fixed it somewhat on a post-compo build (not posted here because I ran out of URL space).

@Fadobo: Thanks for playing! I agree with your criticism, and have been working on fixing it.

@alwaysinbeta: Yeah, I definitely want to take it beyond Ludum Dare. It's so easy to make! I'm definitely considering it, although it'll take me a while to polish first.

@lotusgame: Awe, man! I was so close to your favorite's list! Glad you've enjoyed it!

@NeverAutomatic: Thanks for the compliments! And the credits is definitely awesome.

Cylinder by Jacqueslelezard 2013-05-09T04:54:00

Great idea, and very neat puzzles you've got there. Was difficult to figure out you can move via WASD and jump with space.

Time Void [Tech Demo] by drGsus 2013-05-06T04:14:00

Pretty frickin' awesome. Liked the Braid-like "move right to move time" aspect. Instructions were a bit minimal to grasp immediately, though.

Terminally ill by Sebastian 2013-05-03T02:09:00

"Added a new game while you play Pong."
Fuuuuuuuuuuuuuuu-

Add Removal by StuStutheBloo 2013-04-29T05:38:00

Shockingly good. An interesting "I Spy" format.

Dream Island by FREEZX 2013-05-08T02:31:00

Perhaps because I'm Japanese, but I think this dream is rather tame. Still very funky and random, though!

Random Legend Adventure by Captain_Genial 2013-05-13T04:15:00

Enjoyed the randomness and the short gameplay. Enemy behavior (walking through walls, chasing you at great numbers) could use a little work.

The Quest for Philip's Glass by porglezomp 2013-05-09T05:21:00

And now you're thinking with porta-I mean, cubes.

Only One Shot by Xanjos 2013-05-14T04:54:00

Pretty awesome concept, there. Definitely enjoyed the puzzle and timing.

Bayou by paulmcgg 2013-05-09T04:18:00

Dude, one spear is too cheap!
Joke aside, well-done with the water-painting graphics style and post-image (I think) effects.

Minimum Reason Game: Hail To The Potato King by nodoxi 2013-05-09T05:24:00

I want my five minutes back!

Haha, hilarious game. Love the potato dialog!

QbQbQb by rezoner 2013-05-03T02:03:00

Interesting take on block puzzles The ramp-up time is a little slow.

Square Quest by duskpn 2013-04-29T06:40:00

Slick, this definitely feels like a Zelda game. Well-done.

Mini-Malicious - when the bit bugs byte by multitude 2013-05-01T01:22:00

Playing this game is like watching the Porygon episode from Pokemon. The audio is awesome, though.

hru by gilmore606 2013-05-08T02:36:00

Nice audio! Really works with the gameplay really well. Thought it was a little easy. Could use some more challenge at the end.

Bah! Surprise potato!

Ming Imah Lism the Wizard ! by Gustera 2013-05-14T03:04:00

Fun game with the most frustrating final boss ever. Can you actually beat him?

Could use checkpoints for enhanced gameplay. And I'm not really sure the background music fits.

Minimalist Horror Story by MinionStudios 2013-05-06T02:53:00

.....
.....
.....
...GAAAAAAAAAAAH!
NOPE, NOPE, NOPE, NOPE, NOPE!

Anti-Tac-Tic by Super Hamster 2013-05-13T05:02:00

Great in concept, but poor in practice. Has the same problems as Tic-Tac-Toe. Definitely have great respect for trying a new idea, however.

Perfect Crime by cmayhem 2013-05-09T05:29:00

What a bloody funny game! Ragdoll effect was really nice, but it was kind of easy to figure out how to complete this game.

The blood did surprise me, though. Might have helped if I knew which body part I was dragging.

And then John became a zombie.

Solace by kazukishida 2013-05-01T04:23:00

Loved the game. The general mood is excellent and thought-provoking. I would love to see more.

A-Void by kingsman142 2013-05-09T04:20:00

Concept is solid, but I'd like to get faster sooner.

Canon by sparkleswirl 2013-05-09T00:56:00

Reminds me a lot of Bit.Trip Core, easily my favorite in the series. Tough as nails, it is! Would be greatly enhanced if there were any background music to help sync with the beat (I even played it with the music "Control" from Bit.Trip Core just to make sure of it!)

BASHLAND - Breakout Mario Mashup by McFunkypants 2013-04-29T04:59:00

A mesmerizing game, gorgeous and very beautiful.

A lot of times, though, this game felt like a "hold the right key to win." I dunno if that's the fault of the game mechanic, or the level design.

How Long Can You Last by foxter888 2013-05-09T04:45:00

Only until I read the comments did I realize the sexual reference in this game.

*whoosh*

CubeMaster by JimmyLord 2013-04-29T06:53:00

At first, I was like...???

Then I was, Oooooooooooh, that's the twist. Clever, clever!

One Blocky Room by evilDan 2013-04-29T04:41:00

That was quite an incredible experience! And also very disorienting...

Criticisms: the controls felt odd when ending up sideways. I also suffered from the same problem stevejohnson had, too.

tama-pixel by siarck 2013-05-06T04:18:00

Oh, Tamagotchi. How I miss thee.

Budget Squad by deepnight 2013-05-01T01:54:00

Definitely enjoyed this coop game. Ended up playing as the scouter as much as possible until I hit a few barriers that needed to be shot.

I Want To Go To Space Today! by exoticorn 2013-05-04T22:43:00

Definitely a solid idea. Very fleshed out. It could use tighter controls, though.

Dream Fishing by Sophie Houlden 2013-05-08T04:13:00

At first, I expected some sort of thoughtful experience, but instead, I got some Dadaist poetry. The absolute ridiculousness these fish spout actually helped me enjoy the game more! Great job, and dream on!

BLOB by Kvisle 2013-05-14T02:35:00

Wow, that game was Nintendo-hard. Especially the VVVVVVV level. Well implemented, however, and many of the puzzles were clever with multiple solutions.

Min by ekun 2013-05-14T04:13:00

Absolutely adorable and disturbing at the same time! Very much enjoyed this platformer.

Dock Zone by Farfin 2013-05-01T00:54:00

Beautiful game, with excellent presentation. I found myself immersed in it very quickly.

Essense by Jorjon 2013-05-06T04:33:00

Aack! I genuinely love the graphics, presentation, and concept of it (jump on the platforms in the right order), but the difficulty to jump of to the next platform makes it difficult to enjoy.

Drug Hunt by kill0u 2013-05-14T03:20:00

Enjoyed this minigame compilation. The lack of instructions actually helped the mood of this game, which I appreciate.

And somehow, I managed to play this game completely straight and seriously. Don't ask me how I did it!

Islands in a sea of blood by Andrew 2013-05-01T02:28:00

The game definitely goes in the right direction. The gameflow didn't quite feel natural, however.

Battery by onzephyr 2013-05-01T02:36:00

Wow, awesome vintage style. This was pretty awesome! Good memories!

Minima by CagedRat 2013-05-02T06:10:00

This is the most abusive relationship I've had with any intelligent shade of blue. Grrrr!

TunnelVision by wzl 2013-05-10T02:33:00

Pretty fun, but I had a lot of depth-perception problems playing with it. It's difficult to tell how close I am to gems and the rings.

llab by tonic 2013-04-29T04:53:00

Excellent game! Love it! Very innovative.

Kinda wished there are checkpoints where you fall out, but otherwise, greatly enjoyed it.

The Prospector by Steven Colling 2013-05-13T04:38:00

A lot like the board game, Catan. Enjoyed it while it lasted. Made it to level 8, yo!

Nod by Rose 2013-05-11T05:01:00

This is spectacular in every way! How do you make Visual Novels fun? Make it a quick-time event! Brilliant!

Leaf Me Alone by Claw 2013-05-13T05:29:00

Definitely a Windwaker-like mini-Metroidvania. Had a lot of fun!

LD30 — Connected Worlds

Moon Rabbits by barcode 2014-09-04T23:47:00

I kind of liked the crude artwork of the game. The lighting and bump mapping were really nice touch. Found the gravity to be an interesting aspect of the game as well.

Controls could be improved, though.

LD31 — Entire Game on One Screen

O-Inari Origami by Solifuge 2014-12-17T02:00:00

That empty level got me stumped. I can't figure it out!

Snoika Man 2014 by Larzan 2014-12-11T20:19:00

It's hard to tell if you died, since there isn't a pause to indicate so. This game is pretty darn hard to get positive score. More visual feedback would be useful, such as a splash to indicate the platform has sunk completely.

That Dangerous Bridge by Shackhal 2014-12-19T21:50:00

Five Stars

PhotoBound by PIXEL^3 2014-12-17T01:15:00

Reminds me a bit of Fez. Wonderful puzzle game, and challenging to boot. I loved it!

DoomZone by CoolChesire 2014-12-17T04:24:00

That was adorable. Even though the song was really annoying. I kind of wanted camera controls to figure out which tree was green, and which wasn't.

DoomZone by CoolChesire 2014-12-17T04:30:00

Darn commented in the wrong game again. I did play DoomZone, and to be quite frank, I was cursing at the graphics. Your player looks exactly the same as the enemies, so I couldn't tell where I was, or where I spawned when I died. I also didn't like the fact that the default bullets were too small.

Hard Winter by Taldius 2014-12-17T03:20:00

Had a lot of fun with this. It does a great job of mixing up multiple gameplay in a cohesive fashion.

Super Snow Girl by Christina Antoinette Neofotistou 2014-12-11T21:38:00

Well, this is Scott Pilgrim, alright. I see a lot of hard work put into it. Great job.

The Murderdome by RyanNielson 2014-12-11T20:27:00

Dear golly, the screenshakes every time you fire is nauseating. Other than that, simple concept, simple game. I liked the fire harming you. It adds complexity to strafing.

Screen Mover by Sh1rogane 2014-12-16T22:22:00

That game was amazing! I like the stopping-the-time mechanic behind the game. It could use checkpoints, though.

Cell #327 by Aurel Bílý 2014-12-16T22:57:00

Pretty darn impressed. Didn't think a point & click adventure would make it, but you really blew it through the park! Nice audio as well.

Dream Heist by gallerdude 2014-12-27T04:06:00

Fun little set of games. Not fond of the fact that the 4th game must be played last.

1 Screen Hero by zerocreativity1 2014-12-20T03:38:00

Brilliant game. Loved it! Only need to add a few more juice (I recommend screen shakes), then it's good for real-world release.

Recall by snipercommand 2014-12-26T22:39:00

Suggestion: when putting it on mobile, and detecting swipes, I recommend testing the swipe distance to see if it's in the right direction than wait for the user to lift their finger from the screen. This is a more immediate reaction to the player's action.

Voyage by bogdan.tana 2014-12-12T20:22:00

Well, there goes all my stars. I really like this, even though I fell through the ground when I entered the code to the first room, and head straight down the stairs and into what I thought was a white wall. Nice atmosphere, that I think could have been improved with some music. Not sure I was found of the extremeness of the camera effect (although I liked the intent).

One Room Dungeon by HacksawUnit 2014-12-19T23:51:00

Almost a perfect package. Had a lot of fun, although the weapon is practically useless.

OMNI by Noah Ratcliff 2014-12-17T00:26:00

Hey, we loved playing the game, but it needs a lot of balancing. The character needs to move and fall faster. We did beat the game, though!

The Legend of Hyperlink by NickName 2014-12-12T20:36:00

Note: biting comment to follow, but rest assured, I liked the game, and gave a lot of stars for it.

I thought the was cute, but the objective wasn't very clear. The controls are a little cumbersome, with the need to wait until wonderlink reaches a location before allowing the only available action, open to take place. Combined with needing to close the window often, I'm often annoyed at how much I have to move the cursor. While I love the music, I thought it was rather unfitting for the game. I expected something more mellow.

Still, great work.

Quintuple Dimension Room by Recursiveanomaly 2014-12-17T03:09:00

I liked the game, but it could use some polish. The bugs were by and far the biggest fun-destroyer for me. I liked the thought that went into the puzzles, though, and think it could benefit for slow reveal of puzzle elements and dimensions.

Knock 'Em Trees by purplelilgirl 2014-12-17T04:30:00

That was adorable. Even though the song was really annoying. I kind of wanted camera controls to figure out which tree was green, and which wasn't.

Super Action Man by TeamQuadratic 2014-12-26T21:24:00

Found it funny. Pam's voice acting is absolute gold. This was quite ambitious for a Ludum Dare game, so good job. I think you guys weared yourselves thin, however, in focusing on multiple minigames at once.

Coin Toss Simulator 2015 by Mekuri 2014-12-19T23:16:00

"I can't make heads or tails out of this."
- IGN.com

In all seriousness, the POW block is worth millions of coins.

Fibonacci Grid by Andrew Adams 2014-12-20T00:09:00

Very polished, needs a few bug fixes, but I feel like it's almost ready for production on mobile.

AZOR by Hellequin 2014-12-19T21:15:00

I liked the tight controls. Not sure where the narrative was going though.

Laundry Day by Omiya Games 2014-12-11T06:00:00

@spacedoubt All I get from this is a sad feeling.

Laundry Day by Omiya Games 2014-12-11T21:41:00

No problems, @spacedoubt, I knew you meant that in a positive. I was joking that one of the trinkets you can collect in the lint screen is "a sad feeling."

Laundry Day by Omiya Games 2014-12-18T22:27:00

@Tuism Psst!
It's intended.

Laundry Day by Omiya Games 2014-12-21T21:31:00

@janovbyrnisson *sends a text message* Rate the game, man.

Deja Vu by egos 2014-12-12T20:39:00

Well, that subverted my expectations. I like how the actual level is less than a screen large, but the tiling sure make it look infinite! I thought it was pretty, nice, actually.

SnowCard by mrexcessive 2014-12-14T20:29:00

Very Christmas-ey. The audio is great. The animation cues are a little confusing, especially when the mouse leaves a sticker, and it shrinks suddenly.

Cheap Peripherals by TheMaster99 2014-12-12T04:03:00

I found this game to be a bit endearing. I liked the part where your mom screams at you. And yes, wall-clinging is a feature.

Much Ado About Pirates by andrewkennedy 2014-12-11T19:36:00

Pretty darn polished for a Ludum Dare game. Didn't know you can jump on top of palm trees, though. Enjoyed it a lot!

NORnS by dekkuran 2014-12-12T03:57:00

I can't seem to run it. The application opens, but all I see is a single white window. Am I supposed to wait longer? I admit I have a wonky computer at the moment, so I may try another machine later.

NORnS by dekkuran 2014-12-14T06:01:00

I tried reimaging the computer, but to no avail. I still only get a white screen. I have JRE 8 installed.

The Ball by Xanjos 2014-12-12T19:20:00

Great job at making a game by yourself. I think you've done well at making a playable game. In my opinion, I've seen other games use a similar control scheme and objectives, and what I felt different when playing your version was the lack of control. In other words, I think the game feel -- a real game design term -- is lacking.

There are a few ways to mitigate this. I know, for example, you've made it so clicking different heights of the ball causes different strength in upwards trajectory. I personally don't like that clicking the top of the ball has nearly no effect, while the bottom has too much effect. It would be great if the differences between the two were greatly reduced, such that clicking the higher regions will still cause the ball to bounce noticeably. Second, you may want to increase the area you can click the ball. A lot of times, I felt like the game unfairly didn't register my clicks.

The Nth Dimension by Dans17 2014-12-13T01:29:00

Missing a lot of feedback on the enemies. It would be nice to see them react to a gun shot, such as being pushed back, or shaking. Interesting take on the theme, at the very least.

Noel's Christmas Nightmare by jimmymcmillan 2014-12-27T02:45:00

When I interact with many of the objects they either do not trigger the correlating event or flash the text super quickly. would love to play when it is fixed

Play Area by Halleflux 2014-12-27T02:25:00

Very innovative, but the tutorial was really hard to understand. A better, layman-worded version would have helped. I liked that each level introduced a new element, though.

PixelFighterZ by Rothens 2014-12-12T21:19:00

I actually had a lot of fun playing this, but the thing that annoyed me most is the fadeout effect. Not so much due to it being distracting -- I quite like it -- but it's hard to see the actual position of a pixel. Since I'm moving around a lot avoiding red pixels, this can be quite a problem.

The only other issue I see is that it takes a lot of purple pixels to upgrade, and the red pixels aren't all that harmful (note: played the original version, not the post-jam build).

Silk by hoqjed 2014-12-26T23:06:00

Some minor convenience additions. Reset button. When hovering over a space maybe have some "ghost lines" and indicator showing if any rocks will be removed.
GREAT JOB!

Tesseract by Fede3751 2014-12-20T03:08:00

I finally beaten normal mode.
I refuse to do hardcore mode.
Argh!
What an unforgiving, existential game.

Banana TV by NPException 2014-12-13T00:15:00

Pretty darn innovative. The game would catch me in a loop, getting different people than I expected (programmer's art!) and having reactions that caught me off-guard. May have been nice to either limit your program choices, and/or limit the time they have to select a program.

Oshters Fishers by Manou 2014-12-11T20:55:00

Yay, a sim about alien fish reproduction! The graphics and audio are excellent.

Platform 31 by Rodaja 2014-12-19T23:00:00

"Five stars." -Brightstar and dreamlogician

Attack of the Screen Scrollers by drludos 2014-12-17T03:56:00

I really liked this. There were a lot of creative enemies to fight with that often changed the dynamics of the game. Is it possible to be killed by all those blue shots, by the way? I can't seem to survive them.

Slime Spire Showdown by rojo 2014-12-27T04:33:00

This is a well-made twin-stick dungeon crawler. It's pretty darn good! Could use higher fire rate, and lower enemy healths. Also, more juice on hitting the enemies.

GYMJA by Greg 2014-12-12T23:43:00

This game is pretty darn awesome. I love how frantic it gets at the end, and the music speeding up is a nice touch.

Pony Island by Danman9914 2014-12-19T23:43:00

Yay, art(?) game! Glad to see something this crazy and off-the-wall to show up on Ludum Dare. I love seeing people go all weird on us.

Screen Ego Aegis by LegacyCrono 2014-12-20T02:28:00

I liked it! Combines two genres in a surprisingly fun way.

Fart Force One by calsmurf2904 2014-12-12T23:58:00

I was entertained, to say the least. Some particle effects could have been useful for farting, as I couldn't tell for a while only the waist portion of the character farts. A little more objectives, like achievements, could have been useful.

Make It Count. by Kabukky 2014-12-27T04:53:00

Surreal, and fascinating. Beginning narrative felt a little too long. I wish there was more though.

0000 : Press Z by alvarop 2014-12-16T20:00:00

I finished it!
Yikes, it was hard.

Old Game on an Old Screen by SK16 Games 2014-12-11T21:53:00

Oh nooz, not the evil snowman!
Heh, funny Bit.Trip inspiration you got there. Didn't expect the end credits, though.

Reindeers On Strike by toinfiniityandbeyond 2014-12-20T00:45:00

I feel the game has no strategy behind it. Or more correctly, I feel the strategy is either "play like Leeroy Jenkins" or "exploit the platforms and random guns to kill reindeers forever." It's just not fun.

Life is Pointless by oobie 2014-12-13T00:38:00

Ugh, this game remind me of how much I suck at rhythm games. I would recommend adding an indicator letting the player know when to push the button (I do like that the button appears for a long time, though, so keep that). Otherwise, I had a blast. Reminded me of Bit.Trip.

Life is Pointless by oobie 2014-12-13T00:39:00

Gah! Sorry for the last comment, I meant that for a different game! I should stop having so many tabs open!

Life is Pointless by oobie 2014-12-13T01:02:00

Alright, I did play your game, and ready to give a proper comment. Apologize for the last one.

Overall, I like that the game is a jerk. It was interesting to see the second playerbeing integrated, but then the "game" starts that's really hard to figure out. I think more content and tutorial could have helped at these segments.

The music was great, though.

Orderly! by HypnoBeaverMoose 2014-12-13T00:26:00

What is considered a stack and isn't is difficult to tell, and rather unfair. I like the jetpack, though. And it's a pretty awesome take on a lot of Tetris-based puzzle games.

Owls Ever After by Mike Mezhenin 2014-12-14T04:21:00

Spectacular. I absolutely loved how, despite having a linear narrative, a lot of it was piecing together clues in an out-of-order fashion. It's so fun seeing the narrative finally come together in a simple but heartwarming life of an owl from child to grandparent stages.

The Storage room by besieger1 2014-12-20T01:30:00

I could just stand at the back corner firing at the robots forever. I believe a little balancing is in order.

Mux - A game about a guy who stole drugs from aliens. by Zolkren 2014-12-14T05:59:00

I can't stop laughing at the ending XD!

TV Top by MintArcade 2014-12-27T02:09:00

Enjoyable and Simple. Controls felt unwieldy with the mic on.

Man on the Field by Double Zero One Zero 2014-12-17T03:48:00

The minigame is a little unfair because I cannot focus on the correct button to press and position the cursor at the same time. The other portion game, where you have to silence the other soldiers works well, though.

Super Resizer by foolmoron 2014-12-16T21:03:00

The innovation on this one is up the wazoo! A fascinating experiment, but a bit tedious as well.

Greeny GRUB by pht59x 2014-12-20T02:39:00

Truth be told, I was more frustrated than relaxed by the game. The controls did not fit with the intended effect (I think).

EtiChopper by efux 2014-12-27T03:11:00

Well done It DID make me want to play it once i got the hang of it. I would like to see the UI placed ON the chopper itself ALSO my biggest criticism The water should dump on the fire the ENTIRE time the gauge is draining.

