U no take Loot! by Orni 2015-08-25T18:13:00
A cool little game! I especially love the graphical style.
Foon → Ludum Dare Explorer → Users → TerraCottaFrog
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Not Mushroom for Error | compo | 37 | 4.00 | 3.91 | 3.93 | 4.32 | 3.91 | 3.81 | 3.54 | 3.61 | ||
| 2022 | 51 | Every 10 seconds | Clocks & Cards | compo | 129 | 3.68 | 3.34 | 4.05 | 4.21 | 3.28 | 3.31 | 2.78 | 3.27 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Sacriformation | jam | 2.16 | 1.66 | 1.16 | 1.66 | 2.33 | 1.50 | 2.16 | |||
| 2018 | 42 | Running out of space | Withsand | compo | 49 | 3.96 | 4.16 | 3.78 | 3.84 | 3.96 | 3.68 | 3.00 | 3.65 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Tombagotchi | compo | 95 | 3.83 | 3.14 | 4.16 | 4.13 | 3.72 | 3.00 | 3.34 | 3.39 | ||
| 2017 | 40 | The more you have, the worse it is | The More You Make | compo | 7 | 4.23 | 4.11 | 4.13 | 4.40 | 3.61 | 3.21 | 4.01 | 3.71 | ||
| 2017 | 39 | Running out of Power | Frankenstorm | compo | 94 | 3.78 | 3.95 | 3.36 | 3.42 | 4.15 | 3.85 | 3.42 | 3.63 | ||
| 2017 | 38 | A Small World | W.R.L.D. (World Reconnaissance eLite Defense) | compo | 18 | 4.16 | 4.16 | 3.34 | 3.65 | 4.27 | 3.65 | 2.23 | 3.61 | ||
| 2016 | 37 | One room | One Room Hotel | compo | 15 | 4.14 | 4.12 | 4.13 | 4.11 | 3.87 | 3.86 | 3.85 | 3.80 | 62 | |
| 2016 | 36 | Ancient Technology | Plant + Birds | jam | |||||||||||
| 2016 | 35 | Shapeshift | ShmupShifter | compo | 99 | 3.76 | 3.91 | 2.79 | 3.68 | 3.74 | 3.36 | 2.45 | 64 | ||
| 2015 | 34 | Two Button Controls / Growing | Disphere | compo | 263 | 3.52 | 3.30 | 3.48 | 3.93 | 3.28 | 3.16 | 2.93 | 69 | ||
| 2015 | 33 | You are the Monster | Disastris | compo | 69 | 3.83 | 3.90 | 3.70 | 3.52 | 3.61 | 3.39 | 3.35 | 3.47 | 99 |
A cool little game! I especially love the graphical style.
The graphics are a little bland, and it doesn't really bring anything new to the table. IT also doesn't really connect to the theme. However, I did play it for a while, because it was pretty fun, despite that :)
This is an excellent game.
End of story.
Norton hates this and won't let me play, sorry.
This is an interesting game, but I think it could be improved by having some sort of hunger meter. Now it feels like you can just sort of wait until the perfect moment. There isn't enough tension.
I love the concept, but some indication of how much time you have for each delivery would greatly improve the game.
Fun little game, and I LOVE the acappela version of the original Godzilla theme!
However, the gameplay feels a little shallow, and the camera should have been zoomed out further.
This game feels like it had potential, but the nigh undodgable tree attacks really hurt it.
None of the controls work. Running in chrome.
This is good, but placement of buildings and pikes can make it seemingly impossible to continue.
Pikes are also very hard to see.
I still enjoyed the game despite its flaws.
The first time I played the game froze at the instructions.
The game made no sense without them.
Sorry.
I love this. The game mechanic is great, the graphics are great. The fun is great.
It would be nice to see the level resetting when you die, though. Doors remaining open when you die discourages caution.
This would make a great phone game.
Norton is screwing me over today, but I don't want to disable it and risk an actual virus :/
Couldn't play it.
I love it! It'd be great to see it completed.
Wow.
Wow.
Wow.
This is great.
This entry uses so much processing power and memory that it crashes my browser. I'm kind of scared to try it on windows :/
I'm sorry to say, but this game feels like an early mockup.
It plays very slow, and seemingly has no skill.
Aiming weapons and some sort of controllable shield could go a long way to making the game playable.
A few more hours of work could make this very fun!
The game seems good, but the goal is very unclear.