Harvestier by killthealias 2014-12-17T02:37:00

The lack of danger makes it a little too simple and uninteresting. If you can make at least the red orbs moving at a fast speed, that would be great!

FlipDrop by ForeignGuyMike 2014-12-13T01:33:00

An interesting idea that could potentially use combos and rhtyhm elements. There isn't much to it, currently, though.

Bell Buster by belowzerogames 2014-12-12T19:08:00

As someone else mentioned, the Web version doesn't spawn new bells. The Windows one seems to be wonky as well, as they spawn, but are indecisive about the color. Many bells, for example, would appear at the top of the screen, start falling, then reset back at the top of the screen as a different color. This is rather annoying.

Panoptes by vrld 2014-12-17T00:46:00

I'm going to say, these multi-tasking games are...not my cup of tea. But I rated the game highly for its polish!

Walk to the door by el-pepi 2014-12-16T22:10:00

Awesome game with awesome puzzle mechanics! I wanted more!

Kevin's uncommon story by Zimennik 2014-12-20T04:31:00

Simple puzzle game. Thought it was a bit on the easy side. That ending was dark.

Crowdsourced by tigerbyte 2014-12-13T04:55:00

A fascinating take on the theme. A little too easy, though, once you've gained enough money to buy each team member regularly.

Snowbert by spacedoubt 2014-12-11T20:11:00

I...well...OK...
That instruction was very literal.
I think it could have used some more complicated point & click adventure puzzles to spice things up a bit. Still, I got to the end without raging, so that's good.

Snowmän! Factory by puppetmaster 2014-12-17T05:06:00

Those were some really hard puzzles. I loved it! It would help if the change in snow globe size were more clear. Additionally, I felt like figuring out how to get through wire grates was rather based off of luck or memorization.

MAN vs TWITCH by KittyMac 2014-12-17T02:22:00

Love the concept, just need to get a more popular stream!
:-(

FISHERMANS FRIENDS by Pferd123 2014-12-27T05:36:00

3474675397208435
3487520873820833
9549754302099273
0697847632726364
290984572093578b

FANTASTIC.... I LOVFE FISHERMANS.

Will post link to our lets play all 4 of us had a blast!

FISHERMANS FRIENDS by Pferd123 2014-12-27T05:54:00

And here it is!
https://www.youtube.com/watch?v=I37xQAzWpQE

Towards Light by Maxr00 2014-12-17T01:26:00

Love the game mechanic. Could use a tutorial-ish levels before being thrown in the big one. Did not have the endurance to face expert mode. I'm a whimp.

Slope Challenge³ by Interface 2014-12-20T04:21:00

Geez, the last level is too difficult. What were you guys thinking!? It's driving me insane!

Some polish could be used, such as real-time shadows.

Just a Little Screen Time by ppupae 2014-12-12T23:31:00

I could use some hints in figuring out where to go next, and what to do. Trial and error can only get me so far. Stuff I've achieved:
* Pickup bucket
* Pour water into bucket
* Make robot clean each other...somehow
* Pickup broom

Just a Little Screen Time by ppupae 2014-12-14T03:29:00

Alright, that last comment really helped. I finally made it to the attic. The game is a hog, though, so I had to take down the real-time shadows to play properly.

Nixtopia by Saker Games 2014-12-19T22:28:00

"Five Stars." -Brightstar

Swotch by Ulydev 2014-12-14T05:08:00

Absolutely addicting. Best game I've played so far. You may want to increase the difficulty sooner, but I otherwise felt it was well balanced. Awesome job.

Reminds me a lot of Super Hexagon, too.

ManyQuest by SkullPixel 2014-12-20T04:57:00

Man, some of those randomly generated dungeons are unforgiving. And sometimes, I die...for no reason? Outside of bug fixes, the game mechanic is pretty darn solid.

Snake Rider by ETHproductions 2014-12-27T03:21:00

The slippery controls was very annoying.

PixelSim by Ozcr 2014-12-11T17:44:00

Very simple game, easy to get the controls. However, I do think there are balancing problems with the game. Although time is short, so I can understand why.

Black Drop by Ezard 2014-12-26T21:59:00

Unfortunately, when I started on the game, I accidentally skipped the intro instructions, so it took me a while to discover double-jump. Other than that, I thought it was a competent puzzle platformer.

Keep Gamers Alive by cabul 2014-12-27T04:45:00

Game keeps crashing. From what I played, I liked that it was a really frantic resource management via command line, but it was really hard to find the right commands.

Mr. Duck and the room0 by brainstorm 2014-12-17T04:05:00

Level 18. Darn. I can't go beyond this!

Standoff by nottoscalestudio 2014-12-27T04:40:00

The lack of fine-tuned control to rotate the shooter, and the difficulty to judge where the bullet is going to go, makes this game absurdly difficult for the wrong reasons.

0x2603 by Efuvex 2014-12-26T23:38:00

Enemies had way too much HP, and I felt like certain controls just didn't work. Some beginning cooldown time where I can get comfortable with the controls would have been nice.

Beat+Trak by Lynx 2014-12-20T04:51:00

Great game, liked the simple controls and concept. If possible, would like to hit the button to the beat instead.

I Am Technician by Murchurl 2014-12-11T19:51:00

Oh, no, it's Octodad all over again.
Oh sure, I can repair computers in real-life. But this? It's like I lost all my cartilage.

Which is rather funny.

Smash N Bash by 5k0d 2014-12-11T18:02:00

Hehe, this was pretty darn fun, once you get the better upgrades. I think the beginning is a little too unfair, especially with the low coin spawn rate.

At one point, I was bashing enemies like crazy until the game stopped spawning them (or at least, took a very long time to). Perhaps you might want to increase the spawn rate when your character is more powerful?

Smash N Bash by 5k0d 2014-12-11T18:04:00

Also, the sound effects are hilarious. I love it!

Houston, We've Got a Problem by MrBadIvan 2014-12-16T20:47:00

Certainly a game I did not expect. Can't seem to beat that 713 days score, though.

Together In Thousands by Os_Reboot 2014-12-12T03:54:00

A fascinating take on the theme. It took me a while that the RGB representation of each pixel is supposed to indicate the mode in which that cell is in. I wish I could I drop a lot more frequently than the game allowed.

GTAlien by Pulsartronic 2014-12-16T23:54:00

Great presentation. Would like to see more complexity in the game.

Office Gaming Inception by AMS 2014-12-12T03:28:00

Well that was certainly one of the most stressful games I've played in a while. Well done.

AntiPlane by Grenac 2014-12-27T03:54:00

WELL DONE. These are all minor quibbles/suggestions, since the game is highly impressive, but here goes:

I love the mixture of Antichamber/Closure style mechanics, but I wish that the game only changed the level geometry for regions that are not visible. I realize that loosening that restriction and allowing the geometry to "pop" opened up some more level design options within the short timeframe of the compo, but for me it took away a bit of the magic to see the transition occur.

Perhaps for the expanded version, you could introduce some player-controlled options for growing/shrinking your light radius, or switching the light on/off strategically to solve puzzles and progress? That said, I LOVE the use of occlusion and perspective to allow for an alternative method of hiding sections of the level beyond just the light radius.

One other minor aspect that seemed like a bug: the red dot enemy seemed to be drawing behind the back wall at times.

Once again, GREAT WORK! Can't wait to play the expanded version.

- dreamlogician

Mr. Jones and the Dark Maze by Absor 2014-12-20T04:42:00

Well, I get what the intent was, but I was mostly reliant on the maze's random factor. Didn't really feel like survival to me.

Blue Screen of Love by cmdr 2014-12-27T00:34:00

Had a good laugh playing this game! Could use some more personality types or deviations with Dorothy, but for the amount of time spent, I thought it was very impressive.

Temple Swapper by rayman1900 2014-12-19T22:42:00

I loved mechanic, but I didn't like it in the context for combat. I think the gameplay needs more exploration.

Kaiser by oscarabraham 2014-12-27T01:27:00

Surprised at how addicting it is, and more importantly, how I felt playing game changed over time. It was a very bizarre experience, and I think you guys are on the cusp of something special. Great work!

BounceEmUp by Kuality Games 2014-12-16T23:24:00

Very well polished, and I loved the screenshakes during the ramming and shots. More control to cause bouncing would be nice. As an example, pressing down might cause your ball to bounce higher.

In my personal opinion, the bounce was the best part of the game, yet most underutilized.

The Adventures of King Pistachio by gquibao 2014-12-20T02:00:00

Darnit, I'm a sucker for super-hard platformers, even if the double-jump is broken and the platforms are like gelato (e.g. you can slide into the middle). Ah, well, given you some high scores.

Attack with Stealth by svarther 2014-12-12T21:25:00

I really like the concept, but it's very unfair when the stealth mode kicks in. I don't know where I'm standing! It might be worth using shadows (like Unity shadow blob projectors) to indicate where the player character is standing during stealth mode.

Attack with Stealth by svarther 2014-12-12T21:26:00

Alternatively, change the layer on the character, and swap it during stealth mode and combat mode. Then setup the camera to ignore stealth layer.

The Lonely Realm of Tom Thaum, the Space Wizard by JJEvil 2014-12-11T21:34:00

Not exactly clear what the objective is. Is it to survive as long as possible? Is it to construct the tower to it's best condition? And I think the audio is a little broken, because I still hear the construction sound effect after the timer ran out, and the game ended.

RIZUMUDEKATTO by EquipeJAM 2014-12-13T00:40:00

Ugh, this game remind me of how much I suck at rhythm games. I would recommend adding an indicator letting the player know when to push the button (I do like that the button appears for a long time, though, so keep that). Otherwise, I had a blast. Reminded me of Bit.Trip.

RIZUMUDEKATTO by EquipeJAM 2014-12-13T00:41:00

Also: music is not playing on HTML5. Any ideas?

Dabug by Devark 2014-12-19T23:30:00

Great game, amazing polish. Not sure the premise was all that necessary.

SIRTET by stray 2014-12-17T04:46:00

Pretty darn close to perfect. Want a bigger grid. Maybe that's just me!

pOp by UlydevSecondGame 2014-12-16T23:14:00

Definitely great as a multiplayer. Might be interesting to integrate some one player aspect in the game, such AI or obstacle course.

Case #31 by Pestel Crew 2014-12-17T03:39:00

Clunky firing controls and not-very-intelligent AI could use a lot of work. Liked the presentation, though. It's quite spectacular!

Flashlight by Team Flashlight 2014-12-20T00:23:00

T_T I keep getting caught.

Daybloom by fleegle2000 2014-12-11T20:06:00

That was interesting to say the least. Also felt really short. It was hard to tell if the being is agitated, but at least its size was obvious.

Snowman's Land: SNOVERCHILL by RHY3756547 2014-12-19T22:03:00

"This was spankin'."
-IGN.com

"Delightful."
-IGN.co.jp

"Chilly."
-IGN.co.it

Snowman's Land: SNOVERCHILL by RHY3756547 2014-12-21T03:37:00

I liked it. Ignore all the IGN quotes.

Beat Bop Delicious by Kitch 2014-12-11T20:47:00

I really like this game. It's perfect for those addicted to multi-tasking. Sometimes the hit (click?) boxes on some of these controls are unfair. The slider and flick-switch in particular were difficult to work with.

Communications Control by PapyPilgrim 2014-12-20T01:16:00

The Compo version is...not really much, to be honest. I was only following directions, and it didn't give me any freedom or leeway.

Frankly, I'm conflicted with it. It's an interactive fiction that uses commands to provide that technological feel, but the fact that every command is locked doesn't give me much interesting decisions or discover new, unimportant facts about the universe we live in. I'm fine with the interface as it is, but not so fine with the lack of control I have.

Beautiful Yoga Explosion by nosfer 2014-12-26T22:11:00

Facing bad performance here as well. Could be more fun, but the unwieldy compo version's controls makes it hard to enjoy.

To Fight The Sea by BretHudson 2014-12-16T23:45:00

The production value is spectacular. But the game feel isn't quite there yet. I'd like to aim very quickly, I can't tell how much health I have, and it's difficult to tell if I hit the enemy or not. The trap feels ineffective as well.

The Rose Processor by Simon 2014-12-17T04:16:00

Too difficult, can't multi-task well. Can't maintain more than 2 levels.

Skids by locknic 2014-12-17T00:53:00

The game felt very loose, and colliding to other cars didn't feel nice. I think a lot of juice, and more impact in controls (faster cars? Better handling?) could help the game a lot.

LD32 — An Unconventional Weapon

Drybreed by alvivar 2015-04-29T00:46:00

A solid experience in discovery. Lots of the logs were too mysterious to piece together and far apart to appreciate. That said, I was encouraged to see more of the game. It kept me with anticipation.

I think the down-times are really long. I also consider the block placing controls could be more efficient.

RELIC by CptDustmite 2015-04-25T23:17:00

Aw, man. Seemed like you didn't have the time or resources to make everything you had in mind. Oh, well, I thought joke was funny.

Zombie Splash City by HeyChinaski 2015-04-28T23:40:00

Had a lot more fun than I expected with the game. Really nice graphics, but seems a bit too bright for the intended mood. I think background music could have helped. There was not much satisfaction in pushing zombies around, or getting hit by them, and I think more polish could be used there. Still, I did not find the game to be too difficult, which is good.

BED✰HOGG by 01010111 2015-04-21T00:11:00

CPU is kind of easy. Not sure what the difference between normal attacks and charge attacks are. Throws are really over-powered.

It's pretty fun. Audio works really well, and the graphics are attractive. I think more balancing could be used. The controls are really solid, though.

Shield Maiden by bitslap 2015-04-29T02:46:00

Virus scanner Avast keeps rejecting the rar file on Windows. I'll try it on other OSs when I have the time

Eye Rush by asobi tech 2015-05-08T02:44:00

Very polished game, with tight controls and predictable eye-ball movements. Had a lot of fun with it! Too bad it's only a time-attack game, but it did make me replay it a lot.

Bread Ninja by GanonsSpirit 2015-05-09T03:25:00

I'm surprised with the amount of content in the game, although that may be because of its difficulty. Ultimately, found it to be interesting in certain implementations (ovens to regenerate more weapons, weapons used as consumables) that could have used a little more tweaking. For example, it's weird that both flour and muffins consume the same amount of yeast. Additionally, enemies can hurt you for two hearts, yet consumables only recover one: this makes the game a little too difficult.

I highly recommend making the ninja move faster, and fall faster. It'll also be great if you add strategies on taking out archers.

Downbeat by AgentParsec 2015-05-01T03:16:00

Very hectic that required a lot of concentration. While the game felt fair with its difficulty, I thought that the UI was implemented poorly. It was really hard to concentrate on two things at once, and I thing serious improvements can be made on the musical notes. Also add some juice (explosions, particle effects, camera shakes, etc.)!

Underload by Taldius 2015-04-24T02:02:00

An interesting on a 2D shooter formula. While the controls are solid, the resource management is not. Frequently had a hard time understanding why certain parts will be shot, vs cargo in the truck itself. Knowing the mechanic behind that may have helped the experience significantly.

Ice Story ( koori monogatari 氷物語 ) by Christina Antoinette Neofotistou 2015-05-08T03:12:00

Pretty beautiful game, with a very relaxed music. I thought there were a lot to juggle at once. In particular, I wasn't fond of the freeze time to be so small, and the dashing taking up the entire width of the screen to be fair. I found that holding Z, then X would allow me to throw the enemy, but pressing both at the same time did not. The level loading took some time, which made me confused after chucking the last enemy into the portal. Would have been nice if a dashed-into enemy remained stunned and unharmful for a brief time.

Off to the Races by RyanNielson 2015-04-29T02:55:00

The hilarious audio made it for me, even though I was solo. I can see this being a great minigame for friends to play. Rather shallow as a game, but hey, it's Ludum Dare: makes sense for it to be polished on a simple concept.

Ring Retorter by zatyka 2015-05-07T23:54:00

I kind of wished that the retorts would add on top of each other, so that you bruise your opponent more. Example:

Guy 1: "You fight like a dairy farmer."
Guy 2: "How convenient: you fight like a cow."
Guy 3: "Yikes, Guy 1 is sucking more than usual."

Maybe that way, your decisions has more weight on them.

Power of Djent by Rubel 2015-04-28T03:59:00

The checkpoints forgiving, which helps because the controls are ridiculously slippery. In fact, the game feels incredibly unforgiving due to its poor platforming and attacking controls. I'd like to see more improvement in tightening them.

Miyu by SecondDimension 2015-05-08T00:18:00

Loved this a lot! Reminds me a lot of Vectorpark's games, particularly Windowsill. I love all the minor animations you've added in. I actively searched for all of them, just because it was fun to find each one of them. Would like to see more from you guys.

Democracy by renatopp 2015-05-08T04:04:00

This was a really cool strategy game. I really liked it. Unfortunately, the audio keeps getting corrupted.

Trying to figure out the enemy AI, and planning a course of action was really neat. Basically my strategy was to distract them while extracting, which was an unusual strategy than I normally would have considered. Cool stuff!

Blink Gun by Split82 2015-05-06T01:17:00

Very solid swapping game, albeit probably 4th one I've played so far. I really like the two modes you've put together: swapping vs normal, where the former indicates what you can flip with. It's the nice usability touches like these that makes it great.

Would really appreciate sound effects. They totally make the game better!

Adventure Lamp by ryguydavis 2015-05-05T02:52:00

I thought it was a very polished game. The graphics and audio were very well put together. I had fun throwing my hat.

CannonFodder by defacid 2015-04-26T16:30:00

To be honest, it takes too long to fire yourself to other enemies, making the game unfairly difficult. I recognize time was a huge issue here: you didn't have the 48-hours available at the time. Still, a lot of balancing could go a long way to this game.

Sword Fishing by HacksawUnit 2015-04-24T02:50:00

Too confusing to enjoy. Sometimes, just yanking every time leads to a fish. Not entirely sure why this strategy works. Some tutorial to indicate what's happening would be greatly appreciated.

Also, question: Sword, or fishing?

Portal Miner by TimBeaudet 2015-05-08T23:52:00

Pretty good game. Felt like I was mostly dodging. I'm wondering if it's possible to take this game concept further. I admit that for me, the current implementation is a bit too simple.

Control-wase, it would have been nice if I tap up, then space very quickly, it would place the portal at the lane I would end up on, rather than the lane I'm currently in.

ICE CREAM by little_polygon 2015-05-01T02:50:00

Well put together overall, looks great, quite fun, simple and addictive. Some feedback! I would say put a kill count along with your meter counter and maybe some power-ups! but great job!

Rude Bear Raid by Alex Rose 2015-04-26T01:34:00

Fascinating implementation of asynchronous gameplay. While the game itself is a bit dull, I appreciate the technical aspects behind it. It might be cool to see your own team moving around in a synchronous fashion to see how they are doing, and copying their strategy.

Keep up the good work!

Crump Rush by OnlySlightly 2015-05-09T00:05:00

Solid, super-fast game only ruined on my computer due to frame drops. I'll never beat your time at this performance rate!

Lame complaints aside, I really like how organic the attractor and blaster felt. I think the ground controls could have been less slippery, and the right clicks didn't seem to react properly on my computer. Still, a very fun game!

Noodly Appendage by Lerc 2015-04-29T02:38:00

Very difficult to control the appendage. Found it practically impossible to make it past wave 2. I feel like these games work best in comedy or simulations, but as a way of combating enemies, it felt like a poor tool.

Star Driller Ultra by Omiya Games 2015-04-20T01:21:00

I'm working on a WebGL build currently, but it may not make it by Compo's submission time. In the meantime, enjoy the executable for all major Operating Systems.

Star Driller Ultra by Omiya Games 2015-04-20T01:57:00

OK, got the build up. I don't know why the audio sucks. For now, I recommend judging the executables, as they just work.

Star Driller Ultra by Omiya Games 2015-04-20T04:05:00

@taylor.smithgg Good point. The idea, at the very least, was "you are the weapon," which I thought was unconventional. Which was probably a poor interpretation.

Star Driller Ultra by Omiya Games 2015-04-27T18:36:00

@TyrusPeace
Thanks, I really appreciate that feedback! I've always tried to innovate on the games I make whenever I can. Hearing that you liked the experiment a lot really makes me happy.

Star Driller Ultra by Omiya Games 2015-05-01T22:49:00

@BIZM
Yeah, I did indeed take the extra challenge to take both, though the latter more for boredom. Glad you enjoyed this game!

SideArmed by BPO_Jeff 2015-05-04T23:31:00

I think as a first-time submission, this is very impressive. That said, I also think that the game is poorly balanced. It gets in the way of fun, which seemed to be the point of the game.

Still, good to have you on the stream, and I hope you a very good luck on the next Ludum Dare. I see a lot of promise in this project!

Beacons by Xanjos 2015-04-29T04:06:00

I thought the game's AI made it unfair rather than difficult. The beacon felt incredibly ineffective, and since I don't have the full view of the stage, it's super-difficult to tell where the black sphere is, and how to prevent it from attacking other blue cubes. The beacon itself had a large collider that made it difficult to attract the cubes to the right spot. Lastly, there are too few beacons to place to be able to use them effectively.

I realize this is supposed to be an experiment, and I commend you for that. It tries something very different, but I think it's too complex for its own good.

drone-a-pult by ChrisGaudino 2015-04-25T21:30:00

The controls are complicated, cumbersome, and difficult. Something so easy as throwing objects is made infinitely harder by adding timing and unresponsive controls into the mix. The wall blocks are ridiculously heavy, and with the the lack of juice, the whole game appears mundane, stupid, and unimportant.

And yet...and yet....

Why am I having so much fun!?!?!

Animancer by Nick Weihs 2015-05-05T00:44:00

I enjoy commanding the animal kingdom to destroy mean robots.

Invictus by coderitual 2015-04-25T23:26:00

Very fun arcade game! Hard, too! I like the circling controls instead of the turn left/right idea. Very cool.

Frisbee Training by ChuiGum 2015-04-26T00:44:00

Impossible to play. It is very innovative cooperative game, but the current frisbee mechanic is broken. It can be fixed with auto-targeting, and perhaps more frisbees or power-ups. While the graphics and audio are very well-done, the mechanic needs revisiting.

God's Going to Cut Em Down by emmelineprufrock 2015-05-09T02:12:00

The story had a nice sense of mystery to it, with each option opening new details about each character. Kinda wished there were more options, with more details, because each interaction you had with them were really fascinating. Too bad Noomi hardly talks.

Definitely look forward to see more!

Billy McMath Solves Problems by Manky 2015-04-22T01:29:00

Take all my stars, now!

In actual criticism, the game is basically a bunch of math flash cards, but the ever-changing and comical scenarios are just too absurd NOT to laugh. Those negative formulas threw me for a loop. Overall, nicely done.

Jammie Dodger by dreamlogician 2015-04-21T01:25:00

Interesting mechanic. There are multiple strategies possible to increase the length of your survival. The "anything hit line automatically moves character" part is incredibly brutal, leading to a lot of accidental deaths. Combined with limited controls, at times I feel the game can be unfair.

That said, the level progression is pretty darn good. Since it's so short, it's pretty darn addicting.

Velo-City by TeamEagle 2015-04-29T02:00:00

Very cool, addicting game. I didn't necessarily feel I was traveling quickly due the lack of effects to convey that emotion. The big structures didn't help me grasp a point of reference to the speed the ship was traveling until I got dangerously close to them. Additionally, I think the camera should follow more closely to the ship, especially when it's traveling much faster.

Seriously, though, those dodge buttons are amazing! Had plenty of close calls with them.

UNIVERSALIS by Atmospherium 2015-04-26T04:39:00

To be honest, as a healing/relaxation game, this leaves a lot to be desired. I feel the lack of objectives could work if the environment had something interesting to traverse through, a way for the player to invent goals. I thought there was a moment of interest when the trail of energy made me go around the big planet in orbit, but after a while, I didn't feel the need to do this.

An interesting entry, and one I appreciate for trying something different. At the same time, feels like a failure of an experiment.

Silence by Erkberg 2015-05-08T01:47:00

A lot of neat ideas were implemented in the game (lagging camera, silent enemies remain silent despite exploding, darker corners on the screen), but put together, actively hurt my experience. It was hard to tell where the enemies were, where my character was, and what I was aiming at, because the dark corners and edges kept obstructing my view. The lagging camera also made it hard strafe without running into an enemy. A lot of usability tweaks could have been used to make the game more enjoyable.

The music was nice, though, and I thought the art was pretty good.

Hue Jedde by Serena 2015-04-20T23:52:00

"Well, this is a nicely-drawn, water-colored infinite runner. You can attack unicorns, that's good. The background is trippy. Ouch, those spikeys hurt, and...

DID HER HEAD JUST ROLL OFF!?!?!"

Pretty graphics, and nicely animated. As mentioned earlier, the game is really forgiving, which makes it a bit boring for this player. Still, the overall package is beautiful.

Spinnicus by NickZangus 2015-04-29T01:34:00

Very nice presentation, with solid graphics and use of sound. I personally had a hard time predicting where a released enemy would fly, making it a bit hard to appreciate the simplicity of the game. Additionally, the lack of variety and objectives leaves the experience a bit dry. I think a line indicating the enemy's trajectory could have been useful.

Disco Icecave Laser Death Tag by Birke 2015-05-01T00:49:00

Pretty solid entry. The priority on accuracy was really cool. Gets pretty hectic towards the end with a lot more enemies. The number of enemies that appeared seemed a bit random, though. I guess it's supposed to feel like a rogue-like.

Unconventional Truth by Techblogogy 2015-04-28T03:15:00

I didn't really appreciate the game. It felt like pandering towards the Youtubers. The lack choices in the narrative tree was disappointing as well.

Still, it's clear the developer is capable.

Blockade Arcade by Supernaught 2015-05-06T02:36:00

What a nice, glitchy visuals that makes consistent sense...then actual glitches that makes the game less fun. It's weird that slamming through the blocks is randomly possible, when it doesn't happen any other time. It makes the game terribly unpredictable and difficult to enjoy at times. Very addicting, though, I really liked it. Has some excellent replay value.

StickyBot by JALgames 2015-05-01T16:49:00

Unfortunately, I've hit a lot of frame rate issues that made the game practically unplayable at several points. That said, I do have to say the wall-sticking is a genuinely creative mechanic. I appreciate that the controls are pretty intuitive: I thought it'd be a lot more complicated, but not so! I also like the platforming as a puzzle itself, constantly making me re-evaluate how to proceed past the spikes. It's well done, and it's a shame that the technical problems is the main hindrance in enjoying this game.

Dictator by Tanner 2015-04-23T23:47:00

Speech recognition did not work, but it seemed like saying "Kill" 32 times isn't all that intriguing either. A good attempt, but filled with problems.

Fathom by Joe Williamson 2015-04-28T01:08:00

Fathom-tastic art!! really neat mechanic that feels great but may need some tweaking as far as the zooming in goes. Otherwise awesome polish on the audio and has a ton of potential for expanding the idea. great job keep it up!

DATAWIN Lite by sorlok 2015-05-06T00:42:00

Note: played the Compo version.

Those enemies has the longest of the longest ranged attacks. Also, the MP meter depletes more than the "attack uses" indicator indicates. Some status window letting me know the character's strengths would have helped.

Oh well, had a bit of fun, anyways. Reminded me of a lot of Quest 64. ...I don't know if that's a good thing.

Savior by CarlsonAndPeeters 2015-05-05T02:36:00

Despite not being a stealth, I really appreciated the puzzle elements you've put into the game that really distinguishes it from other stealth games. It was neat to see that certain zombies has to be taken over in a very specific order. Cool stuff!

I also like Scott Pilgrim and Beyond Good & Evil, too!

Nuclear Autumn by phi6 2015-05-06T04:46:00

Very solid package. We've played the original Jam version, so many of these complaints might have been ironed out. Anyway, a few wall-jumps were really hard to make. Some things were hard to tell whether we're supposed to get a new power-up or not to traverse. Kind of easy to get lost, so a map would have helped.

Still, fun, has solid controls, and I was able to beat it, so nice job!

Weapon Regulator by drludos 2015-05-06T02:50:00

It is a very interesting concept and take on the Ludum Dare theme by having different layers of context in the game. Everything else just seems fairly OK. I can see many improvements to be made.

Star Power by NickMakesGames 2015-04-25T21:08:00

Found the whole turn-based combat where you have to carefully manage your resources fascinating, albeit a little confusing and easy for me to make errors. I thought it was really cool. Also appreciate all the screen shakes and sound effects!

I feel like the graphics could have used a little work, but it wasn't too distracting. A tutorial would have been appreciated.

Highly innovative take on Turn-based RPG. Look forward to see more from you!

(Also, hooray for TVGS!)

You Can Shave the Baby by chikun Dev Team 2015-04-27T23:34:00

A good attempt at recreating that Wario Ware Inc. vibe. I think the graphics were pretty darn good. Personally the game instructions were too vague to make out. Additionally, some minigames have incredibly small win-window that it's really annoying. Especially when keyboard is involved, I think more time should be spent carefully looking through how Wario Ware Inc. series (such as Touched! and Moved!) introduces each minigame.

Golf Heist by BluShine 2015-04-24T01:46:00

I like the Golden Tee reference.

The Grand Carpet Hotel by dunin 2015-05-06T00:56:00

I think it has a good potential for timing/stealth-ish/puzzle game. The graphic definitely takes the cake. I wish there were better sound effects and music. The randomly moving NPC/enemies did not help the level design of the small stages.

SLICK LICKER by KodingNights 2015-05-06T03:53:00

Super-confusing, and the controls felt incredibly ineffective. The tongue-lashing was only good for aerial control. I think a lot of elements should be (enemies, special effects, etc.) to make the game easier, more readable, and nicer-looking. Yikes for the 90s.

Wee Pon by DarkMeatGames 2015-04-26T18:23:00

This game had an exceptionally solid game mechanic I really, really loved. Had an absolute blast with the game, and I think only aesthetic polish is necessary for it. It is fundamentally fun, and something that -- despite the lack of graphics and sound quality -- absolutely engrossed me into with its clever puzzles. Well done!

Fatal Attraction by erbridge 2015-05-05T23:58:00

Neat idea that often left me spinning out of control. Not really sure what feedback I could give that would improve the game, to be honest. I felt like the core concept of changing other object's gravitational pull is a bit broken.

Neat experiment, though. I'm glad I played it.

Dungeon Balls by Teesquared 2015-04-24T01:13:00

Unfairly difficult! Despite having a great mechanic, the absurd time limit and difficulty of each puzzles makes it hard to appreciate the game.

carena by TomBoogaart 2015-05-05T00:32:00

I felt the game was too quick for me, and it was difficult to tell when or if I was destroying other characters. I think some pauses and camera shakes in the game would help me read that. It might also help to tone down less deaths on the AI getting after other AIs.

Overall, very juicy game, and that boost feels really good. I think only a bit of polish is necessary.

They Come from Behind by nonetheless 2015-04-28T03:48:00

I liked how shooting from back increased the importance of accuracy. Since the enemies are the same old, however, it didn't nearly as interesting. Pretty average.

Flappy Shrimp Ninja Blob VS Blue Water Saussage ! by elpaulo 2015-04-26T00:09:00

It would be nice to have a way to stay put in one spot (like using a drag factor or something). Aerial rotation would be nice as well. I'm fine not having aerial movement control, but being able to rotate at the correct angle was critical in my playthrough.

Overall, I consider it a very solid entry, with the art/randomness being a rather big detractor to the game. I really you have something going on here.

Cortex Control by Smokeylope 2015-05-09T01:44:00

Cool stealth game. Played for quite a while and completed it.

Nightfall by deadbodyoutline 2015-05-06T01:57:00

I thought this was pretty well-balanced, with the shooting feeling fair and one-the-spot; movement feeling fast enough to cover the area; and the bullet-respawn balanced enough to feel fair, yet occasionally putting me on the spot. I think it's a solid first-effort, and look forward to see more from you!

Trouble Cliff by catchthefloaty 2015-05-08T00:58:00

I thought there were a lot of great ideas that, put together, became a sort of a disaster. I think your characters moves a little too slowly to dodge notes, and its collider was really large. The note that you shot (left-click) was too unpredictable, and the right click was hard with the webplayer since it kept bringing up the context menu. The enemy bullet patterns was perhaps the most interesting part of the game, since it forced me to consider which enemy to take out first. I was also bewildered by the inconsistent styles with the graphics.

I dont want to hear it by ekun 2015-04-22T01:04:00

Yikes, this game is hard. While some tells really work, such as the shakes and the low beats, the first level has a -- what I consider to be -- unfair segment of twitching left & right rapidly. I think some difficulty adjustments could help.

Gravity Gunner by Perjoka 2015-05-05T23:47:00

Fell into inescapable pits a lot. I would really appreciate patching those up.

Largely felt like a simple (and unfortunately, repetitive) game about scavenging rocks, and using them. The plank puzzle was cool, but unwieldy and difficult to control. Graphics are really nice.

Spheres by Ogniok 2015-05-01T03:47:00

I really enjoyed this entry, especially when the narrator attempted to match with your actions. A lot special things were going on with the narration, such as being disguised as a tutorial, and attempting to observe how player plays. It was a bit short, but I see a huge potential with this game.

Flairs for the win!

Dog Bulldozer by tmpxyz 2015-04-28T02:56:00

I keep thinking that the terrible controls was supposed to make me feel like I'm in a survival horror game. But the exciting music keep implying otherwise. The adorable graphics does not help, either. It feels like a lot of parts in the game conflicts and fight with each other, leaving an unfocused experience behind.

The Fast and the Frankfurter by KittyMac 2015-05-01T04:05:00

I don't really like the fact that you cannot reverse in a single lane. Due to this, the game is much harder than it should be. In Pac-man, you could reverse your direction even if you didn't approach a fork, so I expected the same thing to happen here. I think it would have been clever to allow that, AND make it so that you can bypass trapped cars, allowing one to escape even if they were sandwiched by two cars.

I also recommend just a straight, vertical layout to make the arrow keys controls a lot less confusing.

Stoned Scarecrow by gillenew 2015-04-30T23:55:00

I thought the upgrade was intelligent, but the starting stats were terribly underpowered. Additionally, the level-up came too slowly, making it hard to appreciate the game. Overall, I think the game needs better balancing, and give the player a sense of power more quickly.

Just a dream... by ajopart 2015-04-28T02:40:00

Pretty decent game. The first jump sorta scared me. Audio would definitely be nice.

Cave Berries by oinariman 2015-05-08T02:14:00

Pretty neat game with a cool digging mechanic and some nice sound effects. I would have liked it if the platforming controls were tighter, including faster-moving character, and allowing easier edge jumping. I did not find the buttons Z and X to be intuitive: I often confused the two and took the wrong action.

Dinos Vs Volcanoes by Hambone 2015-05-05T01:39:00

The game was too easy. Resources were incredibly generous, and dinos posed no threats. This makes the tower-defense portion of the game rather boring.

While I appreciate being able to place units right off the bat, I think a hefty amount of work should be focused on balancing the game such that the players sense some sort of threat. It might be a good idea to look into how to balance resources in games.

Lucid by Kain.Oborin 2015-04-26T03:02:00

I got third ending. I went right to sleep after waking up from the second dream. It was glorious.

Back to seriousness, I thought the idea was very interesting, with a narrative game for Ludum Dare. Unfortunately, it felt like time was a huge factor in this development, because a lot of ideas seemed a bit cut short.

Using combat as a test of preparation and a puzzle on its own was really fascinating. I'd like to see more work done on the narrative.

Vocal Power by JohnGalt 2015-05-09T00:45:00

Felt more like I was playing those old golf games where you have to hold the button at the right time to accurately hit the ball. Not sure where speech comes in play. It felt like any public-speaking related ideas were all just visuals. The game mechanic didn't help me feel like I was simulating speech.

I guess it kind of works as life simulator.

Tom-Catch by Saker Games 2015-05-08T01:20:00

The graphics was definitely cool, but without music, it feels like it's missing a vital atmospheric element! Thought the game was really easy and generous, with enemies being ridiculously large for the puny bullets that they shot. Would have been cool to be able to shoot in 8 directions. I also think more time could have been spent adding special effects.

HEAT by Frenchie 2015-04-22T00:54:00

Wow, the boss is really hard. Took me a while to figure out you can score several missiles into it between breaks.

I really like the nice, tight controls. Would appreciate some background music to fit the mood. Felt a bit unfair that missiles don't trigger hits for the first few seconds they spawn. I had fun with the game, though, and that's what counts!

Toaster Defense by ETHproductions 2015-04-29T02:16:00

Pretty neat game, especially made by oneself in 48 hours. I do think is too simple to be enjoyable. Some abilities to either combo or power-up your attacks will be nice. Additionally to respond to those improvements, different enemy types would be cool as well. Felt a bit like a tower-defense game without any upgrades.

Roll Initiative by Lynx 2015-04-24T03:11:00

I liked it. I like Dungeons & Dragons. Star Wars Edge of the Empire. Star Wars. Vampire the Werewolf. GURPSMAN. ShadowBladeRunner. Dawgs in the vineyard. ^_-

My compoliments to the chief, Atari Lynx.

The Hand That Feeds by Skinny Jean Death 2015-05-05T03:48:00

I found the mechanic of relying on an AI (the pet) to take out the enemies was really fascinating. I think a good game can be developed around that idea.

Personally, I found the pet's behavior to be highly unpredictable. Because of the impression that I lack the control over this pet, the game ultimately boiled down to dodging enemies (which are FAST). I think more improvements can be made to the pet AI to make the game more enjoyable.

Crystalline by TheMeorch 2015-04-24T03:53:00

Love this puzzle game. Well done! Tough puzzles, indeed. Took at least two minds to get through.

The story was a bit mysterious, which fits well the entire research theme.

Sword in a mirror by GameQuester 2015-05-04T23:51:00

Very solid puzzle game, with tight controls and an engaging use of the companion cu- I mean the magical sword. The only polish I see necessary are those of presentation: more varied graphics, better feedback, better music, etc. Overall, I really enjoyed it. Very fun puzzle-platformer!

The Guardian by Bastienre4 2015-04-28T23:57:00

Very cool experiment with game narrative and game mechanic integration. The graphics were really nice, and I liked the music, too. Perhaps more ambient sound effects could have been used to contrast between the forest and the laboratory, but the current set was serviceable.

Believe it or not, I really liked the short length.

Floppy Man by Selzier 2015-04-21T00:05:00

It's very hard to tell what's the objective for the game. I could just swing all the way to the left, and fall infinitely.

My assumption is that you're supposed to land at a specific location. Still it's difficult to to tell where that is. Any marker to let you know would really help.

Also, those spinning walls are absolutely brutal!

Safer in the Dark by broknecho 2015-04-28T00:35:00

Exceptionally solid game mechanic that I really enjoyed. Very cool idea, and clever to boot.

I felt like the pits being real was kind of unfair. I'm like that. I totally like that the camera follows when you close your eyes, making it harder to make out your surroundings.

The Goose Saga by kipelovets 2015-05-05T03:30:00

I think this is good effort in making a platformer. Game functions just fine, and levels are certainly beatable.

Personally, I think the game could use some polish from other platformers. The controls feels slippery and loose, and the attack does not feel reactive. In a few locations, we had to rely on a blind jump. I think these small issues adds up to a somewhat frustrating experience where some deaths we feel like weren't within our control.

Still, nice job, and I certainly wouldn't call it a fowl.

Eyes that Fry by Evergreen Games 2015-05-09T02:25:00

One of the best lasers I've seen or heard in a video game. Well done with that laser.

Toby the Reckless Giant by amras0000 2015-04-23T16:42:00

It took me a while to figure out that holding the left mouse button and focusing on a single object will cause it to orbit around the giant...eventually. This is easier to understand with the trees, because they orbit very quickly, and thus, serve as a better indicator of the control scheme for your game.

Ultimately, I think you need a better tutorial system guiding the player how to play the game. No shame, though: I know it's hard to put that together in such a short amount of time.

Other changes I recommend: make everything react faster! For example, make the giant move faster. Give the player a sense of control by providing them enough speed to feel satisfied with what they're working with. I also using camera shakes, especially if we're talking about an earth shattering giant.

Nice work.

The Rapture Vacuum Cleaning Madness by Ildfuglen 2015-04-26T01:42:00

The slow controls makes it difficult to dodge everything, and the meteors are absolutely relentless. I highly suggest implementing tighter, quicker controls to make dodging easier, and tone down the meteor rate to make the game feel more fair. Additionally, add some indicator of the path the meteor is going to fall to make accidental deaths less likely.

Diȼe by Tselmek 2015-04-27T23:56:00

A solid effort on your first game. I would appreciate more player-agency on the outcome of the attacks. Still, very impressed with what you have here.

Dare To Juice by Dejvo 2015-05-01T00:06:00

I was struggling while playing this game. I wasn't sure when the white blood cell jumped, there were any aerial controls. I also didn't like it when I got stuck between two platelets, and couldn't get rid of one of them well.

Still, I think the short length helped it. Kind like the Mr. Driller aspect of the game.

Time Control by descole0 2015-05-08T00:38:00

I like the concept, but I thought the game was a bit time-constrained, and thus, unpolished. It would be neat to iterate on the idea more, since I think a lot of cool stuff can be done with it. Great job for getting a game done in a short time!

Score Attack! by boateye 2015-05-05T03:58:00

Solid shooter. I like the element of different bullets only hurting different enemies. I think the game could be improved when focusing on that specific feature.

Otherwise, score = ammo. Pretty generic to me.

Dim Sum Fusion Assassin by mike.cullingham 2015-05-08T03:22:00

Very innovative, a unique take on those diner-dash-like games where you need to manage your customers while focusing on one to kill at the same time. I think the presentation could have used a little help, especially audio, but I liked what I played.

Soul Of The Forest by Multiplexor 2015-05-08T03:42:00

Kind of wish the character moved faster, but other than that, thought it was a really solid entry. Those camera shakes are really nice.

Crossy Hell by RoryD 2015-05-06T01:39:00

It is a very polished game in audio and graphic aspect. But it feels more like a series of task instead of a fun game.

flowerpower by pyokoanarogue 2015-04-28T02:21:00

Seemed like you ran out of time to put together some neat and innovative ideas. A shame, since the graphics looked good, and the controls seemed to work just fine. Also, is that sprite Link?

High Fiverer by TheWzzard 2015-04-28T00:20:00

If the screen resolution is too low, the controls seem to have a significant problem. It doesn't aim correctly.

It's a shame, because I liked what I played. The combo meter is really unforgiving, though.

High Fiverer by TheWzzard 2015-04-28T00:21:00

Also, to append my last comment, the zoom-in on the high-five makes it very difficult to aim towards the next direction, since there's less to see. I would appreciate not zooming in that close.

The Rock the Paper and the Scissors by BIZM 2015-04-26T04:09:00

Absolutely solid entry. A very fascinating take on the rhythm game genre. Instead of punishing the player for not hitting the keys, I like the fact that it actually helps. The woo was kind of annoying...especially since it heals them.