Instructions should really be added in the description as soon as possible.
I abstained from voting in all of the categories related to gameplay.
10/5 in every category best game
This is a fantastic concept, but energy should be tied to your actions, or be faster than it currently is. The player has no chance with how little they can do. This is very close to being an incredible experience and I can see this panning out into a fantastic and complex game with some more work.
5 for innovation!
My 64-bit, windows 7 professional computer says that the game is "not a valid 32X file". All the best looking games are the ones that won't run D:
Cool game, but it does get frustrating very fast. I also don't know if I was supposed to explode or if that was a bad ending.
To me, this feels like it was too ambitious for the Compo. A lot of bugs remained and made it confusing and difficult to understand. I think this would really shine if it were entered into the jam.
This is a fun shmup that gets intense very soon.
Great for 48 hours.
This is a very cool and unique game!
Some of the text is a bit unclear, and the long "you caught the monster" screen should be shorter.
I don't know why, but the controls seem broken to me. There also wasn't that much going on. Maybe it was something I was doing
windows just links to web for me.
I also couldn't figure out how I was supposed to avoid damage. Maybe add some instructions?
Seems like a cool game, though.
The web version doesn't load and the web link links to google drive instead of the game. Downloading files to play a "web" version sucks, and often those don't work correctly if they are downloaded.
The attacking feels a little random. For a while I thought that attacking was impossible. The game has interesting combat, though.
Norton despises this and won't let me play.
I have this problem with gamemaker games.
Great idea, but in that first level I experienced more frustration than in the entire previous 48 hours combined :P
If it was a little easier I could really get into this.
This is a fantastic and original game!
I'd love more levels.
My only issue is that the first level is too hard.
I flew for what felt like ages and found nothing but a spinning asteroid.
I'll abstain from rating to give the benefit of the doubt that there is some sort of bug.
This feels like its based around a game mechanic that just didn't quite pan out. Its still good, just not as much as it seems it should have been on paper.
The execution of the mechanic feels pretty spot on though, along with the graphics. The music is a little bit grating, however.
Emphasis on the hard to master :P
This is a very cool game, with a theme tacked on just as a show of good faith to the Dare.
Very cool game.
I think the mine laying enemy is a little detrimental to the game. Its impossible to eat them without taking damage.
The game feels a little too heavy handed and has a little bit too little variety too be interesting for very long.
You have no download.
No one can play.
You used unity.
Export to windows.
This is one of the more fun games I've played so far!
The only issue is the tanks being nearly impossible to avoid. They should take less hits so a skilled player could easily prevent them from firing
This is the best game I've played so far.
You absolutely nailed combat as a monster. The way all of the projectiles and enemies move is incredible.
I only have a few points of criticism:
1) The pace could be a little faster
2) The building graphics bend and warp as you move. It looks a little bit rough, but depending on the tools used it can be tough to make sure graphics work well in the 48 hour window.
3) Score would be great, a health should play into that at the end, to encourage both complete destruction of enemies, and seeing how little the player can get hit.
Excellent work!
I'd love to play more levels and I would certainly play a full version of this.
Interesting ideas, but the puzzle elements are not sufficiently explained. I stopped playing after I got stuck in the moving trap door around the 4th screen.
Scrolling is broken for me, I seem to have no control over the game at all.
The graphics are great, but the gameplay in this feels almost non existent.
I intentionally tried to do everything wrong and there were no consequences. This makes the rythm element of it pretty much non existant. It feels completely arbitrary when I get perfect or bad. There must be something I'm missing. Please update the description to give some idea of what the arrow means, how things affect you, or what to do.
This seems like a great concept, but the execution is lacking.
Cool game, great graphics, but the controls aren't very responsive.
There should be at least some option for keyboard and mouse control, if that would work at all.
Its annoying being required to have a pc compatible gamepad to play PC only games like this.
This is a great game, but I think it would have been better for the AI to have less momentum in exchange for higher starting ability. It would also be interesting if the enemy ship powered up over time. The boss fight felt a little bit too long and awkward.
I love the graphics and sound!
Cool looking game, and I like the sound effects, but it could be a little bit more fast paced, and sometimes the frog just goes back to the beginning, making a long wait for play to begin.
This feels too much like novelty shovelware at first glance for me to feel the motivation to put the time in to understand and play it. Sorry.
The controls feel akward, and the cursor image is incomprehensible. Was that intended to be left in the game? It just causes some confusion.