Pattern recognition was a little hard to do, and I kind of would have liked having practice mode in there. Kind of like Parappa the Rapper, where you can practice a little bit to repeat the song's pattern. Makes the memorization part a lot less strenuous.

A God's Weapon by DavidErosa 2015-05-01T01:44:00

Each turn takes too long, and it's super difficult to predict the trajectory of your population. As such, I find it difficult to make this a properly competitive game. A shorter game, where two players play for only one stage would have been better.

TANKED by OrangeSpikyGames 2015-04-26T00:27:00

I thought the weapon customization was really cool, and had a lot of potential. The easiness of the game, however, dampened my enjoyment. I highly recommend focusing on balancing the difficult of the game.

Don’t Be Afraid Of The Dark by Romixal 2015-05-05T00:15:00

Really had fun with this puzzle game! Adding those enemies was a really nice touch. It made the experience very tense, and often tripped me up with its clever puzzles. Would love to see more from this. A job well done!

Super SALT Helmet by DarkwindMedia 2015-04-24T01:08:00

Fantastic multiplayer game. Had a blast blasting dreamlogician.

Instructions or indications of who has the higher priority of attack would have been nice, since it left us confused at a few places. The slow down really helps.

A party game for all!

MagDef by jhell 2015-04-29T01:19:00

The core mechanic should be fun, but I feel the game was poorly balanced (using Windows build). I especially felt the magnetic fields rotated too slowly at the beginning for my satisfaction. Personally, I wouldn't even make it an upgrade: make it fast right from the get-go, and use a different power-up to allow better crowd-control.

Chicken Rescue Mission On MARS! by krzymsky 2015-05-07T23:36:00

The precision necessary to jump from one platform to another was a bit ridiculous. I would appreciate it if the game didn't require so much precision (perhaps make the cow jump slightly taller?)

I think the graphics are adorable. The game could really use some sound effects and music.

Aqua Marine by Bashabookoos 2015-05-01T02:26:00

I thought the weapons felt great, and there was a lot of satisfaction shooting enemies. I often thought I got stuck on some walls, however. Additionally, the controls were not precise enough to make some careful dodges. Honestly, I think the controls needs to be tighter.

Glorch's Great Escape by wg_phancock 2015-04-28T02:10:00

We love the whole package and the platforming design. The difficulty curve ramped up quite quickly but still awesome in any case!

CRUD by block97 2015-05-08T03:29:00

This is quite incredible for a first-time Ludum Dare entry. The animation was really smooth. I think the game was a little easy and simple, but it did feel fair. Particle effects or explosions may make the firing more satisfying, especially by providing said animation to the alien death sequence. Great job!

TETRATOR by Trasevol_Dog 2015-04-25T23:46:00

It's Tetris, with two ways to die. Well, I'll take it for what it is.

Adaptation by Grahhhhh 2015-04-25T01:18:00

Had a lot of fun playing this game. Those super-powers are terribly broken, but that's kind of why I like the game!

Graphics are a little sketchy, and the aiming seems a little broken: bullets fire off at odd angles or at an incorrect time while rotating. A few juices could be used to make the hitting-into-enemies a little more frightening, but well done!

Hula Fighter by matt beckett 2015-05-08T02:32:00

It's a pretty silly game, but also really shallow. I admit, I'm pretty darn impressed with what you have within the short amount of time given, anyway. So good job!

Latvian Milk by Dreyan 2015-04-24T00:45:00

It was a fun game. I got stuck inside the wall and died. That didn't contribute to my fun.

My Voice is My Weapon by Forlorn79 2015-04-22T00:37:00

This game is really hard! A job well-done. I have a hard time telling what's the cops, and what are normal citizens, though.

Chrome seems to allow voice synthesization, although Firefox doesn't. Weird.

B000MERANG by TheBigShot 2015-04-23T23:33:00

Had a lot of fun in the live-streaming session. Pretty darn hard, but felt very fair. Hard to believe it's your first entry.

For a future update, line-of-sight would really help assist the aiming.

Myopia by generic_ghost 2015-04-26T02:04:00

I think it's a solid entry with just a bit more need to balancing the difficulty. The audio is ridiculously loud, cut it out!

Dead Pixel by lebrokholic 2015-04-29T03:51:00

WHY!? Why did you hide the red pixel behind a stomping door!? That's just trolling the player!!

Back to serious mode, I really think that the graphics was the highlight of the game. It's awesome to see walls crumble from the pixel thrown.

However, a lot of annoyances had to with flaws, such as the cubes having colliders and capable of stopping you from progressing. The pixels having gravity applied made a few parts harder than necessary. Lastly, a collider should be devoted to blocking off the ceiling.

It seemed like great idea with great mechanics, but it felt like your team ran out of time to implement anything interesting.

DictionBlade by Azure_Kyte 2015-04-28T03:29:00

I thought the general controls, abilities, and attacks were really good, but the word-typing was gimmicky, in the way, and unnecessary. I can see a good emerging from this, but it's made cumbersome just for a sake of novelty.

Radio Edit by dos 2015-04-26T01:56:00

I think the core mechanic works great, and the whole thing feels like there's a sense of rhythm to it. Some classic juice-related polish would be nice to give some of the actions more impact. There's a lot to be improved, but I think the fundamental parts of the game is very solid.

My Dear Pencil by Dorgam 2015-04-30T23:29:00

Very solid platformer, I really liked it. Finished it in a really short time in our stream, somehow. The controls felt tight, and the levels were fair. Lots of speed running potential.

I recommend adding ghost jumping (a brief moment where you can still jump even though you ran off the edge of a platform). It would make it easier to design harder levels without feeling unfair.

Indifference by Pibeex 2015-05-06T03:06:00

I took the game to mean as apathy as a way of weapon. A fascinating point that, yes, the lack of taking sides causes the conflict to continue.

Personally, though, the controls reminds me awfully of the Super Smash Bros. Melee's "Fox's illusion" move (Fox's side-B). This means that I took the game mechanic to "feel" like an attack itself. To me, this directly conflicts with the game's point: playing the game "feels" like an attack, yet the point of the game was not to. This just felt weird to me.

F.U.M.S (Fucked Up Missile System) by ElectroYak 2015-04-24T04:07:00

It was fum.

Bullet Time by BulletsArePeopleToo 2015-05-01T03:31:00

Quite a solid game with no obvious bugs. There power-ups, however, comes in too slowly, meaning for the most part, I felt the game was very repetitive. If the different weapons and enemies were introduced sooner, I think this could have been a more captivating experience.

Gravitas by SpringCabal 2015-05-01T18:59:00

On ATI/AMD graphics card, this games comes out as graphically corrupt. And I'm having framerate issues, too. Sorry we can't play this well.

Soccer Cows by MartianGames 2015-05-06T02:20:00

Reminds me of Twisted Metal. There are too many things to juggle at the same time. And trying to dribble the soccer ball to the goal post is very hard and kind of frustrating.

DROP IT! by Null DIES 2015-04-28T23:22:00

I felt the game needed some extra polish, particularly on juice for feedback on hitting enemies, tighter controls (fall faster, rise faster, immediate reaction), and adjustments on hitboxes. Bass in particular felt like it was really large.

I think the game mechanic is alright. It's just a matter of polish from there.

Operation H.A.N.D.s by The Capitalist Crayfish 2015-05-09T02:49:00

Laser angles seemed to be under utilized. Enemy patterns that could be shot based on the hand's angle might be a handy feature.

I would also appreciate it if the ship moved faster, and had a smaller collider. To be honest, it's really hard to dodge anything the game's current state. Would also like it if the ship fired faster, especially if only one finger was firing.

Unconventional Stick Swinging Simulator by japtar 2015-04-21T20:28:00

And yes, japtar and I are the same person.

Unconventional Stick Swinging Simulator by japtar 2015-04-21T21:29:00

@Elemental Zeal Games Studios
My bad, I set the wrong file as the HTML5 zip. It should be fixed, now.

Unconventional Stick Swinging Simulator by japtar 2015-04-21T21:46:00

@Elemental Zeal Games Studios
And unfixed: the WASD controls aren't working for some reason. Took out the web build for the time being.

Unconventional Stick Swinging Simulator by japtar 2015-04-23T17:08:00

@Dejvo
Like Super Driller Ultra? (Yes, japtar and I are the same person)
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20557

Unconventional Stick Swinging Simulator by japtar 2015-04-23T18:09:00

@Dejvo
OK, just making sure. I appreciate the feedback, especially for the fact that you've played the game despite the not-very interesting screenshots. I know it's not everyone's cup of tea, so it's OK to not like the game. I'm not selling it, nor do I plan to in the future, so I doubt my contribution will impact the general gaming market.

In regards to the reason I made this:

Well, after the day I got my Compo project done, I still had 12 hours left to organize the Tech Valley Game Space's real-world Ludum Dare meeting (several teams were in for the Jam). Being bored, I looked back to my brainstorming notes, and chose a joke of a game, complete with a poorly hidden innuendo. I simply made this game as a fun challenge -- one where I was fully aware I wouldn't have the time to polish as well as Compo -- and so stuck with the idea that looked and played as intended even if it was broken.

I'm pretty proud with what I came up with. Sure, it's fundamentally a stupid fetch-quest game (my pet peeve), and the physics is absolutely broken, but I like it that way. I'm a huge fan of Katamari Damacy and absurdist humor in general, so this fits well with my general game design style of controllable chaos. As they say, you need to be good at something before you make a good bad game, and given the positive comments here, I think I achieved just that.

Unconventional Stick Swinging Simulator by japtar 2015-04-26T16:33:00

@cgmorton
Uh...sure...it's intentional...I guess...

(It was unintentional, but I did know about it and was too lazy to fix it. It makes the fetch quest a lot easier, though, so it's a good bug in my book.)

FIREFLY GUN ! by TRAB 2015-05-11T03:02:00

Well this is different. Lovely audio work, and a lot of death happening. Seeing the monster for the first time is pretty darn frightening. Would be nice if you had more control over where the fireflies flew, since they double as breadcrumbs reminding the player the path that they took. Still, nice experimental game you've got there.

Sonny & Gloom by Mach60KAS 2015-04-26T02:24:00

Very impressed at the balancing of the game. Sure it's on the easy side, but I think it's necessary for games like this where the health is the currency for attacks. I've rarely encountered a game that does this successfully. So well done!

Legends of Kersalmon by tummyache 2015-04-26T03:47:00

Felt like a very long Metroidvania game, where the majority of it was about just figuring out how the maze was laid out. I do like the large amount of content you have there, but I think a lot of the enemy placements and the length of the game was padding rather than enhancing the experience.

I also think more juice could used, such as screen shakes and flashes. Kind liked the sound effects for the snapper bomb, though. Maybe there should be more of that.

Ani-melee by RHY3756547 2015-04-26T04:49:00

Crazy multiplayer game with a crazy premise. It was hard to tell how effective your...weapon...was, and what makes it more effective than others. Still, I like what I played, and think you deserve all the praise for putting it together in such a short amount of time.

Guide 2 Where? by Pitƶik4 2015-04-28T04:34:00

Very fascinating, experimental, and innovative concept. Didn't necessarily find it fun, but I don't it has to be for the 5 stars rating. I really liked the pacing of the story, the panic you experience interpreting two texts at once (even though you can easily stall one of them), and the inability to look back through the history of the texts. Multiple playthrough is required, but I like that the player naturally catches more hints and text as a consequence of it. Very cool.

The Landscape Processor by Simon 2015-04-29T03:18:00

Felt like an interactive art piece. Not sure what the message was, other than a point of perspective (i.e. you are the one that's moving, possibly inside a vehicle). Was morbidly interested in seeing how many set pieces I can make still, and cause the game to crash.

LD33 — You are the Monster

Escape From Twump Tower by 01010111 2015-09-13T20:06:00

I keep expecting the Megaman 2 theme music every time I watch that intro. I nice elaboration of Super Mario Bros. 2. Found it neat that each different item you can pickup has different throw effect, though I found the controls to pick things up a bit cumbersome. Who knew Donald Twump did a ton of bench presses?

As mentioned by many, I did find the glitchy physics unappealing, and many coins sections left me scratching my head. The game might also be on the easy side, too. It was enjoyable, though, and I did have a good snort with the story.

Beast Of The Woods by AgentParsec 2015-09-04T03:04:00

Fantastic polish to the game. Did a great jobs focusing on the stealth experience. That said, I'm not a fan of being forced to restart from the very beginning. It's easy to get lost and not find any humans. It's also very hard to sneak behind trees, so a mechanism to tilt the camera so that you can see what's behind would have helped. Perhaps easing the difficulty on the third level might improve the experience. Overall, excellent job! Awesome use of audio, too!

CRUNCH!!! An Interplanetary Meal Trip by Ryusui 2015-09-03T21:56:00

Decent amount of fun, even though I wasn't a big fan of the tank controls. It lead to a lot of moments where I'd be stuck between two rocks often. The space police were pretty funny, though.

Protect the Egg by bvanschooten 2015-09-13T03:07:00

I thought it was fascinating that the health pickups fire bullets at you. It makes for an interesting dynamic in the game: the most optimal strategy isn't to guard the egg, but rather, get close and personal to each enemy, then collect their health power-up before it start shooting at you. Accident or not, it's incredibly clever design that had me sucked in for a long while. I would definitely love to see more of this game!

Plus, the soundtrack is awesome. Keep it up!

Terror Bird Feeding Frenzy by jwin 2015-09-04T01:29:00

Well, here's a guilty pleasure I can get behind! Terrorize people to consume their food! Just like humans! And other animals!

Really like the wide-range of movement controls. Not a fan of the controls for consuming food, however, due to its repetitive nature. Perhaps a combo system or a more efficient way of consuming is possible? Either way, had a lot more fun that I thought. Looks really nice, too!

MONSTREEUM by leparlon 2015-09-13T01:18:00

Thought it was a pretty decent game. The tree felt really heavy, and would fall very quickly, while the rockets didn't feel nearly as strong. It was really easy to lose control of the tree, so it made it hard to play the game. That said, I did score above 4000, so that's good. I did think that different way of killing = different score was a really nice touch. Would have liked some background music.

The Monster In Me by echokain 2015-09-04T20:50:00

It's rather odd to use Unity as a game engine to build a visual novel, but I definitely enjoyed this entry! Thought it was well-written, especially in the consistencies each character had (even though they were, admittedly, regular post-apocalyptic character archetypes). Got pretty intense with the ending!

Cursed by disperse 2015-09-03T21:14:00

Take all the stars for graphics!

Not exactly a fan of its super-simple gameplay, though. Perhaps new levels would have been nice?

Ugly Turtle by HacksawUnit 2015-09-10T23:19:00

Pretty cool. Got up to score 10. The game can be quite stressful as you start to score higher.

I feel like the presentation, while beautiful in its own way, doesn't quite fit the gameplay. The hold'em up minigames are usually presented in a super-tense way, so I kind of wanted a more tense experience. I do, though, like that the Mario aesthetic gives an excuse to add extra curve-balls into the mix, such as a fake-off.

Should Have Worn Socks Today by Pierrec 2015-09-13T21:38:00

Wow, the mirror is a real creeper :P. An interesting way to take the customization portion of the game, and turning it into a narrative. I do like the surprise ending. Very cool.

Child's Play by gty 2015-09-04T03:21:00

Adorable graphics and storyline. I feel like there could have been more feedback each time I click an enemy to indicate how rapidly I clicked them. Additionally, more effects/feedback could have helped, indicating when an enemy hit. Particle effects are really good for those kind of stuff.

Did like the silly premise and the upgrade system. Unfortunately, thought the gameplay was a little too simple.

Spooky Cuties by OnlySlightly 2015-09-14T21:50:00

The game seem to stop operating on a Mac on Firefox after trying to communicate with Mark_Mogwai for at least 3 conversations :(.

The Lair by Mekuri 2015-09-12T23:41:00

Pretty game, but I would have liked it if the enemy attack went by a lot faster. Maybe have all of them attack or move at once? It just felt like there were a lot of waiting.

The UI could use some polish as well. Since the "End Feast" button was in the center, it was easy to miss the "Devour" and "Drain" button. It would be nice if usability in the game was improved.

Other than that, the attacks I had didn't quite make me feel powerful, so those could use some enhancements.

Are You A Monster? by Galvesmash 2015-09-13T01:28:00

Great job in getting a game done. It looked like you both had a bigger game in mind, and yet, didn't have the time to implement it. Making minigame compilation was a really bold choice (in my experience, they're hard to make). Hopefully we'll have more sound effects next time!

Itty Bitty Bites by Andrew Adams 2015-09-11T03:59:00

As a one-player game, this game wasn't particularly challenging against the CPUs. Basically felt like Pac-man with ghosts that simply teleports you back to the last checkpoint without taking away a life. The music was a bit repetitive as well.

For some reason, when I played, there were no shadows, so jumps were hard to tell. Additionally, it was hard to tell the range that the fire action had. Without the shadows, it was hard to tell whether the fire action did anything, even when it hit a character and knocked them off the screen.

Incidentally, it was really confusing in the beginning when all the CPU takes over. I wasn't expecting for the game to start before I hit the enter key.

Can I Haz Monsters? by Omiya Games 2015-09-06T20:35:00

@BtheDestroyer Yeah, adding hard mode where the sentences weren't translated for you was something we had in mind (as well as an in-game notepad). We didn't have the time to implement both.

Can I Haz Monsters? by Omiya Games 2015-09-13T18:12:00

@LTyrosine In regards to the theme, yup, that was very intentional. The original pitch of the game was, "you're stuck in an alien world, and to escape from it, you have to blend in and even pass off as an alien." We've obviously simplified the idea further to just the language system, but "becoming a monster (or really, adopting with the natives)" was definitely in our minds making this.

Can I Haz Monsters? by Omiya Games 2015-09-13T18:15:00

@Ellian Graphics isn't part of the ratings because, well, they're not original. We found them on OpenGameArt.org, and per Jam rules, we've opted out. You can always check the credits to see their names and original artist.

It's All OGRE Now! by Spaghetti and Meatball 2015-08-30T04:28:00

Nice destructible environment, there. While the game does a great job making me feel powerful, the lack of threat makes it a bit hard to have fun with. A super-easy game isn't always fun, and this game felt like it could use a monster or two to counteract with the ogre. It's very polished, though, and I do like the level system a lot.

First Person Giant Monster Game by Xanjos 2015-09-13T00:27:00

So, strange bug, but the monster and human flies up really high if they walk into the rock rubles. This makes for an amusing glitch, but also makes it hard to get a higher score. Oh well, had a little fun playing it. It does feel like a bigger game was in mind, as there doesn't seem to be much material (as you've stated on the description).

Perspective by ChuiGum 2015-09-04T19:47:00

I finally got the game working (unlike what appeared on the stream)! Just had to use Chrome instead of Firefox.

I had a tough time figure out that I had to jump off the platform when switching from top-down to side-scroller. As of right now, it looks like the level is generated regardless of where your meter of switching perspectives is at, frequently leading to unfair level designs. Additionally, I'm not a fan of the fact that in side-scrolling moments, hitting the side of a platform is an instant game over, despite there being a ground to land on below the wall. And the jump heights are not controllable in either mode, so I bumped into a lot of gaps that forced me to trip. It's pretty rough on the edges, to be honest.

I hope you work on it, though, because it's a neat idea. Just needs implementation tweaks.

The Creature from East Second Street by emmelineprufrock 2015-09-13T18:56:00

Ah, yes, finally the captions on Youtube is useful for once! Glad to see an online tool used for these experimental reasons. Liked the game a lot! Definitely a wonderful evolution from visual novels.

The music was kind of repetitive, though.

The Trial of Tyrone Rex by Manky 2015-08-29T17:20:00

To be honest, I liked Billy McMath better. The timer on making your decision provided more thrills, and each decision provided a new conclusion. In comparison, The Trial of Tyrone Rex had a fairly inconsequential segment when making the wrong choice, making it feel less thrilling. I still enjoy the voice-acting, however, and the humor is pretty good. The character shakes adds a lot.

A Bad Wolf King is Hard to Feed by McFunkypants 2015-09-03T20:12:00

This is a pretty relaxed collecta-thon. No killer enemies, no environment hazards, just collect every shiney. It's pretty fun! Got all 13 gold pretty easily.

I think the sparse checkpoints was a bit annoying. Some more action might be nice (and probably already planned).

1925: Noire by VoxelSquare 2015-09-11T03:28:00

Thought the demo looked beautiful. Nice music, too! Just needs objectives and functional enemies :-P.

Incidentally, one criticism. I found it strange that you always faced away from the camera even if moving backwards. Without the shooting, it would make more sense to me if the character faced in the proper direction based on movement.

Sound Control by cxsquared 2015-09-03T21:45:00

A unique and unexpected take on the theme. Thought it was pretty funny. Kind of wished the music generation system was more sophisticated to create different kind of music, but it's acceptable as it is right now.

Within by Andrew Deem 2015-09-06T00:40:00

Hey, not bad for a first entry! Liked it a lot, actually. A little shame that the story doesn't exactly evolve based on the stats, but I do appreciate the multiple endings.

Some criticisms: The buttons were a bit cryptic, and I often resorted to using R to restart a lot to get the desired ending. I think the game could benefit from added sound effects, too! Still, I do think this is a huge accomplishment, both from getting the first game done, and for providing an engaging narrative. Awesome job!

de-monstration by aprotasenya 2015-09-14T22:02:00

Right-clicking would always bring up the context menu on the Mac, so I don't know if the webplayer is setup to disable it, but it makes it hard to sing to all the denizens. Thought it was a pretty simple game. Found squishing the round citizens oddly satisfying.

Monster Date by Lady Beardo 2015-09-03T03:10:00

I learned very quickly from this game that I am not a romantic person.

...sigh....

On criticism, is it just me, or is it oddly difficult to make out whether you're making progress or not? Outside of characters reacting positively or negatively, there seems to be no end result other than, "too bad, the date is almost over." I also couldn't tell if being a monster had any effect over the dialog. This may be just me, but I felt like a lot of my choices were inconsequential due to these details, and that isn't what I expected, or liked.

The Endangered Death Falcon by dingotime 2015-09-03T21:36:00

Well, that's one way to be a monster, I guess. Love the hilariously absurd premise. The serene music provides a nice ironic contrast to the morbid action going on.

The controls are pretty wacky, and the gliding took a while to get a good grasp of. I think those areas could be greatly improved.

Path of a Psychopath by eemmbbeerr 2015-09-11T00:23:00

Definitely liked the narrative, and the writing. So politicians are monsters, huh?

Some criticisms: intentional or not, it was kind of hard to tell from a few sentences alone the thoughts and opinions were of the opposing force, even in Easy mode. As such, it was hard to tell how well you were performing in convincing the town's population. I wouldn't say a score or meters are necessary, but some sort of indicator, such as facial expression, might have helped. Writing alone was too cryptic.

Monster in the House by Jani Nykänen 2015-09-11T01:46:00

I'm not a fan of the subject matter. I think the game could have used a positive family example to make it clear the character you play is isn't good. Otherwise, it's just another example of domestic abuse.

UMON by magenta 2015-08-30T02:24:00

Well, that's one way to improve Cookie Clicker. Not what I would have expected from an "idle game." Very cool indeed!

Monstering Monsters by NickMakesGames 2015-09-11T03:01:00

Very nice interpretation of the theme. Liked the idea of the game a lot. It had a very deliberate pace and a relatively smooth difficulty that made it pleasant to play. I'm not exactly a fan of multi-tasking where typing and dodging seemed like a necessity, but the overall presentation was great! Definitely would love to see this game extended, if for its silly plot.

Mobs, Inc. by Pietro Ferrantelli 2015-09-13T01:50:00

Thought it was a really polished game, but attack was too short and I often missed despite clicking exactly on a hero. Some indicator of the range of my monster's attack would have helped. I do think the special attacks were really cool and satisfying.

Occasionally, it looked like I would get hit mid-way in an attack. It wouldn't always happen, however, making me wonder if that was a bug, or my eyes are deluding me.

Monsters Vs. Cookies by kidando 2015-09-11T00:38:00

Pretty fun game! I liked that running away is your defensive system that has limited fuel. It lead to some really tight situations ideal for these kind of action games.

Personally, I found the graphics to be weakest, specifically when it came to feedback and repetitiveness. For feedback, it was hard to tell when I got hit, and how long I remained invincible after I got hit. Similarly, I think some extra visual feedback when hitting the enemies would have helped. For repetitiveness, the ground and the walls could use a bit of spice. Maybe some chalk drawings, trash cans, or pebbles?

The Troll's Toll by baykush_figtree 2015-09-14T22:15:00

Oh, hey, someone besides me played LISA. Wohoo!

So I quite liked this game. Gives me the "white phosphorus scene" vibe from Spec Ops: The Line. Really like the aspect of walking through the very graveyard you've created. The fact that your (presumed) wife was wheelchair-bound makes the ending all the more tragic. Cool stuff!

Frankenstein: Do-It-Yourself! by t4u 2015-09-02T22:08:00

I like the ability to use the body parts of your defeated enemies to improve your character, and if there were split paths and an improved UI, I can see this being the main selling point of the turn-based RPG. I also have to say I'm impressed that an RPG was even created at all without using RPGMaker for the Compo rule-set.

That said, the turn-based battle system is too simple, and the game often felt too easy. A wider variety of special attacks, as well as a party system would go a long way.

Overall, a good start!

Lady Bug by dickpoelen 2015-09-06T02:42:00

Super-duper hard game, with the guardsman being ridiculously accurate to navigate. I particularly dreaded moments dealing with a thin-corridor with a guardsman at the end. Otherwise, I think it's tight controls are fantastic! Definitely felt in control. Felt the enemies were smarter than me.

The music was a bit repetitive, and the difficulty level was steep. Perhaps easing the difficulty, such as slower fire-rate, slower bullets, and better placed levels could have helped. Overall, great job!

PokEscape: Magicrap's Stealthy Journey for Survival & Gyrodeuce by Tuism 2015-09-13T02:08:00

Had a lot of fun playing this :). Thought the life decreasing rate was pretty punishing. That said, ignoring those stars sure made the game a lot easier to play. Liked the fact that you had to feed off of your own hiding places. Plus, those trainers being respectful and not crossing the grass patches was nice.

Incidentally, I seemed to have encountered a bug where despite not collecting all coins on the map, it still gave me a star for it.

Executioner by TheZiggy 2015-09-04T21:16:00

Very, very heavy handed game. As much as I want to appreciate the game, it was too hammy for me to take it seriously or funny. Just not a game for me.

Soup by JoshDBB 2015-09-03T23:15:00

I feel like the game might be better if it was more like a relaxing simulation, kind of like those moving lamps. In that sense, the music was rather jarring, as was the repetitive sound effects. The super-tight controls was also a bit annoying and unexpected for this game.

Flesh & Fish by metalchouchen 2015-09-11T00:58:00

Given the description of the game, I take it the intent was exposing the cruelty behind animal slaughter? If so, I found it hard to see the metaphor in the game. Not a whole of details seems to click together. Instead, it just feels like a repetitive slicing game where you need to be careful of what you slice. No particular message there.

Dissident by michidk 2015-09-13T02:23:00

I like the intent and the idea behind the game. I do also like the fact that you can get negative score. That said, a lot of my actions didn't feel like it had much impact. I think if the gun shot felt more powerful (e.g. with camera shakes and flashes), it would have been easier for me to accept the idea that this was not a good thing to do. Additionally, the lack of audio made it a bit hard to take the game seriously. I think the implementation of the game is fine, but it could use some more polish.

Tentacle monster vs rockets by el-pepi 2015-09-03T22:04:00

Control was on the wonky side with the WebGL version: it was really easy to over-shoot. The lack of depth perception makes it hard to approach the rockets properly. I do like the space to speed up, though. Gets very easy to get tangled in the game, and it's pretty funny when that happens.

Locked Out by QuexD 2015-08-30T00:25:00

Had a lot of fun chucking the companion cube around to defeat enemies and unlock doors. Very silly, love the comical aesthetic. Some puzzle felt a little obscure, and the enemies were really unforgiving. Maybe make the hit boxes on them smaller?

Overall, liked it a lot!

Meet the Monsta by Schrodinger Games 2015-09-11T00:01:00

Wonderful presentation, and a great take on the theme. Loved the voiced sound effects.

Personally, I thought the gameplay was the weakest. The game does a great job of making you feel powerful, but then quickly becomes too easy when the 4 enemies are all introduced, and the rate of when they pour in remains largely the same. It quickly becomes repetitive. Some more polish and extra attacks might have helped.

Player Rush by Hot Box Games 2015-09-14T22:39:00

The graphics were very nice, and had a very Tron feel to it. That said, I personally found the limited controls and monotone attack hard to appreciate. I did think the healers was a nice touch to add some strategy behind the game, but it didn't seem to go much deeper than, "hulk smash everything." More variety would be really nice.

Jungle Blitz by fauge 2015-09-04T03:30:00

If you're still working on this project, I look forward to seeing what it's going to be like in the future! As it stands, it's pretty barebones right now (but you already knew that).

Neverending Forest of Beasts by dosmaen 2015-09-06T01:09:00

It feels like there were a lot more planned for this game. It's really difficult to play. There's so little meat in the game to recover from, and nearly all the boxes I've encountered had monsters.

Definitely felt strange that the overworld doesn't have music. Additionally, the UI can be a little confusing as well. I frequently mistaken the enemy health to my own, for example.

Hope to see some improvements on this. It looks like it could blossom to a fleshed out game.

Pluto's Heart by Kain.Oborin 2015-09-04T01:15:00

I liked the game! Pretty short, but that's alright!

It was weird that you can transition to different part of the world via walking off-screen, which was disorienting. Liked the flashy effects in the turn-based combat.

R-ADIUS by MrTwister 2015-09-04T02:11:00

Very neat and innovative. Was a fan of the presentation. I wasn't nearly as found of figuring out the AI movements such that I was willing to spend more time to get higher rank than an A. It's a good enough for me!

Felt like a lot of the game boiled down to timing and resource management. It's a matter of taste, but I wasn't especially fond of that combination.

GROWL by Ulydev 2015-08-30T04:34:00

Very confusing, and with confused feedback, I find it hard to figure out which note I'm supposed to "swipe," and why. I often had a difficult time knowing why I died. A tutorial and better UI would have helped immensely.

Nimble by Lynx 2015-08-30T02:02:00

Great graphics and audio. The overall presentation is absolutely wonderful. I admit that this game doesn't quite fall under my taste. I struggled a bit with the interface, in that I didn't know the left-most key was what I was supposed to press. In addition, I took me a while to notice that I actually had to be hiding before entering the next key. To me, the latter felt counter to the game I was expecting, which was a game where you type in the keys as fast as possible without error. It feels like it's trying to be rhythmic in that sense, without the timing.

ClickBait - Blogger Simulator by BtheDestroyer 2015-09-06T00:21:00

While the game is absolutely spot-on in being mundane, it's also too good at it. I had a hard time seeing the point of making posts at regular intervals. Perhaps this game works with more patience, but I personally have enough to continue for long.

ClickBait - Blogger Simulator by BtheDestroyer 2015-09-06T00:25:00

My last comment wasn't as constructive as I'd like, so hopefully this one provides more details.

I felt that the resources devoted to length and quality were ineffective, making the differences hard to tell. As such, it was difficult to tell if I was making any progress, because I would remain within the same view count for a long stretch of time, until randomly I get a huge jump. Again, I do see this as an accurate depiction of posting to a blog, but at the same time, have very little patience to continue. Perhaps I'm not built for this kind of job :P.

Hitogochi by OnionBlaze 2015-09-05T23:30:00

That was hilarious! I liked the underlying conflict of wanting to consume the caretaker (as well as other myriad of method to kill her). Ended in a romance ending (dunno if there are other endings) while frantically trying to retain my resources. Adorable, stupid, and absurd: the perfect formula. Great presentation, too.

Thought the music was pretty repetitive. Could have been more contextually sensitive. A nitpick, though.

Lovers on a Park Bench by peterthehe 2015-09-10T23:44:00

Hey, thought this pretty cool. Those robot voices sure take away the gravity of the situation, making Dave's fireball attacks all the more silly. Thought it was a pretty interesting deconstruction of exes depicted in popular media. I certainly ended up killing the ex, which felt like a deliberate design decision.

I do think proper voice acting would drastically improve the deconstruction part. The typing was a little strange, too.

Subterranean by K.Chplr 2015-09-06T01:34:00

The super-sensitive controls, combined with low visibility made it super-difficult to play the game. I felt like I was fighting with the game than enjoying it. A game inspired by Magic Carpet would be great if it improved on its formula (and to be fair, the lack of feature may have been doe to time constraint). As of right now, though, the lack of spells makes it feel like a lesser experience.

Fired by Evergreen Games 2015-09-03T20:30:00

Very cool, liked the controls and mechanism a lot more than I expected. Would have appreciated a checkpoint or a time-reversal mechanic to reduce the frustration, but I do like what I played. Wonderful job!

BuzzzzOff by LordKawaii 2015-09-03T20:56:00

On the mac, the game window is too small to see anything, and I can't figure out how to adjust it.

Oko Furia by Tselmek 2015-08-30T01:31:00

Very frantic game. Liked the many elements added into it. Hooray for camera shakes!

I felt like being able to flap beyond the top of the screen was a pretty bad exploit for avoiding helicopters (even if it resets the combo counter). The flap physics didn't nearly feel as good. It would have been nice if each flap made you rise farther, and the gravity fall a little faster, giving a nice sense of tight controls.

Overall, very solid entry. Had a lot of fun!

Youkai by Nibble Bits Studio 2015-09-13T00:09:00

Very, very fun and addictive. Really like the simple controls. The game often felt like it killed me unfairly, though, so a few visual enhancements might help. For example:
1) Foreshadow where an enemy is going to appear, or have the enemy appear only outside of the camera.
2) Have a line indicating the range of your attack.
3) Make it much more clear that an enemy is about to attack, via some sort of charge special effects.

Some new enemy types and obstacles would really change the mix, too! I also recommend looking into adding screen flashes, camera shakes and hit-pauses (time stopping very briefly when hitting an enemy).

T.A.G.W.Y.H.O.P.P.D.a.a.D.o.S.S. by DavidErosa 2015-09-11T01:33:00

Like that the game had a strong presentation, and I did find it amusing to slap pamphlets on people's faces. Also appreciate the variety of races and hair styles added into the game.

That said, I did find the game to be repetitive. Perhaps a mundane job was intentional, but it didn't feel like that aspect of the game added much. Pluto's heart power-up was a nice addition, though, that did add some strategy to the game.

Overall, good job!

Massacre Monday by wg_phancock 2015-09-03T21:09:00

Pretty fun, though a bit repetitive. Discovered pretty quickly that tanks and aerial military were much quicker at wrecking havoc. Most of my time has been spent using dashes to manipulate the military to kill their own civilians, making it a bit less fun. Not sure if that was intentional.

Enigma by block97 2015-09-04T02:35:00

Pretty cool story, if a bit short. Was very rewarding to be able to observe a large number of objects in the game. More of that, as well as clues would have been great! For a Ludum Dare game, though, it's pretty awesome what your team was able to accomplish, so great job!

Lardum by Grahhhhh 2015-08-27T23:00:00

Nice job at selling us the game at Tech Valley Game Space's after party :). Had a lot of fun with the game and presentation. Awesome take on the theme.

Huntingman Championship by Forlorn79 2015-08-29T17:23:00

The fox actually says something!
While a neat concept about animal slaughter, I question whether it'll be an effective message to the people it matters the most.

50 DKP Minus! by Archonthewizard 2015-09-14T21:45:00

Playing the Webplayer on Map, the cursor to drop spells are gigantic, and do not indicate the correct location the spell is going to be dropped. Any ideas as to why this happens? It's pretty annoying.

Other than that, plays like a nice tower defense game. Good job on the spells. They're really cool.

Area 17 by SpringCabal 2015-08-30T03:11:00

We were able to play it this time unlike LD 32! I like upgrade system a lot. It felt a bit too easy to farm a lot of people without needing to attack other bases. This lend often to super-safe gameplay that may not have been as action-packed as intended. To be fair, I was having frame-rate issues, so that could be the reason.

Mr. Legs by alex bergin 2015-09-04T03:48:00

Did figure how to control daddy long legs pretty quickly, but sort of loses the charm as a consequence of it. It's honestly a pretty easy game. Didn't especially find it funny, just another clumsy simulator (thought that probably boils down to taste, I admit).

Tenebrous Expanse by WubAlliance 2015-09-04T00:30:00

Felt like another Pool or Mini-golf game. I'm completely unsure how the game related to the theme. I didn't *feel* like I was spreading darkness, or even consuming light. It just felt like another Pool or Mini-gold game with a pretty hard puzzle angle.

I also thought the game mechanics for spreading out the darkness further was cool, but hard to distinguish from one to another. This makes it hard to plan out a strategy, and often boils down to trial & error.

The presentation is awesome, and the music's great! Like the graphics, too. I think sound effects is in order.

Drunkula by francismoy 2015-09-13T02:44:00

I thought the gravity flipping aspect of the game was cool, but under-used. The knocking-tree-down part only occurs once, too, making it hard to appreciate that puzzle. To be honest, while I did eventually beat the game, I found it a bit frustrating that it was really hard to figure out what to click on. It made me feel like I was pixel hunting in a point & click adventure game. It would have been nice if interactable objects either highlighted, or your cursor changed. Additionally, actual mention of the controls for the game (either in description or in-game) would have been nice.

A Fox's Journey by Pusty 2015-09-03T23:51:00

The wind-up for each attack takes forever, and I'm quite appreciative of that. I like that I could move quickly in speed mode 1, but was forced to dock down to speed 2 just so I can time my attacks correctly, slowing the action down significantly. I think this game would work better as an action game, and thus, expected faster actions.

A little shame that most attacks were ranged projectiles. Slimes had a more interesting attack pattern, and it could have been interesting to see more of those.

Overall, think it's good entry, but has a lot of space for improvements.

It's Sunday by bigbuggames 2015-09-11T03:47:00

Well-polished, well-presented game. The graphics and sounds were funny and awesome! I think the controls for the game was pretty bad, however. I was not a fan of being forced to rapidly click on the game, despite the location where I clicked having no effect over the game score. Personally, if it's a rapid-tapping game, I'd like all the buttons to be on the keyboard.

A-maze-ing Monster! by BlackQuiltro 2015-09-13T03:23:00

Liked the foggy effects that required me to piece together what the entire maze was like. That said, I was confused when the monster suddenly turned into a warrior on the opposite side of the map after roaring a lot. Was that supposed to happen? Either way, switching between these two character via tag was really cool as a gameplay mechanic, but also left me confused with the intent.

The Monster by Niebule 2015-09-14T20:56:00

So the mood of the game was really good. The lighting did a great jobs invoking a dreary and lonely scene. The cryptic narrative helped, too. But man, a faster walk speed would have greatly improved the exploration aspect of the game. Without it, I had no urge to check out other details, because it would be a huge waste of time. Did eventually reach to purgatory, where I was supposed to escape. Happy ending, I guess.

I am Death and Fire by derr 2015-09-11T02:31:00

Very beautiful game, and well animated. Thought that the game was on the easy side, although part of that was my inability to tell what hurt me the most, and what didn't. Some sort of obvious feedback indicating massive damage would have helped.

I really liked the detail where the music volume would tone down as you went up higher into the sky. Made for a nice change of pace.

Omnom Children by shelleyl 2015-08-29T23:20:00

The invisible timer is hard to see. I realize it's the sun setting, but the sun is so far off from the horizon, and the shadows blend in so well with the ground, it's hard to tell when the game is about to end.

I admit the game was a bit too simple for my taste. I would have liked some variety such as slowing down when your monster gets larger, and children running away. Adorable entry, though. The graphics are spot-on!

The Legend of Monsters by Eingya 2015-09-06T04:05:00

Very creative take on the theme. I want to like the limited movement we were given, but unfortunately, it was too difficult to play. A shame, too, because the narrative was really funny. As much as I think this is a really innovative game, it also felt a bit like a failed experiment. Still, it was really daring to recreate what it's like to play as game monsters that can only move in a limited direction!

Shadow Nightmare by Kaltic 2015-09-04T03:57:00

I liked being forced to move along the walls. It made me carefully strategize on how to approach the enemies. I think the game was a bit on the easy side. Maybe the e-attack range was a bit generous. Either way, had fun!

Monster Chomper by PokeyOne 2015-09-13T04:09:00

So I played LD version and version 1.2. I'm sure you already knew, but LD version had sticky keys issue, so I had to go with version 1.2. In there, I quickly discovered that up to some point, around 400 size or so, the game becomes very generous with the monster sizes, that I rarely had to jump. Past 600, I didn't even have to move, and the numbers would start increasing rapidly. So I think the game has some balancing problems (I have 6000 kills so far, in fact).

The jump physics was also really awkward. I was expecting a parabolic path, but the jump and fall are both linear. For someone raised by Mario games, that just feels weird.

Run Ogre, Run! by CrazyMinnowStudio 2015-08-30T00:43:00

To be honest, feels like a tired game genre, with a little too much health. The placement of the obstacles, as well as the obstacle's colliders not fitting with the graphics, sometimes made it hard to maneuver. I do think the comical audio was great, but also jarring when put together with relatively realistic graphics.

Wild Flirting by bloomingbuds 2015-09-06T02:14:00

The tone of the "monster" could be reduced to be less offensive, as well as less likely to make fun of people with specific personality traits. In particular, we'd like it if you take out the "rape" reference. Thanks!

Me by jofra 2015-08-30T00:05:00

Very short, not sure if I was a fan of the cinematic-ness of the game. I didn't quite feel like I was participating in the story, as I was just watching it. Has potential, but currently feels like it underutilizing the interactive part of games.

Manifest Destiny by superfreak 2015-08-30T01:04:00

A surprisingly and depressing game. In some ways, I appreciate the approach of describing the destructiveness of colonialism. But in other ways, I feel like the fun experience I had was invalidated. To be honest, I can't say I liked the ending, but at the same time not certain what would have been a better route.

I think it's still very impressive on the details that's been added into the game.

Also fix the camera controls, please.

You Are Not What You Think You Are by Mister_Melon 2015-09-11T03:14:00

For some reason, I found the narrative to be pretty funny. It reminds me of the original Super Mario Bros., where according to the manual, all the blocks are actually Toads encased from an evil spell by Bowser. The game had an interesting Stanley Parable vibe to it, especially since the narrator kept insisting on the player to stop playing the game. There were some rewards for listening through the entire narrative, so that was neat.

The Mammoth: A Cave Painting by inbetweengames 2015-09-13T03:53:00

Thought it was a thoroughly well-packaged game. The narrative wasn't too heavy-handed, and it evolved well with the gameplay. Was a bit disappointed that the number of children alive at the end had no effect on the ending.