Other than those things, cool game.
Norton blocked me from using it. Sorry. Looks cool, though.
This is a very interesting and impressive entry!
It seems like something I could really get into.
However, from what I've played so far, it seems that violence is the answer (when it comes to this game, of course)
This is a fun game!
I think it could benifit from some sort of constantly depleting bar, which is filled by eating people. If the bar depletes, you lose. This way the game could be very intense.
As it stands, this is an excellent and original game.
Mana should regenerate a little faster.
I also encountered a few bugs -
Sometimes the player stopped.
Lines appear above trees.
Knights should be easier to kill, and archers would be a nice addition.
This is by far the most entertaining game I've played today. Such a simple concept, but so fun!
OF course, I have been hyped for the game since I saw the first goose sprite. I guess I have a soft spot for waterfowl :)
My one suggestion is that the status bar should be moved below the buttons, so you can see it as you click.
Excellent work!
The web version has arrow key input that moves the page in addition to the game.
Use this script (paste into the body section of index.html):
<script>
window.addEventListener("keydown", function(e) {
// space and arrow keys
if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
e.preventDefault();
}
}, false);
</script>
The web version has arrow key input that moves the page in addition to the game.
Use this script (paste into the body section of index.html):
<script>
window.addEventListener("keydown", function(e) {
// space and arrow keys
if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
e.preventDefault();
}
}, false);
</script>
Norton also hates the windows version and will not let me play :(
It seems very buggy, almost unplayable for me. It was hard to figure out what I was doing. The control layout is also very confusing. Its a good effort.
Interesting game. The take on the "You are the boss" subgenre is good. It may have been improved if you could aim your attacks, and if there was more interest in the bullet patterns, both that you had to dodge and that you shot. Larger, colorful bullets would have helped.
This is an interesting concept. I think that the game would be improved if the screen aspect ratio was changed to the original arcade 3:4. That would have made the levels short (also there should have been infinite levels of escalating difficulty.)
Cool game!
A cool little game. Graphics are perfect, and it is very easy to pick up and play. The music is a little annoying, and the gameplay feels like it could use a little kick in the beginning.
Great work!
404: Page not found :(
Adorable game!
It would work better if it was a little longer, but great work!
Very satisfying destruction, and I love the "Wee" sound effect when you destroy things.
The controls are a little bit wonky, once taking a full second to register that I closed, and I couldn't really get past the first screen because of that.
The fact that you get points without crushing people makes this a game about patience :(
Norton forbids me from playing this.
It seems to do this when Ludum dare things take a long time to load, although it may be Norton itself which causes that.
Control does not work properly in the web version. Arrows and space affect the page instead of the game.
Windows version is asking for a .dat that isn't included.
The game looks fun, so I'll check this page for fixes.
This is a really fun and unique game!
The controls would be little better in my opinion if space were forwards attack the right were move, but that's just personal taste. I know it would be less consistent, but I think it would improve the game.
Good work!
The rules are confusing without instructions, and it feels just like chance. Another layer of strategy, or even just keeping cards hidden until the battle, to give a sense of tension, would really help this.
The music is also completely random and inappropriate to the situation.
The game crashed for me after a short time. The game was fun and interesting while it lasted, though!
You change the direction of attacks by using the mouse. An arrow appears, but I should have made it clearer. I edited the description to point that out. There is no fail condition. You just try for the highest score you can.
The web version just returns an error.
This is a cool game, but there isn't any explanation in game, which is confusing.
I love the intro!
You should host this on game jolt or the like. With this many games released nobody will take the time to figure out how to download, set up, and run a game released like this. It looks cool, though.
Doesn't have enough going on. Feels almost like a game meant to cash in on controversy, in my opinion. People running away and unexpectedly drawing swords in even the first area would greatly benefit it.
This game looks like it had (a lot of) potential. Right now it feels empty and incomplete, and the control and scrolling feels jump and inconsistent. Maybe pull it out and enter the Jam after more work? Love the graphics, by the way.
This feels a little underdeveloped.
Some animation for the battle actions would bring the whole experience up a whole star.
Damn, Norton is militant. Another game it won't let me play. It looks good, so that's a shame.
Cool platformer with an interesting premise. The box you push has collision detection that feels off, though.
The first level should also have more interest, or at least some small platforms to teach jumping before harder challenges. The bland start left a slightly bad taste in my mouth for the rest of the experience.