St. George's Academy for Monster-Slaying Lasses by AlariSilver 2015-09-13T01:03:00

In Compo ruleset, I thought the graphics had to be made from scratch, no? Either way, thought that the narrative was OK. Certainly reminded me of middle-school. That said, it does rely on some well-trodden tropes that makes it a bit predictable.

Momster by BulvarMulyavina 2015-08-30T03:45:00

Nice presentation, awesome ice puzzle mechanic. The lasers were really cool, but I didn't encounter any choppers. It would have been nice to encounter more hazards to make the game hectic. Also, it was easy to get lost because I didn't know where the next finish point was. Perhaps a general path indicating arrow or line would have been nice. Cool stuff, though.

Fly On The Wall by Apostrophe 2015-08-28T18:43:00

Pretty fun! The puzzles were well-designed and taught me one small thing at a time. I did feel like I was getting smarter on each level: perfect experience for a puzzle game. Played it solo, but I can see this being a blast in multiplayer.

Bite In Tandem: Euphoria by Vem 2015-09-13T03:40:00

It would have helped from the beginning of the game if it was clarified that holding down the mouse would temporarily open the character's mouth. It was really frustrating to play the game using only taps :P.

Anyway, once I did figure that out, I did find the game to be a lot more fun and fair. I'm not a fan of the sudden respawn every time you die. It would have been nice if the death sequence was more dramatic to indicate why you've died.

Also, sound effects are totally missing!

Professor Chaos's "Mean Sardine Machine" by Mach60KAS 2015-08-30T04:02:00

A pretty fun visual novel, with a nice sense of humor. Could have used some branching paths, but I did appreciate the tuna puns.

You are the star by Dizzly 2015-08-30T03:33:00

I personally found the game to be frustrating, as the character AI doesn't often act in ways I would expect. As an example, the freeze attack does not sometimes encapsulate an AI to a range (may have to do with higher spook level, but that would make the game unnecessarily hard). Providing more consistent controls and less bugs (characters sometimes get stuck on a wall, or even go through it) would have helped my experience. As it currently stands, I feel like I'm helpless in my situation.

Bit by Bit by conrad123 2015-08-29T23:31:00

Had a lot of fun! Has the addictiveness of Flappy Bird. Really appreciate the tight controls.

Lack of audio makes it hard to enjoy the game more, but it was cool while the game lasted.

iMonster by chkkll 2015-08-30T01:20:00

Very polished dungeon crawler. Very easy to get lost since every room looks the same. Would have been more fun if a health system and game over was implemented. Being an immortal monster isn't exactly what I would call fun (though I understand the time constraint).

Very impressive work. Hope to see it done!

When the Stars are Right by LTyrosine 2015-09-11T02:14:00

Had a lot of fun with the game. I liked that as I progressed, it became easier to control the monster. At the same time, a lot of new elements are introduced to make the game more fast-paced. Had a very good difficulty curve, too. Thought I wouldn't make it.

Music would have been nice. Could have started with slightly more mobility. Still thought it was a spectacular game!

We Missed You! by RHY3756547 2015-09-04T01:55:00

Was confused with the fact that the truck controls and the human controls were different. The truck in particular felt really slippery. I would have liked the option to be able to reverse, but I couldn't do it.

I think the game was enjoyable, and had this nice Crazy Taxi vibe to it. The story was really hard to follow since you were on a time limit. The graphics were nice, but the sound effects were really quiet compared to the background music.

LD34 — Two Button Controls / Growing

Tamamystery by Jezzamon 2015-12-25T03:13:00

I was a bit too thick with the mystery to figure out who was the murderer...and just managed to find them by sheer luck, but I had a lot of fun! The narrative is cute, and the highlight of the game. Certainly had some unexpected turns.

Tama Battle! by midgard 2015-12-24T22:22:00

The mundane simplicity of this game actually does a good job capturing what makes Tamogotchi and other pet simulators so therapeutic and addicting. It becomes a rhythmic pattern, a kind of grind I admit liking. Pretty interesting game!

Clan Recruiting Simulator by LeetLeaf 2016-01-01T22:12:00

Performs poorly on my computer. Is it possible to reduce the filters? Not sure why having so many 2D sprites causes the game to slow down.

Super Snowball Roller Mayhem 3000 by arzi 2016-01-01T21:50:00

That is a really thin track to roll a snowball in :P. Had a bit of fun with this arcade game.

Some criticisms: a few power-ups have confusing names. What does super-ball do? How about Shed-Weight?
The inverse controls discourages collecting gifts. Is this intentional?
I bumped into a tree, got stuck for a few minutes, then died. Is that supposed to happen?

Good job, overall!

Water Drop's Journey by tedling 2015-12-24T23:55:00

The super-slippery controls makes it hard to play. A lot of time could have been saved with tighter controls.

I wasn't a fan of running out of time due to the controls.

The remainders of the 34 by Rodaja 2016-01-02T01:40:00

Fun game, nice and tense. The sound effects, especially explosion and health recover is a bit repetitive. I'd like to see more variety for effects that occurs very frequently.

BOOST by Tuism 2015-12-20T21:25:00

The moving to left or right is floaty and easy to over-correct. And it's hard to tell which enemy or bullet you can just charge through vs you get killed doing so. Regardless, had a good chunk of fun with it. Nice and frantic.

Edo Arena by PowerSpark 2015-12-21T02:06:00

There's a certain zen when your character starts to fly upwards. The controls are, however, a little too simple. It's hard to hit the enemies and string combos properly, making it difficult to collect later upgrades.

It's fun, but gets tiring quickly when the enemies roll in very slowly, making you wait at the bottom for a long time.

Super Space Invader by BlackBulletIV 2016-01-02T02:46:00

Very fun space invaders inspiration. Feels very polished and well-balanced. Nice job!

Shivering by ztiromoritz 2016-01-02T00:40:00

Like the audio of the game a lot. Not exactly my cup of tea: it was a simple experience with no extra controls to create change.

Legendary Legionnaire Massacre 2 by banana4life 2015-12-20T18:14:00

Wow, easy AI is kind of difficult. Perhaps a speed setting would have helped? Also, it was hard to tell which base was owned by your, although it was easy to tell which was taken over by the aliens.

Had a bit of fun, though. Very twitch-reaction-heavy real-time strategy game. Had to react fast to the situation.

Continental Breakfast by Brightstar 2015-12-20T00:31:00

I can't seem to find the perfect herald. Hmm...

Immortal Growth by Evergreen Games 2015-12-20T19:33:00

Since the objective of the game is not clearly pronounced, it's difficult to figure out how to play the game. As such, it's easy to blame the controls for killing off all the enemies, and the lack of control in movement makes it frustrating. The first level requiring to use some odd off-screen teleportation to make your own citizens climb a higher level it's very obvious as a solution, either.

Overall, a very confusing game with a neat "klutz-simulating" mechanic that leaves the player more frustrated than laughing with the game.

Kitty Glacier Surfing by HUMANICS 2016-01-01T22:26:00

Sometimes, colliding into a boulder at full speed causes the cat to bounce off of it, moving up hill, and through the slope's walls. To be fair, after successfully clipping out of the level, I was able to sled back in, so yay?

Simple game with oddly slippery controls. I wasn't sure I was in control, moving the mouse left and right, after sliding down at higher speeds. Random level design generation could be more forgiving, as there were points where I couldn't go through any further. Then again, I did get a high score of 700+.

No Birds In This Game by Grahhhhh 2015-12-20T00:42:00

Oh, no! At level 11, if I die, it doesn't let me retry the level! What an unANTicipated BUG!

Decider in Chief by Forlorn79 2015-12-20T00:20:00

First, I was impeached after taking two steps, then had to restart. Then I compromised, and became a true president.

I do like the silly actions you could take. It's on the short side, but doesn't outstay its welcome.

animal islands by geckojsc 2016-01-02T00:26:00

Feels like I'm playing Snake and Ladders: a game about leaving everything to fate. The presentation is excellent, but the luck-based gameplay leaves a lot to be desired.

Line/Dash by Eingya 2016-01-02T01:24:00

Fantastic game! Love the simple mechanics that gives birth to a really tense combo system. Do you wait longer to gather longer combos, or take it safe and take out the boxes immediately? One of the freshest game I've played this jam.

aSCALErate by Strike 2015-12-24T23:50:00

A strange game. A game where you don't want to collect power-ups...but if you're in first place, you can't avoid them. Perhaps exposing the actual power-ups may have been better.

Scrap Yard Racing by lastnerd 2016-01-01T23:01:00

Had quite a lot of fun with this. Good job putting it together in 8 hours. Audio would have been nice.

A-W-E-S-O-M-E by Cosmic5 2016-01-01T22:52:00

I like the environment a lot. The game's performance is really poor, though, making me question if you've implemented any static batching or occlusion culling. I kind of like the exploration aspect of things, and finding silly easter eggs. The music is fantastic, too!

Help!!! IM A CACTUS!!! by RadianINC 2015-12-30T04:05:00

Given the slow growth, I could not finish the game. I felt the controls were slow and unreactive. The "How To Play" is terribly cluttered and uninformative on how to play the game (A and D, by the way). Upgrades and exchange screen could have been better implemented by providing a pop-up like focus rather than being part of the game. It was easy to get the last upgrade, however, making the coins and exchange functionality unneeded pretty quickly.

Himawari (ヒマワリ) by logorrhea 2015-12-24T22:04:00

Plays simple, but certain things feel like they could be polished more. The birds seem to have a really large collider, for example, and I kind of want screen-wrapping so I don't end up being cornered to one side of the screen.

Soniverse by FindX 2015-12-24T22:50:00

The music as a reward is great, but the frequency of the green orbs appearing is slow. It felt a bit like a waiting game to me.

Wobblez by jackycute 2015-12-24T22:32:00

Really liked the music, fitting with the rhythmic nature of the game. It's a little simple for my taste, but I do think the game is well-balanced, giving enough tell to make calculated decisions. Good job!

Comfort Owl by Norbez 2016-01-03T02:25:00

Both the grief and optimism expressed in the game are strong. The 4 hour rush shows, though, in this game's simple story. The writing felt unreactive to the players decision, making the ending unsatisfying.

A Shot in the Dark by thecatspajamas 2016-01-03T17:53:00

Not a fan of the wonky camera in both perspectives, as well as the need to hold down the left-mouse button to shoot. I would have liked it better if it stayed in orthographic camera and the character would fire at the location you right-clicked on the level.

It's an interesting concept, to be fair, but I'm not a fan of the trial-and-error gameplay.

Binary by Paco 2015-12-24T21:54:00

Had no idea what I was doing. Honestly would have appreciated a tutorial.

FRUITWOLF by Claw 2015-12-30T21:08:00

Lots of lag when you're carrying multiple fruits at once: I had to toss piece-meal at a time. I thought the aesthetic was really nice, though a few secret passages could have "read" better. Couldn't tell if the wolf had any health bar (the fruits did have an invisible one). Check points would have been appreciated. Tossing controls, especially on deciding which type of creature to toss, could have been improved. Not a fan of the fruits following you blindly: would like more crowd-control capabilities.

Overall, had a lot of fun!

I can. by Pitƶik4 2016-01-02T03:56:00

Play session 1: Do everything the game tells me not to do. End up in limbo forever.
Well that was interesting. Success?

Play session 2: Keep moving right. Quickly realize there's more to the story.

I actually liked that you could always go back and end everything. It really contextualizes the only binary decision in the game, without being an annoying yes/no pop-up menu. On the other hand, I thought the story was predictable and overused. Then again, that's just me: it's probably fresh to someone else, and that's alright!

Also, of course it takes someone to turn to 40 to realize they shouldn't give a flying squirt at what other people thinks of them. I found that pretty funny.

LD35 — Shapeshift

2ShiftDrift by 01010111 2016-04-24T22:48:00

Unlike the rest of the comments, I figured out the controls almost immediately, as well as being able to boost into crystals. That said, I had a hard time discerning what was a health bar.

Personally, I think the idea is good, but some of the implementation needs work. While the side-by-side movement feels good, the forward and back might need a bit of work, as I felt it was a bit difficult to dodge some helicopter attacks. I also think the pacing is very slow, and the hazards could have came in sooner.

Symblyx by AgentParsec 2016-05-07T01:48:00

Had a lot of fun playing this puzzle game. The shapes being in the same column/row never merging tripped me a lot, but it was a challenge worth overcoming.

Personally speaking, I would have liked arrow keys controls rather than the mouse. The mouse would make more sense on touch screen, but I definitely wanted to be able to select the row/column more quickly than what I had right now.

Another Dimension by pikmin4000 2016-05-09T22:46:00

Most puzzles were pretty good, but any level requiring phasing through solid blocks seems to demand a lot from the player. Not to mention creating a strange bug into a feature. Wasn't a fan of those puzzles.

MODE_SHIFT by RyanNielson 2016-04-19T23:46:00

Had a lot of fun playing through the game. Vertical shooting is really useful, but since you can shoot in 2 directions there, why not make the horizontal shooting also shoot backwards? The gold as power-ups was visually not obvious, but I did eventually figure out their function.

You Have to Shift the Shapes by RGB Games 2016-05-10T00:04:00

...you knew how easy it was to combo your own game. You just knew...

I thought those purchasing upgrades had very funny descriptions, so congrats!

Amyounition by HacksawUnit 2016-05-07T00:39:00

Good game. Didn't like the delay when pressing a button and being able to move.

Booba Loomba by josemwarrior 2016-04-30T01:15:00

I had some decent fun with the game. Personally, the game really made me dizzy, and I would have liked to have mouse controls instead of arrow keys so that I could angle the level more accurately. Additionally, is it just me, or is the momentum of the character really, really strong? After rotating the stage, I personally expect the character to fall directly downwards, and while the momentum from the previous movement will affect the character, only for a brief amount of time. Instead, I struggled to get the character to stop bouncing off of walls, and go downwards.

Rude Bear Requiem by Alex Rose 2016-05-09T04:52:00

Thanks to the first comment, the plot twist has been ruined for me. The premise was interesting, and the music is great. The animation has a certain charm to it, and it was clear a lot of anti-frustrating measures were added in to create a streamlined experience. Overall, had a pleasant experience.

Due to the lack of variety in the world's visuals, it's easy to get lost in the game. I feel like the game could have used a bit more sound effects, such as the rain sound. The camera is also completely out of wack. It was hard to focus on any single element because the super-quick camera attempting to follow the direction where you're going vs. what you actually want to focus on.

It's also a pet peeve of mine that the game is basically a fetch quest with a few escort missions thrown in (not a fan of either of those). The latter half did a better job of adding gameplay variety, and I was a fan of the after-story when the other personality subsides.

The Core by Syldarion 2016-04-20T04:40:00

As of the current implementation, the "robot buddy" seems less like a pet-caring simulator, and more like a simple RPG equipment management simulator. While I find the upgrading concept compelling (I like upgrades), there doesn't seem to be a specific mechanic that encourages different ways of playing on-the-fly. I think there's a huge potential there, given the plans you've revealed during my stream.

Anyway, keep it up! It's a great start!

Flutterby by BrianSChung 2016-04-25T18:38:00

The combination of pixel art (which seems to be based off of vector art) and vector art made it hard to distinguish what you're controlling, and how to play. There were places that flashed a lot, and I wasn't sure were safe for general public.

For a game meant to be experienced, I think the current abstract graphics actually hurt the game than helped. It was hard to distinguish what was what and where, making it difficult to discern what anything represented. I feel the beginning stages could have controlled faster but slowed as your character grew larger, similar to the final stage. The faster controls would have made the game more inviting, so I would be sold on the experience more quickly. My opinion, though.

Through Oneself by Omiya Games 2016-04-19T03:15:00

@Evergreen Games: Ahaha! Yeah, I was very short on time. If you want the full story, there was a hackathon going on at the same location, and the same time I usually organize the Ludum Dare real-world meeting. So I was pulled right and left with Unity VR questions, and really difficult ones to boot. Anyway, it's amazing I got anything done, really.

Through Oneself by Omiya Games 2016-04-22T19:38:00

@bytegrove Is that the webGL having the problem? If so, does the PC/Mac/Linux versions work any better?

Through Oneself by Omiya Games 2016-05-08T20:06:00

@TheCain: I didn't add fullscreen due to the code not accommodating for changing screen sizes. Perhaps at some point, I'll add the code in, but it would have to be a post-compo entry.

Through Oneself by Omiya Games 2016-05-10T00:07:00

@01010111 Many thanks!

Through Oneself by Omiya Games 2016-05-10T00:08:00

@01010111 Oh, yeah, I made the character extra-floaty, figuring the platforming was going to be hard for most people. Glad you liked it!

SHOOTING GAME THING by BPO_Jeff 2016-04-30T03:35:00

Feel the game got too hard, too fast. While it's nice that the mech shoots more, the fact that it travels slower, combined with having a larger hitbox, made me avoid it entirely. I realize certain enemy formations encourages the use of the mech, but to me, surviving is a priority I'm not willing to risk. Coming from that perspective, the game strikes me as a average shoot'em up.

SHAPE.SHIFT() by Xanjos 2016-04-30T00:54:00

The middle holes are absolutely evil! I thought this game was really addicting, and the fact that you kept things to a minimum (two shapes to change to, 3 tracks) helped the game immensely. That said, the analog up-down controls makes it difficult to play, especially when the middle hole appears. I also think the game could be a little more forgiving in the gaps between one hole to another, but that is my opinion. Flappy Bird got away with making the gap infuriatingly small, so maybe you can get away with it, too?

Malformed by Takadimi 2016-05-06T23:35:00

Fun game but wished there was more room to move around.

Weapon Shifters by Nick Weihs 2016-05-07T03:36:00

I liked the constant weapon-changing. Certainly appreciate the need to re-evaluate your situation.

The screen shifting was erratic and weird. It didn't help that it made for a few leap-of-faiths, which I'm not a fan of. I think the ducking is somewhat poorly integrated, as it makes your character over-powered in the grand majority of the game. The most dangerous enemies often can't shoot you while you're ducking. Would have also liked some more feedback on whether an enemy was shot or not.

Weapon Shifters by Nick Weihs 2016-05-07T03:37:00

One last thing: the being-shot wind-up time is too long! Make the stun-duration shorter, please!

Imperfection by Wertle 2016-05-07T04:29:00

I certainly appreciate the unusual interpretation of the theme. Thought the game had its interesting perks. I was really confused by the distraction mechanic. I couldn't tell which hand the board was focused on, and why. Knowing this would have drastically improved the experience.

The Combinator by El Cabaro 2016-04-23T00:57:00

The battle system was too simple for me, especially when the Metal Juice, etc. were not accessible from the items screen. Because of this, it required the sort of planning where one needs to know what the future monsters are. If one didn't prepare properly, there seemed to be little backup-plan to escape from that scenario. This made the game harder than necessary, I feel.

The inn not being open was a bummer, too. At least the drunkard was nice. I think.

Devil's Hand by Kuupu 2016-04-30T04:03:00

Wow, did not expect my heart to race while playing this game. It's a real thriller. Controls were smooth, though I would have liked a "jump over the fence" option. The game difficulty definitely felt fair. Had a lot of fun.

I think the audio, especially the sound effects, could use a little more variety. It sounded all the same to me, and made it very repetitive. I also would have liked more feedback when an enemy got hit. It didn't seem they flinched when I shot them while they had their life full.

Additionally, there seemed to be a bug at the last level where a door in the first enemy gauntlet would not open (enemies could still fire through the door, though). This was a bit of a bummer.

Overall, had a lot fun, and would definitely play again!

Splitter Critters by GertJohnny 2016-04-20T02:20:00

What an extraordinary game! I like how you were able to juice out as many puzzle ideas as possible while sticking to one simple mechanic. Could use some fast-forward button to make the character move faster to get over some patience-requiring segments of the game. Also, the big-wall-turned-to platform mechanic, while taught early, came in very late at the last level, making it an easily forgettable and cryptic puzzle element.

Greatly enjoyed the game, would love to see more.

P.S. could use some fine-tuning with those colliders. Those Ruffians failed to die on my lava!

Souleater by Crefossus 2016-05-10T00:58:00

Liked the aesthetics a lot. Some things weren't well explained, though. Struggled to eat the squirrel's soul for a while. Took 5 tries.

Cheese Factory Simulator by brgarnet17 2016-05-09T22:58:00

A simple concept, with UI that's kind of all-over-the-place. Had a bit of difficulty piecing together the instructions, but once I got going, it was pretty easy to play.

Makeshift by NickMakesGames 2016-04-29T22:55:00

Liked it a lot! Had to really experiment with what creates the most amount of applause, but eventually I managed to hit the 30000 mark. A little more transparency in the scoring system would have been nice, e.g. having a number pop-up every time a shape was pasted onto the dress. I do like the interpretation of the theme, so well done with that!

CatKoonBut by SojaBird 2016-04-27T03:28:00

Actually, I thought the first stage being brutal was rather fitting, given you're a caterpillar. I was less of a fan of the camera being so close to it, though. I definitely thought it was an interesting experience, and there were many places where it definitely felt like you hit the mark. The cocoon stage, for example, requiring you to wait a minute and hope for the best, was a really brave design decision. That said, to me, the butterfly stage was most broken. For a control scheme that's meant to make me feel free, kept me grounded and myopic due to the flowers stuck into the ground, and thus, giving me little reason to explore. I think that stage could have used a little more work.