Norton hates this as well. Too bad.
It wouldn't run, it was just an swf which I could not open. Just host it on gamejolt or something.
The movement of the monsters seems very off, with delays of up to 2 seconds from clicking to movement, but otherwise, this is quite good.
The shortcut does not work for me.
The graphics are unplayably blurry for me, sorry :(
The game runs unplayably slow for me, and the space it takes up in the browser is far too much. I abstained from rating because of the lag.
The game does not boot up for me. It shows a command prompt and does not start.
An interesting game, but the game is very easy if you don't mind waiting a long time for your points to go up (you can greatly overuse powers and pushing)
The game is horrific, but fun. I love how the controls were explained.
BUT...
The unskippable tutorial text ruins the entire game. This should be a fast, high score attack game like flappy bird. It feels like it only wants you to play it once, no matter what the player feels.
Stuff like that makes me stop playing a game. :(
This game features one of the most nuanced morality systems I have ever seen in a video game. I am simply blown away.
Fast, frantic, and fun. I love it!
Great game. Is the number of humans killed supposed to be part of the score, or is it just there for show?
The best game in the compo, as far as I've seen.
The monster should spawn on screen.
Its really confusing how it is.
The use of abilities also feels a little bit off to me.
I love it!
Easily the best game I've played so far.
Great game!
I think that the game would be much improved by a faster pace and less health. I think this begs to be one of those fast, high score based games.
With more polish this would feel at home on a phone.
Wow
Great for a first game!
I felt that the controls were just a little too slippery.
The web link also takes you to a download. You might want to change that to "windows"
I get an error when I try to run.
Great game. I don't have someone else to play it with right now, but it seems like it would be a lot of fun.
This is a fun game with great graphics!
The controls felt a little off, however, but that wasn't a big deal. The camera was, though. It seemed to close in and didn't give enough time to react with the large curve of the vine.
Great work!
I love this game, but I feel two things could have improved it.
First, it starts out way too easy.
Second, it is impossible to recover after a crash. It would have been better to just restart the race once you crash, to avoid players having to continue something they can't possibly win.
The subtly wavy water on the sides of the road also felt a little out of place.
Great job!
I bit too easy for my tastes, but then again, playing shoot-em-ups is probably one of my main hobbies :P
A cool little game. I think it should end when you get max upgrades though, or at least show some indication that you have won.
It reminds me of bosconian.
Seems like a fun game, but I don't have anyone to play with :(
Easily the best game I've played so far. The moments of panic leading up to a tricky landing are just brilliant. Five stars across the board.
The camera really messed things up for me. It just seemed broken because of the rebound from shots. It doesn't even make sense to have the kind of rebound from arrows:P
I think it would have worked better if the rebound applied to the character.
This is great, other than the slow and weak enemies. The whole game feels like waiting. A little more time tweaking values may have helped.
Great ode to the game and watches of the past! It gets pretty hard!
Got a 404 not found on twitch.
Sorry about that. It should be working now.
I really like this game, but I think that it would work better with a timer in addition to the coins. That would get rid of the motivation to linger and slowly swing to get each and every coin.
Very cool game, and very impressive that it was made in only 48 hours.
I find it hard to tell whats going on without clear indicators of damage, and everything seems out of sync. Some cool ideas though, but I feel it needs a lot more polish.
Cool game, with great graphics!
However, the game was a little bit too slow for me and the hitboxes on the spikes were way too large.
Good, but a little bit of a faster pace would be nice. The sounds are also a little flat.
Good job.
Really cool. The difficulty of the different sections seemed completely off, though.
Easily the best game I've played so far
Very fun and I love the build up of the gauge mechanic
The shapeshifting may be a little bit to small a part of the game, but everything else more than makes up for that. Great work.
I have an arcade joystick, and the joystick (which simulates a d-pad) does not work? Could you add d-pad support?
Really quite frustrating. Getting stuck in platforms, warping throuhg (I know about the mechanic, this was seperate from that), and not being able to switch forms in both directions really took away from the experience. Only two forms may have been better, and platforms moving faster, at the same speed relative to each other could have made the game much more fluid and enjoyable. Solid idea.
The tutorial was superfluous. In a game like this, players will know to shoot everything and will learn what gives them things. Just put an instructions screen. It was painful sitting through the tutorial.
Please make a no install version of the game.
Really cool, but the controls feel really awful. Some of the platforming is frustrating as a result. Just a little less pause while jumping would help a lot.
The massive inertia on the mech makes the game unplayable for me. The difficulty stems from bad controls, in my experience with the game. It also had trouble detecting a gamepad. Had to unplug and reconnect my joystick a few times.
I can't seem to get the hang of it. Very good idea, though.
The keyboard controls are unplayable. Played standalone.
This was pretty good. It was a little slow in the beginning, and it felt like there was no skill at the end. The audio was also a little grating. Its fun for a few minutes of play.
Controls are not working on web.
Love it. Could have used some music, though.
I love it.
The only complaints I have are the repetitive tiles and the length. Everything else is incredible. I love the music and some little details in the level design like forcing use of the chicken to escape from the hole you found it in are things I don't see much in Ludum Dare games. Great work.
Downloading the Post-Compo!
Ignore that comment I commented on the wrong game.
I'll rate this one next.
I love it. Only one thing kept it from being fives across the board: the climbing controls.
I keep trying to use up to climb up. If up did not drop down when climbing, the game would be pretty much as good as a Compo game can be.
Great work, and downloading the post-compo.
Excellent shmup, great work!
I got a 1cc on the first try, losing only one life (although I got hit a lot). Maybe add a loop in a post jam release? I'd love to play it. I do play a lot of shmups, so I have that background going for me there.
The gameplay itself, other than the difficulty, was great. I love the flow of the enemy patterns, and the seeming organization turning into utter chaos was great. The slow movement didn't bother me, and I feel it gave the game a very methodical feel, and it reminded me a little bit of Toaplan games like Flying Shark, where you have to plan ahead and follow through or risk a bullet hitting you while you hesitate.
There was also one moment where an enemy hitbox was outside of the enemy, resulting in unfair damage. The hitboxes most of the time were good, though.
My only major gripes are the lack of score and a life counter. With the strategic element of the player ship rotation finding the best route to score would be great. This and the addition of a high score table to incentivise this play would add so much, and would bring me back for more.
I know that this isn't really what the comments are for but I explained some of the reasons for my mechanics in this post and I thought you might be interested based on your comment on my game: http://ludumdare.com/compo/2016/05/09/some-stuff-about-the-mistakes-and-stuff-i-made-or-something/
Fun, I kept overlooking the simplest things, but that was just my fault. Love the graphical style of it.
If you don't hear music, try turning up a little bit. If there is none, tell me the system specs. A post-compo thing will be posted tomorrow with keyboard fixes and gamepad support
There is now a "Jam version" of the game. Made in 72 hours with the additional features and polish to match!
The flashing made the game very uncomfortable to play. Maybe add an option to tone it down or turn it off before the game starts?
I love it.
The only complaints I have are the repetitive tiles and the length. Everything else is incredible. I love the music and some little details in the level design like forcing use of the chicken to escape from the hole you found it in are things I don't see much in Ludum Dare games. Great work.
Downloading the Post-Compo!
Love the visual style, but the gameplay is a little bit too slow. The theme is also not very well implemented.
I love the graphical style! Gameplay was pretty fun, but a bit slow. Enemies should have had a little less health, in my mind.Music is great too, but, like some other people, I don't think it fit that well.
Just getting an error on kongregate. Says I need to enable javascript (I have enabled javascript, of course)
Unfortunately, I find the controls very stiff. Having to shift to jump really ruins it for me. Having four buttons to shapeshift also seems a little bit unwieldy.
I love it. I wish in arcade mode the shapes coming at you didn't change. It really took away from the pacing for me.
I like the idea, but had trouble getting into the game. In game tooltips would be nice.
The forced shifting is really annoying, especially when you change when dodging moving towards a wall to the green ship. Only 10% of the deaths felt like they were my fault.
Love the audio, though.
I like it. The music is very good despite being a little bit sparse (although that may have been the intention.) The menus are executed beautifully as well, so great work on that. The tree tiles are also great.
I also had a little bit of trouble with the controls. The weapons should have more spread if you want to have only 4 direction movement. It got a little bit frustrating at times, especially with the spearmen. The weapons could also have used a little buff in my opinion.
A sound/warning for losing supplies would also add a lot. The first time I lost I didn't even notice I was losing supplies.
Great work overall, especially on music and graphics.
I love the graphics and the idea. I think its just a little bit frustrating, unfortunately. The challenge felt a little bit indirect. Better control over the horse would have helped, I think.