Slime Tech by foolmoron 2016-04-24T23:18:00

Got up to experiment 8. Had a good bit of fun playing this physics-based puzzle game about directing particles to charging shapes. Cool stuff.

I do agree with a lot of commenters on the game difficult, and I'm wondering if the reason why is because the path of the particles are currently a bit unpredictable. Would putting borders on the range of attractors help? Perhaps the background could bend or even provide a heat map of how strong the attractions are. Either way, a bit of visual information might help a long way in providing a more predictable puzzle game.

Slime Tech by foolmoron 2016-04-24T23:20:00

Also, I felt the shape's charging behavior was a bit erratic. I wasn't sure what was causing them to cool down after they're charged. Not exactly sure how, but it would have been nice if there were a method to indicate when the shapes would start to cool down, and at what rate.

Slime Quest by QuexD 2016-04-23T01:38:00

Had quite a lot of fun with this puzzle platformer. Dash in particular was really satisfying, and the levels were well-balanced. I would have liked the up arrow key to be the "climb-up-wall" controls, as the "move right to climb up" isn't nearly as intuitive. Checkpoint system would have been nice, too.

Overall, great job! Had a blast. A slimey blast.

Pixel Pets by uheartbeast 2016-05-04T01:18:00

Wow, the grinding wasn't as bad as I thought it was going to be. Would have liked to purchase multiple times while visiting the shop. Did like the fact that the game is controlled entirely through mouse.

Honestly, the game didn't pose much of a challenge. That combined with the simplistic gameplay left a short and kind-of-OK experience. Would have liked to see some more customization options or higher difficulty than what I experienced.

Altered Beard by gillenew 2016-04-30T03:19:00

I cannot count the number of times I've screamed, "why?" at the game. The lack of invincibility frames makes this game absolutely brutal. Additionally, with the barrels glitching and appearing on wrong platforms, it made it very easy to die in the game. While I do appreciate the well-drawn artworks, I think the difficulty of the game is the first thing that needs to be polished. I don't like it when the barrels can literally hit me twice, and enemies 3 times. It makes every hazard in the game one-touch kill, and given how unpredictable certain parts of the levels are, this only added to the frustration.

Monster Jumper by panicq 2016-04-23T02:02:00

To be honest, I'm not a fan of typing out the shape of the hole to pass through. While an interesting idea, the game fails to take into account the time necessary to type certain shapes out, leading to a lot of unnecessary frustration.

I do think the art is great, and the title animation is smooth. This tells me your team has a set of incredibly talented animators, so I was disappointed that the in-game animation mostly relied on physics. I'm curious how that came out to be.

CYGLiDE by ocarson 2016-04-20T00:07:00

Liked the control scheme and the patience it requires to get used to it. That said, it's somewhat aggravating to find yourself stuck in a valley, unable to get up because you're panicking and moving the mouse cursor super-rapidly to get out. Thought it was a really relaxing experience once I got the hang of the controls. Not a fan of all the clipping bugs!

Flames and Shifting by Jordan 2016-05-03T23:25:00

I would have liked it if the collision area of the fireballs were more clear, and hover gave me aerial controls. As of right now, I did not know what hit me, what the range of my attack is, and why one thing got hit. It's a bit of a fun killer if one doesn't know the effectiveness of their action or the enemy's action.

The lighting was really good, though, and I did manage to defeat Fred the witch.

Quad Vector vs the Quantum Cats by madmarcel 2016-04-30T02:02:00

For a game that has solid presentation, the controls were unrefined mess. The fact that turning would very quickly reduce your vehicle to a halt was frequently annoying, especially when trying to collect shapes at the opposite end of the road. The gear-shift allocated to the mouse, AND requiring natural gear-shift movement, was terrible when I needed to also focus on the road at the same time.

I was not able to discern an end state to the game, which meant that the cats felt like mere distractions, and the shape collecting was pointless ways to increase points. In other words, I felt the game was without objective.

To be honest, I do genuinely there's something interesting going along with the game. The need to switch the car state while collecting things is interesting. When the car does move to full speed, collecting shapes actually becomes fun. But because of how disjointed the controls feel, I felt like I was fighting the game the entire way through.

Meepies by broknecho 2016-04-27T01:13:00

Thought the puzzle were really well-thought out. Would have liked a reset-puzzle button, as well as a fast-forward button to make the meep move faster. Graphics could use a little more work, too. That said, I can tell the design of the game was put together with care, and it really shows. I felt good beating the game!

Shadow of the Red Hand by andyman404 2016-05-09T23:48:00

Perhaps it's because of the lag, but I found the platforming controls difficult. The animation feels un-responsive, and I can't tell where the bottom of the rabbit figure starts. Some red-hand configurations were not positioned fairly after respawning, leading to death from the spawn point itself. The graphics are really innovative, but I fear it comes at a usability cost.

Super Sentinels by Brightstar 2016-05-06T19:22:00

I feel robbed by that ending. That cliffhanger....

I DEMAND A SEQUEL!

StickRun by fauche_j 2016-05-07T04:12:00

This is the most endearing and positive experience I've had in a long time.

The Morphing Manor by Evergreen Games 2016-04-25T23:18:00

Had a lot more fun with this game than I realized. The key strategy I found was simply to trap the soldier in the starting room, then starting shifting it until it's directly adjacent to the goal. Made it up to level 6 with this simple strategy.

I do think the direction the soldier moves could be more obvious. For example, since you already have arrows indicating the direction the row/column will move, it'll be nice if the soldier's direction of movement was also displayed while selecting the row/column to move.

Perception by Romixal 2016-04-30T00:34:00

Thought this was a really fascinating experience. The two things that really bogged me down were not knowing which type of bad things I was hit by (wall vs. green orb), and the ambiguous instructions on what the game's objective is. More clarity early on for both of those accounts would really help.

Figurophrenia by Trasevol_Dog 2016-05-07T00:31:00

I thought the visuals were great, but at the same time, distracting. The UI in particular could use some work. I was not a fan of the fact that the character head obscured a lot during the game play. Additionally, the aiming reticle is hard to make out from the debris. I would have liked to see the order of the shapes when scrolling through them as well.

On the positive side, I did have fun. The presentation is really good. I also really liked the different weapon patterns that required me to change my strategy on the fly. Those darn circle enemies were the worst (but in a good way)!

The Materialistic Shift by XAND 2016-04-22T23:42:00

Had some fun solving these gated puzzles. Would have liked an option to see the entire map. Also, some levels seemed to have dead-ends that, at least from my perspective, served no purpose. Would have liked to see those things removed.

SUBJECT 26 by MSiddeek 2016-04-20T01:17:00

Had a lot of fun playing the game! Basically ended up getting all endings, all butterflies, and all bugs!

Would have liked the character to move a little more quickly. Additionally, a few "collect butterflies" mini-puzzles were a bit easy. Later levels in particular felt much easier than earlier ones. Could have built up more complexity as one gets farther into the game.

Parts Needed by SpringCabal 2016-04-20T03:27:00

The audio design was really good, and the graphics remind me of the older horror games that left the player with a lot of creepy imaginations. I also really liked the part where you were reconstructing a humanoid body.

I did, however, think the game did not have a good mechanic-to-story integration. Mechanically, it feels like a collect-em-all with some occasional switches. This doesn't quite fit with the dark, oppressive universe you've created, and a single-text ending really pulls you out of the game. Feel like that can be worked on a little more.

Metamorphic by JortvD 2016-05-06T23:28:00

Well, I apparently got the "everyone is pretty" ending.

Thought the puzzles were OK. Not a fan of the mazes. Wasn't sure what boost did.

I would have definitely liked it if the character moved faster.

Shicken by Saiodin 2016-04-30T00:01:00

Pretty neat game. Thought the platforming was fair (despite my stream's frame-rate issues), and the puzzles were straight-forward. I thought it was a little too simple, and would have really wished to see the different items be used in interesting combinations. As an example, it'll be cool to stack blocks by turning one into a chicken, throwing one on top of another crate, then returning the chicken into a block again.

The Mining of Life by StaNov 2016-05-04T03:31:00

The cat is amazing. Thought it was pretty funny, too.

I think the puzzles were a little simple. I think it could have used a little more complexity and different item stacking combinations for more potential. I also think some text could be shortened, such as the "Hey, there's a block over there!" *whole block of text explaining how to possess a block* At this point, I already have a clue to possess the block, so the latter text felt really unnecessary.

Paranormal Investigator by kwmx 2016-04-30T01:34:00

Huh. Found this game to be pretty easy: I figured out what was the shape-shifter within one blackout on the second play-through.

I think the core concept is pretty good. Personally, I thought it was a little too simple, and could use some help extending the idea with more elements. I also wasn't a big fan of the strictly-top-down-view, as it made it harder to discern certains objects from any abstract shape. A more old-school Zelda-like perspective would have helped.

I really loved the text on each individual object. They're silly, but do a whole lot to give the game some personality. Think I got too distracted with it when I played the first time.

Trial 21 by mooncalf 2016-04-30T02:30:00

Very solid concept, enjoyed the intuitive level design that taught me through the basics. I personally thought the combination of different to achieve more complex platforming was great. Personally, I feel the wall-jumping controls could use a little polishing, as I'm compelled to move in the direction I'm trying jump to *before* I push the jump while clinging to a wall. Additionally, I'm not a fan of J/K/L as method to change forms. Music and background graphics stuck me as pretty boring, too.

Would love to see a longer game. I believe it's in the right hands, and you all show care in your product.

PacShifter by jcmonkey 2016-04-23T04:19:00

This was a really good take at Pacman! I really liked what you've done here. I didn't expect the Pacman layout had potential for puzzles with a single change, so well done there!

Got stuck at level 5, which the way it demands perfection is rather annoying. I would appreciate the powerpill to be more lenient in the time it provides you to remain as a ghost. Alternatively, design levels that are more forgiving.

Cliff Shift by Drury 2016-04-23T02:44:00

I was really confused with the objective of the game, and due to low health and strong steering by AI, I was easily frustrated with the game. My first reaction was to collect fuel-cells for as long as I can, which I found out did not necessarily help all the time. Only as I flew over the cliff did I notice there were more on the other side.

I think an objective presented early on, as well as making the other side of the cliff more visible would have dramatically improved my experience. The driving felt pretty good, and there's a sense of rhythm behind collecting fuel cells. The AI could be a little more nicer though (or decrease the number of enemies).

Mirror's Polygon by batmanasb 2016-04-23T03:42:00

The ghosting and climber shapes were actually really cool, and open up a lot of opportunity for new level designs. That said, the shapes in my opinion do not move or fall fast enough. There was a lot of moments where the game tested my patience due to slow movement. Additionally, I feel the climber's bouncing behavior was rather unpredictable, and perhaps a different shape, such as a triangle or star, would have provided a more predictable outcome.

Lots of speed running potentials!

Geomorpher by teamross 2016-04-20T03:53:00

Music was good, but I would have liked it if the incoming shapes were also to the beat of the music. I wasn't a fan of the number buttons being used as a method to change shapes, either. Perhaps directional keys would have been more intuitive?

Pacing was my biggest problem, though. I think it was too slow in the beginning, and wasn't engaging enough to bring me to the last few stages.

jelliskul by cakeknuckles 2016-04-27T04:23:00

I thought the game was quite adorable and approachable, but the number of times I had to restart the game after hitting a bug was numerous. It's a bit of a fun-killer if the experience ended up being so buggy.

Kind of liked the dark sense of humor behind the worse endings. I dunno, they worked for me.

Morphing Maria by Frozen Fractal 2016-05-09T23:38:00

Loved the puzzles: they were really well-made, giving just enough clues to complete, but not enough to make you feel smart. The sound effects gets repetitive very fast, so I would have liked more variety there. Thought it was pretty cool.

Exhuman by Arvydas 2016-04-26T23:59:00

The presentation, including the graphics and audio is really impressive. The sound effects could have been less repetitive, but otherwise I thought they were solid. Animation could use a little polishing, too, but I figure in both cases, it was just a lack of time.

I think the controls were not great, especially the long range aiming. The range of the melee attack is difficult to tell as well. Combined with the wind-up, it makes it hard to land hits on enemies. The enemy attack, I think, could also use some balancing, as it felt unfair. Overall, the game shows a lot of promise, with a lot of the polish in the right places. There's just a few more to put in there to make it a great game!

Dustin Finamore by fin_nolimit 2016-04-27T03:59:00

I feel the game mechanic itself is solid, and workable. I do admit, however, that the implementation needs a bit of work. Personally, I had a lot of situations where certain arrow keys would not function. This created a lot of scenarios where I was frustrated for the controls not working while running right into a hazard.

Also, personally, I think the graphics is rather flashy and distracting. I would like to focus more on the stage, hazards, and the Swedish fish, and less so on the background candy canes, purple vapors, and foreground lollipops. It doesn't help that the fish covers the text, either.

Don't Look at Me by ijona 2016-04-23T04:37:00

An interesting experience that certainly creates a form of meta that is surprising as well as intriguing. Would like to know more about what was planned in this game.

In a way, I kind of like the ambiguity of the game, including the part where it turning off on you is a debatable bug vs. feature (I think it's the latter). I'm kind of torn, however, if I feel it's too ambiguous for me to experience an attachment to the game or not. Still, it's a very interesting take on the theme.

Magic Forest by Frederika and Patrick 2016-05-07T04:54:00

Adorable collect-a-thon. Definitely add audio next time!

Political Potato Heads And Their Buckets of Polls by tcloud 2016-04-22T22:25:00

Well, it was creepily accurate at depicting my ideal candidate. I should probably contact the Feds about this.

ANTIGRAVITY by eeely 2016-05-09T01:06:00

Made sure to save very, VERY often in this game. Had a lot of fun. Has a nice pacing, and a strange sense of humor. I like it!

Blubbymorph by antarka 2016-05-09T23:24:00

Thought the game controls and upgrade system were solid, but the enemy spawn rate felt unfair. Got easily mauled from the lone enemies themselves very often. Would have at least like warning of where the enemy respawns.

Shape Shuffle by BitDare 2016-04-27T02:54:00

I really, really liked climbing up walls with the sword dash. You should design a game entirely around that feature.

It's pretty easy to tell that you made this game in panic. A lot of features I would consider to be expected are missing, including invincibility frames, enemy knockback, juice (see Juice it or Lose it on Youtube if you haven't seen it already), not being able to stick on walls, etc. But there was certain charm in the game's broken state.

Do-od by omlette.du.fromage 2016-05-09T19:15:00

Very solid game, with a ton of levels. Found the path the character was going to take difficult to predict. Would have liked a real-time path-predicting so I can better plan my course of action. Excellent job!

Zedhus by GGAlliance 2016-04-23T04:00:00

Actually had quite a lot of fun for something that appears very rough. The controls feel tight, AI feels fair (if a bit few-and-far-between) and the upgrade system feels great. Obviously, a whole lot more art and sound would go a long way in making this a more enjoyable game. But there's charm to it I like.

LD36 — Ancient Technology

Khufu's Delivery Service by doublesquare 2016-08-30T23:31:00

Thought the game clever, but also got really hard fast to keep it from being enjoyable. I'm also concerned about the fact that moving pieces can confuse the conveyor belts. At one point I've managed to make zero new pieces appear at the top of the screen.

Regardless, keep it up! Definitely thought this was a cool idea, and think it could be expanded upon. I would like to be able to rotate the pieces, too!

Forever Someday by TheOneThatNeverWas 2016-09-09T23:41:00

It was a fascinating experience, with awesome art! But it does not play well on a 1280 x 720 screen resolution!

I guess because of the fact that we were playing in such a low screen resolution, some things were harder to figure out how to progress the story. That often muddled our experience. Perhaps because of this, the later parts felt less effective than the beginning, where the interaction was more obvious. The ship part in particular felt frustrating, while the knocking part I was most indifferent with.

Fire Setting by Ieyfo 2016-09-03T01:38:00

To be honest, the probability of loosing immediately gave me the feeling that I was playing a gambling game. A lot of the systems feels like it was left to luck.

That said, I did like the exponential money growth. It was satisfying to make the score go up really fast with just a few clicks. Cool stuff, nice experiment.

THE BOX by ReboundGames 2016-09-03T02:02:00

It was pretty and I liked it.

Rat-tato Power by Jelinib 2016-08-31T03:31:00

I guess my fingers are not fast enough to make me the biggest (leanest) loser.

The sound design is fantastic, and I like the adorable animations. The premise is absurd enough to be funny, and the ridiculously simple and menial task adds to it. Overall, nice comedy game!

Cave of Colors by Siegfried Croes 2016-09-06T23:46:00

Nice little game! I like the art.

Bouncy by Meftah Khalil 2016-09-16T23:17:00

We need permission to access the Windows build!

Return of the Ancient Technological Golems by Zarthas 2016-09-17T03:24:00

Could use more variety in gameplay, and a cap on how many enemies spawn. Plus dashing and swordplay could be improved. But I would like to see this game continued.

Classic Connect by ToadieTechnika 2016-09-06T23:21:00

Can't say this was my type of game, but I did like the slick graphics and the smooth tunes and sound effects. Would have been more interesting to put in split paths in the game. Bosses were interesting, but the number typing one was hard to figure out how much progress I was making.

Artifact of the Ancients by Omiya Games 2016-09-13T19:19:00

To all: really enjoying the comments! Thanks for all the praises and criticism.

Heh, looks like the block mechanic was not introduced and/or presented very well. Makes sense: despite the fact that it was pitched as the main gimmick of the game, due to its complexity, it was implemented late in development, after a few levels were already finished. Hopefully we'll do a lot better next LDJAM.

Blunderbuss by flodec 2016-09-10T00:46:00

Thought it was pretty good. I liked the decision to add the "hold-shoot-button-to-stay-pointed-in-one-direction." Sound effects could use a little more variety. I also recommend making the "you killed enemy" event juicier as well. The nice subtle stretch-and-squash effect would have been nicely translated to hitting an enemy as well.

Pharaoh's Awakening by Reversal Mirror 2016-08-31T03:17:00

Graphics are pretty good, but I thought the puzzle designs were very poor. A lot of the switch-door levels felt like a I Spy game about finding where the switch is in the maze. The fact that their placement pattern being an obvious zig-zag didn't help. I found the laser puzzles to be more interesting, especially in its way to provide you hints readily on how to solve it, just a matter of figuring out the angle of redirection.

Making the walls not have friction would have been nice. I felt like I kept getting stuck. Movement felt slow. While playing v1.0, I fell through the world due to an un-tiled wall. There was a level where the ceiling wasn't tiled, but honestly I liked that accident.

Miky the Inuit by publicidadeba 2016-08-31T01:02:00

The presentation is really well-done. I like the graphics and music a lot. From a gameplay perspective, though, the game felt like another generic "collect X number of Y resource" MMORPG quests. Unfortunately, I don't find that to be nearly as fun. Would have liked to be able to skip the intro text, or at least control the speed in which they appear.

Atlantis Builder by CyberStarLight 2016-09-10T04:02:00

It's interesting to build a larger island and even defense structures. It would be nice to add in some fail-safes, such as how I lost all access to apples the moment I harvested only wood. I also felt like flowers took forever to grow! Making those faster would have been nice.

I think for a basis to start a new game, there's something special going on here. I look forward to future developments!

Pyramid Plunder by Scibby 2016-09-17T02:03:00

Yup, takes forever to load! Did manage to play the game, and while the game has potential, it also runs very slowly. It's hard to feel the action of the game without a quick-moving lead character and faster shooting. Still, nice job with the procedurally generated dungeon!

The Ancient Tower by Skosnowich 2016-09-02T23:33:00

Thought it was a pretty clever game with a nice set of puzzles that truly demonstrated the potential of your mechanic. Felt the controls were both floaty and slow; I would have appreciated a little movement to make it feel more natural (note, though, for this type of game, faster speed can be a detriment).

Other observations include:
* It was easy to fall off of the moving platform, so some sort of physic relativity would have been nice on those.
* Checkpoints would have been nice.
* The spikey wall platforming felt kind of pointless for this game. It simply felt like yet another platformer at that segment. The switch-door puzzles were more interesting.

Descension by SteelSoldierUk 2016-09-17T01:39:00

its a fun game, nice pixelated rpg style to it,the main character is sorta slow though

The Fertile Crescent by RTCPofficial 2016-09-17T00:59:00

I like the main game mechanic, I feel like the tools could be balanced more since a couple take longer to use than others. The beast system could be made a little more clearer/active on the game board. But overall a good foundation for a game!

Atlantis Warmachine by kuro 2016-09-07T03:55:00

I thought the "memorize the controls" part to be fascinating, as well as the turn-based nature of the game. Combined together, they work really well as a rhythmic-strategy exercise to figure out the most efficient way to move forward.

However, I thought the game was too long. As in, it had way too much filler content, or moments in the game where it'll drag because I was just defending over and over again. A good suggestion is to add health bars to the enemies to make it easier to keep track of, and make a decision to finish them off sooner than I would have.

Locomotor by Asmos 2016-09-16T23:16:00

This is really complex. A more smoother learning curve would have been appreciated, such as only requiring the coal part in the beginning minute, then introducing the sheeps the next minutes, and so forth. Also, add support to thinner screen ratios! The game requires wide-screen to play, which is not good at all!

Sling Fling by drapple 2016-09-17T03:34:00

Pretty simple, kind of like the game better when I wasn't attempting to throw the egg. I liked that the camera followed the egg when you threw it up into the sky really high!

Strangely, despite the controls feeling responsive, I felt that the egg simply spun too fast. It would have been nice to see the egg have a maximum velocity so that it would not go out of control.