Great work overall, though.
I really like it, but I can't get over the controls.
Why space jump with wasd?
why not arrow keys and action and jump on left?
Or at least an option?
That's just a pet peave of mine as I actually rarely play games with wasd controls (arcade game and shmup player)
The game is great, especially the music and sound design, but I just can't get over the control.
Probably just because my left hand has awful coordination, though :)
A cool idea, and fantastic visuals, but I think there needs to be some connection between the thing each pickup gives and its look. An indicator when you pick them up would be good. A larger interface would also be helpful.
A lot of potential, and with a little more time I think it could be really great.
Interesting idea, but way to fast and difficult for one player. The game should move much slower to allow time to think about both things, maybe having a hard mode intended for 2 players. I think you fell into the trap of finding your own game really easy after testing it a bunch.
So much potential here though.
It would be cool to see you work on it.
A fun game, but the inconsistent controls took away a lot. Great idea, though.
Really cool :)
Now I want to play Ataray, but I'd rather play Dare. (stupid rhyme is stupid)
I found that it slowed down after I left the game open, so there may be a memory leak of some sort.
@csanyk No problem. I'll give it another play when I can :)
Cool game, love the implementation of dialogue. Very interesting puzzles.
The controls locking until the end of a step made it a little frustrating at times, however.
:) cool. Love the dialogue, and odd but interesting idea.
The web version is a little touchy though.
Sound is also a notable absence. Some sort of dialogue noise could have really added a lot.
A great concept, and strangely fun for its simplicity.
One thing I have to say is, it needs more juice. Some quick screen shake or even just a little water texture, along with some cool boat explosion particles would add a lot. Difficulty increasing at a great rate would also help.
I'd love to see the idea explored further. I got 104 points.
A great idea, but some more game-like elements seem in order. At least sound would make it something to sink time into.
Nevertheless, it is very unique and it would be cool to see it developed further.
A like the graphics, but gameplay wise it needs a lot of balancing. There are simply too many enemies to stand a chance. Just a little extra time could have really improved it in this way, but I understand the time was a little shorter than you would have liked.
Pretty good entry.
Cool take on sokoban. Puzzles are fun, although there should be no more keys than necessary. Movement was also a little slow.
But use of enemies to add a real time aspect to this type of puzzle is really cool.
Good work.
Really cool. I love the variety of machines and the type of gameplay. Really well executed. If I do have to find somewhere where there are some flaws, it is in details and dynamic visuals. Small things like panels where you can see flowing water in the pipes, occasional small leaks, small animals moving on the floor, and other things like that would add a huge amount to the game. It would also help the hectic feel, as it would feel a little bit more like a chaotic and living world.
Just my thoughts, as someone who is slightly obsessed with overwhelming amounts of particle effects, extraneous detail, and screen shake.
Overall though, excellent work.
I really love the graphics and especially the music, but there are a few large flaws in the gameplay.
The first is that everything is simply too fast. There is little time to react to many things, so the whole thing feels a little like luck.
The other is that if you hold forwards there is little to no skill needed. Maybe a system of acceleration relative to the lava, where rocks slow you down and you need to move into the screen to speed up?
Another small thing is that I think the mountain parallax in the background should be a little faster, to give more feeling of movement.
A post-jam version with some tweaked gameplay could really shine.
Good work overall.
I like it, and good job setting up the enemy behavior.
I found the controls a little rough. The way keys overrode each other was a little bit awkward. The four way was fine, just the way key combinations were handled could have been better. Good work.
I love it. Very, very well executed. Through the variety in events and stats the game feels much deeper than it actual is. Excelent design, especially with this much in the 48 hours.
The best entry I've played so far.
The first physical wound I got had no effect.
I also feel like their should be a more elaborate scripted ending. It feels a little bit lacking at the end.
Still, fantastic entry.
Very interesting idea, and incredible execution. The level design complements the mechanic nicely.
One thing that bothered me however was the fall damage. It felt a little arbitrary in height, and I never knew if I could jump a certain distance.
Great work overall though. Music was good as well.
Fun little game. I love the idea, and really wanted to see my own glyph show up. Awesome work.
to improve it I think it may be a little better if it starts with some hints, so it goes a title faster.
Best Ludum Dare game I have ever played, period. Mechanically brilliant, aesthetically beautiful.
The only major flaw is the fact that you can move some platforms far enough near the end that you cannot bring them back.