Why Am I In The Past? Who Cares! Shoot The Romans by Whitepot Studios 2016-08-31T04:47:00

Got to wave 8 and 134 kills.

For putting together a bunch of free assets, the visuals are well-composed together and look really nice. I like the extra walls you've added to hide the spawn points of the Romans, which works well from the pacing stand point of view as well. Pretty fun, if basic, run-and-gun game.

I would like to see more juice in the game, include screenshakes and full-screen flashes. The visual and auditory feedback for shooting an enemy doesn't feel too good right now. It makes your machine gun feel very weak.

Obviously from our stream of breaking the game, I highly recommend fixing the fence colliders to be slippery so that you can't climb on top of them.

Mysterious Expedition by Zccc 2016-09-07T04:42:00

When reducing the number of character to just one, this game is actually a lot more manageable, and a lot of fun. I think the complexity of multiple characters to manage, the cumbersome controls, and the timer making it frantic all leads to a super-difficult game. Personally, I just let only the healer survive and play only as her. It made the game pretty easy and actually a lot of fun as a lot of the core strategy is to figure out how to best align the enemies while they're all just standing still during your turn. Cool stuff, looking forward to what comes out next from this effort.

Ancient Snake by jimmynoshoes 2016-09-07T02:39:00

It's cool. It's all snake.

Mighty 3310 by NuSan 2016-08-31T03:55:00

262,000. Honestly, with an indestructible phone, the last boss becomes an exploit: don't kill the boss, and let the game spawn infinite enemies.

I thought the game was pretty cool. The lack of life obviously removes a lot of drama from the game as losing stops being an issue. I felt like screenshakes would have been better served on hits on the bosses, and a subtle one for enemies. More variety with sound effects would have been nice, as the shooting and exploding sound becomes very repetitive after a while.

Forty Two by Diptoman 2016-09-03T00:03:00

I liked it a lot. Could use a hint system or preview of where the particles would go. But I had fun playing it.

The Operator by ForeignGuyMike 2016-09-10T01:24:00

Wow, compared to all the operator games, this had some complex strategy and awesome sound effects to it! I liked that different callers had different patience levels. I would have liked a more grid-based numbering system, as just numbers themselves were hard to search for based on row or column. Still, had a decent amount of fun.

Humble Beginnings by what.sorceress.this 2016-09-07T00:42:00

Welp, that was a very short game. Not sure what else comment, other than I wish life was this simple.

Jurassic Ark by Headmade 2016-09-07T00:02:00

Well, that was easy. Only had to replay 3 times. One time because I flipped upside down in the ocean, and couldn't get back up.

Well, it was pretty hard to control Arklantis, but not too much so. I'm still debating whether it was a good idea or not to make one thruster more powerful than the other. It seems to me like the center (intended?) path was a bit more difficult than the side paths I chose to pursue. However, even from the beginning, I was thinking the central path was a tad bit unfair.

The graphics are really nice, though. Keep it up!

It Started Out With A Brick by peterthehe 2016-09-07T01:16:00

Oh, hey, Steven Hawking's sound-a-like-voice is back! Good memories!

Unfortunately performs very poorly on my computer while hooked to a projector and streaming to Twitch, all at the same time. OK, almost nothing runs on my computer, but still, maybe make it less performance killing next time?

Touch the Monolith by silkworm_sweatshop 2016-09-07T01:51:00

Thought it was pretty cool! I really appreciate the "figure it out yourself" design mentality of all the microgames. Some games, I felt, read better than others. I particularly struggled with the art one, mainly because it was really hard to click on the red rock shards while still holding holding the chisel. Ending was a interesting twist. I liked that you can get different readings from it depending on how you play (aggressive vs passive).

STONECONF 12,016 BC by Tijn 2016-09-13T23:45:00

Welp, I guess I'm never gonna make it there at this rate.

Definitely made me feel as helpless as Oregon Trail did. Sometimes I'm fan, sometimes I'm not. I guess it all depends.

The presentation is really solid. I would like to have a skip-text functionality, since there's a lot of repeats. Liked a lot of resource management, and especially preparation management with the game.

Plant + Birds by TerraCottaFrog 2016-09-14T02:24:00

Thought it was fun, but I really would have appreciated a tutorial of sorts. It was difficult to figure out how to play the game, and I struggled to keep track of everything that was going on (such as losing sight of all green-cell resources). To me, the most difficult thing to understand was when one *can* place a green cell, and when one *can't*.

Blunderbuss by Steven Miller 2016-09-03T04:21:00

Very fun indeed! Felt like I was playing Gears of War, with all the hiding and precision shooting. Would have liked to make the AI manipulation a little easier than it is implemented right now. A lot of the enemies felt like they were moving randomly, and aggro-ed regardless of where you were.

A little more variety would have helped. As an example, different walls, hiding spots, and enemies would have made the experience longer and more enjoyable.

Great job!

Warp Stone by Madsj 2016-08-31T00:07:00

I really like the Megaman controls here, and they're definitely one of the most responsive I've played. I like the early challenges for providing that "hard, but possible" feeling. The later levels, on the other hand, I feel like had too many unfair bullets.

The bubble shield movement in particular felt unpredictable. It's hard to tell how long they last, and the fact that they do not reset your double-jump feels like a double whammie.

Still, nice work. Had a lot of fun!

Goblin Defence! by Senor Salty 2016-09-14T04:34:00

Would have appreciated a more-mature worded description. Could have just said the music has a bit to be desired.

Personally, didn't find the game to be that bad. The campaign seems decently balanced, and most spells didn't feel too over-powered or under-powered. Think more polish could be made on the trajectory of the arrows, because I expected it to shoot straight, yet gravity seemed to be applied on them.

Pretty good start, I say.

Battle Forge by thecatspajamas 2016-08-31T04:15:00

Very cool idea to have multiple consumable resources in a tower defense game, as it adds a strategy I don't see often in other games: to create lesser army men while waiting out for the bigger guards. The Minecraft-y crafting didn't really add much in my opinion, but I see a lot of potential in this concept. Nice job!

Beacon Wars by Redream 2016-08-31T02:13:00

An interesting take on combining the tower defense and Angry Birds formula together. Thought it was pretty neat. Some issues include the difficulty to aim cannon projectiles properly on a circular planet. I also had situations where the houses collapsed over the base in a way that no enemy projectiles could my location. This feels a bit exploitable.

Shadowz Adventure by Zgragselus 2016-09-14T04:26:00

It's hard to tell the trajectory of shooting. I wasn't sure I was successfully hitting the robots or not. Thought it was pretty good, though it performed poorly on my computer.

Medi-trade-ranean - Trading in the mediterranean by SEbbaDK 2016-09-17T00:22:00

Would have been nice to add a speed-up functionality. Thought it was pretty cool, actually. Has an addictive number-crunching feel to it.

Thought it was confusing that the starting location was the only place that could make more money. Otherwise, it was too easy to lose money on sending ships from other ports that wasn't yours.

Gear Game by SaxOps1 2016-09-17T00:10:00

it seems good but idk how i took the gears and the sticks off screen,needs improvement

LD37 — One room

Liberty Room by davisan 2016-12-24T21:49:00

From a switch-flipping puzzle game, it's pretty decent, but the oddly unresponsive platform controls feels like it drags down the puzzles. The platform spacing feels really tight given each prisoner's short jump arc. With the lack of lights, it makes it hard to judge the distance between platforms.

I also confess I'm not a fan of the first toggle switch. It makes it easy for the player to think they've messed up, and restart the whole level again without noticing the blue platform that suddenly appeared. It would have been nice to create a more visually obvious indicator that something new happened, such as a blue platform that can't be reached, but does appear near the switch.

Robotron: Reloaded by SuperDisk 2016-12-19T05:41:00

Very solid game, had a lot of fun with it! I felt like the sound effects could have used some more variety. Don't have much other complaints, otherwise. Definitely goes for the old-school feel, and succeeds in it.

Live to Die Again by FisherG 2016-12-19T01:16:00

Hey, this is pretty fun top-down shooter with solid controls, camera, and balanced gameplay. Really like the variety of weapons you've added into the game. Would have liked it if enemies didn't spawn on top of me the moment I spawned in a procedurally generated level. Also, the lack of sound effects for certain events, such as gaining more ammo, or just even opening a treasure chest, made it hard to discern whether your actions were effective or not. Overall, enjoyable entry!

spring cleaning by 01010111 2016-12-26T17:44:00

A passing mention of Trump, and a casual promotion of Managore!? This entry is edgy!!1!
;)
Nah, just kidding. Quite an adorable entry. Has a very, "The Stanley Parable" feel to it, where you just want to torture yourself just to see what happens next. Neat stuff!

UNH4CK3D by Tkachov 2016-12-19T05:16:00

Awesome experience! Really liked the parts where you had to learn the OS's command lines and sequence of events to get to the end goal. I think if the search was more robust, and provided an easy way to look for what commands you need to progress, this can be blown up into a larger, more engaging game. Would have been nice to provide some tutorials on what pipes are, and why "| dash" would run the commands. Also, why man pages?

Cute Reign by kawaiineko 2016-12-27T04:46:00

I really liked this...

=== MAJOR SPOILERS BELOW! ===

...rather dark game of one girl's make-believe fantasy in troubling times. Though the, "in your dreams" was a bit too blunt; I thought the fading background in the good ending was enough to convey that. I did like that that bad ending was oddly ambiguous on whether the war against the mouse lead to the grim decay depicted in the ending, or the ending was the reality the poor girl lived in, and everything else was a fantasy (the good ending clarifying that ambiguity was a nice touch). The contrast was pretty cool, though admittedly not that big of a surprise.

Oh yeah, and no morality meter anywhere in sight is a good thing in my book. Though the morality on each action you could take was comparably more ambiguous on which side of the scale they were on. Wasn't too detracting, though.

Would have liked to see a skip button, since I ended up choosing mostly the same options in subsequent playthroughs.

120202 by gdcvdqpl 2016-12-27T01:39:00

Like timgarbos, I cannot run this game, either. Here's the error log on Pastebin: http://pastebin.com/rmkM037t

INF by jack-lance 2016-12-18T05:13:00

That was really cool! Loved the momentum aspect of the game. I would love to see more coming out of this.

I would have liked more tell on what your expected trajectory is. The momentum aspect, for me, was the hardest to understand. Either more tutorials or some arrow making it clear where your next path is going to be would be useful. Some levels appeared more complex without this clear distinction.

Cool stuff! And you're right, it is a lot like my game in 2D!

Bruce, the escaping ant by pcmxms 2016-12-24T20:50:00

Yikes, the Simon Belmont syndrome is strong on this one. The super-tough jump controls makes this feel like an existential dread simulation rather than a challenging. Not to mention the global timer that makes it easy for one to put themselves in a situation where they cannot escape death.

Anyway, I won't repeat all the tips that I mentioned in our Let's Play (https://youtu.be/DoaflrbZfeY). I did play the improved version, and I do think the jumps are better improved. The throwing-projectiles is still strange, as it has appeared I've hit the spider a couple of times, and yet it never died. So some collision might need some help.

Good attempt at a challenging platformer.

A cats life by mrcone 2016-12-24T20:57:00

Yikes, this game goes from zero to max difficult in a super-short amount of time. The controls aren't very good for a game that requires reacting to different sounds very quickly, as the added time to drag-&-drop makes it difficult to time the wall-knocking properly. The baby-rocking is only useful if there are moments of quiet, but it's rather often that 2 or more musics will be playing at once, making both quieting the neighbors and calming the baby an unmanageable act (unless there's a method to quiet those 2 rooms at once). I would have appreciated a much better balancing between the frequency new music play, and the effectiveness of silencing them.

Tiny World by Ednei 2016-12-19T04:48:00

Gah! Fetch quests! My mortal enemy!

Had a lot of funny bugs happening in the game. For example, pushing some books off the desk led to them floating off in the nether, without allowing me to platform my way up. Also, the box just flew as I jumped right next to it. I had to repeat these segments twice for that.

There were a lot of jarring parts I'm not entirely sure worked as well. Any climbing sections, for example, felt sudden, as if I teleported there. This was very disorienting to experience. I couldn't see my legs, either, making it hard to judge a lot of jumps. Fortunately, the level was accommodating for that lack of information, but more would have helped. The E command came in suddenly when I least expected it, and the results were not immediately obvious. I thought the balance beam to the center table was always there (rather than being placed there by my actions).

I think a lot of polishes could be made to create a more cohesive experience. And hopefully rely a lot less on collecting things.

In the Dark Room by Mennalus 2016-12-27T01:12:00

Yikes, when you have a lot of enemies on the screen, the slow-down can be quite infuriating. I wasn't bothered too much by the tank controls, since the walls have very little friction, but I did get confused with the floors and walls looking very similar to each other. I largely felt the game was pretty slow-paced, and could have used the action coming in sooner to make the game more exciting.

The Recursive Dollhouse by Omiya Games 2016-12-30T02:56:00

edve98: Did you try to drop the key into the dollhouse in Ch. 2, 2nd code door? You can jump into a dollhouse while it holds a key, too.

Holy Tomada by ExplosivePowder 2016-12-19T00:15:00

The graphic style of the game is consistent, and quite likeable. While playing, though, I felt like I had to read the minds of the developers, and that's not a particularly pleasant feeling. I guess as a simulation, it works, albeit with some wonky physics that makes it difficult to open shelves. Still, some more work might be necessary for hinting the player what to do.

One Tough Room by Beardo Games 2016-12-27T01:57:00

Uh, does the score reset after every session? Because it looks like the score just accumulates all the time... It kind of makes the score system meaningless. Eek!

I tried my best to understand the system, but it was difficult to discern a pattern. Without much understanding, I find it hard to have fun with this game. Let alone the lack of meaning with the high scores. More clear patterns would have been appreciated.

Dark Room by Sarge3v 2016-12-26T18:35:00

The game felt like it relied too much on trial and error. The item combinations weren't exactly obvious. I didn't like that figuring out the combination before collecting all the items in the room causes bugs to happen, and the game effectively soft-locks.

The plot seemed a bit minimal, which albeit is probably due to the time limit. It felt like it was going in an interesting direction, but was cut short. Still, it was a neat experiment. The presentation is really well done.

RoomOne by Geckoo1337 2016-12-27T00:31:00

The shader is really cool, and the audio helps bring about a mysterious mood. The platforming was quite comfortable, and I found that collecting each star lead to a new power to be a fascinating aspect to the game. But...

Grr...those shrinking and growing puzzles (both your character and the gems) were infuriating: you could miss your jump and be unable to grab the sphere star after growing back to normal size. From the irreversible sequences of action that have dire consequences, to the fact that the location of all the stars are not obvious, I constantly felt like I had to read the mind of the developer with very little hints to aid me to each solution.

Interdimensional Chrono Janitor Service by foolmoron 2016-12-24T21:03:00

Feels like a prototype looking for a game. Given that you didn't have much time to finish the project, it's understandable. I do like the timeline mechanic, but they don't seem to add much to the "create more chaos" objective to me.

Same Room, No More. by Ampera 2017-01-02T03:46:00

Hm, a help command would have helped. I find it difficult to discern what commands were available to interact with the room.

eCubed³ by flwns 2016-12-26T16:53:00

I often struggled with the platforming, as they seem to require some precision. There's been a couple of times where I was essentially stuck and unable to progress: this includes a strange bug where after entering a portal, the gravity was stuck focused on a 45 degree angle to a corner of the room. Another bug is getting stuck wedged between the stairs and the wall; since the character's bottom is technically "in the air" despite it's sides are wedged between the stairs and the walls, it doesn't realize it can move or jump, so I'm unable to control the character.

I confess, with bug like these, it's difficult for me to like the game. It feels a lot like I'm fighting the game, than enjoying it.

Recursion by KaiseanGames 2016-12-20T04:51:00

The graphics were pretty polished, and I did like the lens-based puzzles. Most of the code-entering puzzles felt like I had to read the mind of the developer, though, which didn't make them satisfying to solve. The fact that you return to the beginning of the game felt like a cruel joke on the player. The hint helped for the lens puzzle, since the code still needed to be solved and entered by the user. The same can't be said for the majority of the puzzles, however; I merely felt like I was just following directions.

Flight Attend-A-Thon by Evergreen Games 2016-12-18T00:27:00

Ooh, turning a mundane task into a game! I love encountering those stuff. Great job in taking a well-known and well-observed task, and turning it into a game! I liked the race aspect of it, and felt the game was pretty balanced. Sure, I didn't beat insane, but I definitely like I could (an important detail).

Would recommend adding pitch variations next time when playing sound effects. The right-click to move mechanic felt a little weird, slow, and clumsy. Having a more obvious indicator as to why you can't move forward would have been nice.

I do think the core concept is solid. From memorization to deciding on an optimal strategy, I felt a lot could be done with this formula. Great job!

Just pick a number by BoltKey 2016-12-19T02:20:00

Cool stuff! Reminds me a lot of "The Tragedy of the Commons" economic theory. Nice to see it in practice, and realize how many people are likely to take a greedy choice. Makes sense in circumstance, of course.

It'll be cool to see some sort of counter-acting game that forces the player to see the big picture, and devise a way to take the most economically optimal path. I don't know how one would do that, but I would like to see a contrast to this.

Giiver's Hop by MrTroy 2017-01-07T04:36:00

Very late, but as promised at MAGFest, I finally got to plaing this game!

I really like this game! The difficulty is in the challenging-but-fair end of things: I always felt like every death was my fault. I do like the Pacman-style gameplay of "hit every square." The only big flaw, I'd argue, is that you always restart from the beginning. It's the only thing I felt a bit unfair.

One Room Hotel by TerraCottaFrog 2016-12-18T03:32:00

Thought it was pretty cool to create basically an elevator game. It was neat to think through the necessary combination of actions to get the optimal results for your customers. I think the game has a lot of potential to something larger.

There's a point in the game, though, that I think gets too difficult for me, and makes me want to quit early. I'm not sure how to prevent that from happening. Maybe some sort of power-ups?

emily VS everything by mooncalf 2016-12-24T21:08:00

Yikes, those aliens with laser blasters are brutal. If only Emily had long-range attacks, I would have felt the game was being more fair. As it is, it feels like the game goes from easy to hard very, very quickly. Would have been nice if it was possible to choose multiple upgrades instead of just one.

Storage by Steven Miller 2016-12-18T02:29:00

I will play more of this when I'm not streaming, but this does capture the feel of Zachtronic Games really well. Including how infuriating they are (but I was satisfied).

No real flaws outside of a wall-of-text instructions. I think the levels could have used a better tutorial. Otherwise, nice job!

The Key by gironC 2016-12-19T06:09:00

I found the fact that you could only move on one axis despite existing in a 3D game to be fascinating. Might have been nice to actually have a 2.5D camera angle (top-down angle) to make the depth of the character more clear.

My main concerns, though, are that a lot of the game's interactivity and results of solving puzzles are not clearly labeled and obvious. For example, I could not figure out that the pipes was movable. When I did, and moved it to the right location, I had no idea what happened next. It took exploration to realize that a grid suddenly appeared, which leads to a very jarring experience ("where did that come from?"). I think with a better hinting system indicating what actions are available, as well as a clear visuals connecting your action to its results (e.g. hitting switch opened door), this game would have improved immensely.

Cool blender game, though!

Orb Room by ZpeedTube 2016-12-24T21:37:00

Heh, I think I played this game incorrectly, because I was getting stuck on walls to wait for the platforms, and used the blocks to fly to the other side. It's pretty good for a starter's puzzle game, and aside from the moving platforms, most puzzles were quite logical and rewarded careful observation. Would have been nice to create a more obvious indicator of what changed when the blue and red switches were triggered, but I did figure it out eventually.

Lock and reload by Avant-Marde 2016-12-27T02:48:00

Yay, figured it out after reading through the comments. So the game is just an endless loop, after all? It was kind of obvious what all those photos meant...

I did like the posterize effect that really gave the lo-fi feel to it. The game's general attempt at creating a creepy and alien environment works quite well in its favor. I can't say I was much of a fan of trying to figure out the password to the computer, but outside of that, most things were pretty easy to figure out. I think it would have been nice to provide some highlights when you mouse-over something so I know what I'm clicking on; clicking the shelves next to the computer, for example, merely prompted the computer password, which was confusing.

Overall, a pretty nice point-and-click that achieves quite a lot with very little. Color me impressed.

The IT Room by Bumblepie 2016-12-19T04:16:00

Looks like a great start! Definitely thought that it was strange for the character to not flip when turning to the right. The fact that the fire extinguisher had to be used when the character is placed on the lower-right hand corner of the fire was really strange and unusual. Personally, I like run meter a lot, and would like to see that mechanic fleshed out a little more.

Super Crash Box by Drury 2016-12-24T22:20:00

I can't figure out how to defeat the boss :(

This game is pretty hard. I did like the Yep block managing with the LOLs, but eventually found it faster to just camp until there were enough ?! blocks in the screen. While probably done for practicality's sake, I did find it annoying that blocks would trigger if they fell on your head. While this wasn't too bad for most blocks, Yep was particularly devastating with this rule.

Room & Gloom by batmanasb 2016-12-19T04:04:00

Pretty cool old-school game. I liked the new ball types that made the formula more fresh. On the other hand, I'm not entirely sure I'm a fan of the line-generating and following ship controls. They're pretty fickle. I often started ending up making lines when the original intention was to merely move around.

Class Notes by tellus 2016-12-27T04:00:00

I like the text a lot, as well as the notes themselves. I'm not as certain the note-passing part works as well. I would have liked to see more reactions from other characters. Also, making the choices is made really hard by not being able to see your own cursor.