Brilliant work.
I like the graphics, but I think the sprite of the player is way too big. It would also help having more normal shmup control, as the genre does not work well with any form of drifty control. Alternatively, you could reduce bullet density or design patterns to work better with the control.
Again, the graphics were awesome, along with the music.
Awesome and really creative. Very cerebral, it challenges you to think in a way you normally wouldn't.
Got to check it out with another person.
The only complaint I have is the slightly annoying sound and the seemingly needlessly long animation of the falling of the piece.
Fantastic work.
Amazing atmosphere. The music adds so much.
The game did crash for me when I hit 0 health, and the light was a little bit too little. It was frustrating with the turrets, especially with a game based on a desire to see further like this one. A lack of true difficulty would probably be best here, as replaying the beginning would prove to be frustrating.
The graphics were excellent as well, save for some small glitches. Full screen would really help immersion, though.
Awesome entry.
Respect.
Interesting, but the voice is almost incomprehensible. A little too many effects on it. Their also should have been a cross-hair thing in order to make it easier to press buttons.
Interesting concept, and a pretty cool environment, but it proves to be a little bit frustrating with this.
This game seems interesting, but the rules are either really complex or really inconsistent, so it really feel like complete luck.
The art is good though
A fun game, and an interesting and unique puzzle mechanic. I like the details of the aesthetic, especially the hieroglyphics and map screen.
There are a few potential additions to the game that I believe would do a lot to improve the rough areas of the gameplay. The first is an indication that a tile was fulfilled. I spend half of the time looking for the tile that was unfilled. It would make the gameplay much more fluid, and satisfying, as it would create a clear indication of how far into the puzzle you were. Another is a little bit more fanfare on completion of a puzzle. The main thrill of a puzzle game is figuring it all out, and anything that could be done to increase that satisfaction would greatly improve the game.
Other than that the music, while very good and fitting, got a little bit repetitive over time.
Again, though, the core gameplay and the graphics were excellent. A post-compo version would be great.
Excellent work.
@DaGamesta Was this after a crash? When did you close it? How far were you?
@suimisu how long did you wait? it should only go a few seconds.
also, the plant placing cursor will be more transparent in areas where you cannot place. You can't build solid blocks of plant. The rules are hard to explain, so experimentation is necessary.
@csanyk When did you exit the game? The music works properly for me.
@csanyk I have no problem with the exit button placed on the window, and yeah, I forgot to make sure that everything cleaned up in all cases.
@headmade The connection was agriculture. The game drifted away from it and I decided it was more important to make the game that I wanted than follow the theme, especially considering the lack of ratings.
The game was inspired by it, though.
(and I do realize that it was better suited to growth than Ancient Technology :P)
@daniel
I'm assuming you read the description first.
Is there any way you think I could do to improve the instructions in it?
Really fun concept, really fun execution. The ads are great, the musics great, the puzzles are great.
My only gripe is that some of the hazards I felt should have looked more etch a sketchy. They seemed a little bit too cloud like rather than line like.
Great work!
Gives an error. I do have python installed. I tried the shortcut and running main.exe
Looks really cool but the controls freak out on me. When I open the menu it moves to the next level most of the time no matter what I do.
Like x is checked every frame or period of time or something.
It seems interesting, though.
Broken currently.
And i just realized you already mentioned it.
Looks cool so I'll play when you fix it. The art looks incredible.
Really cool ideas, but I think it gets a little bit repetitive. It seems unnecessary for the combat to be on a different machine from the rest. Everything could be on one terminal, and leak warnings could force you to pull away from combat or other activities. That could make the gameplay flow a lot better.
Excellent work on the art, though. The title screen looks amazing. Combat is also beautiful.
Cool idea. The movement was awesome, but the gameplay got a little bit repetitive. Being able to switch inventory without going back to the ship would have helped with the pace. I also got stuck the first time I played, unable to dig to get at the artifact because I dug too close around it.
Great work on graphics, sound, and movement, though.
Its cool, but I think the slower backwards movement is a bad move. If you are attack from all sides it makes it almost impossible.
The graphics, sound, and overall aesthetic are really great though, and I love the concept.
Not a game, an experience :)
The atmosphere created through the music and sound design, coupled with the beautifully stylized visuals made the game almost mesmerizing.
The black box of the mechanics simply added to this. It truly created a sense of mystery, progress, and almost instilled a sense of awe.
The one major missing piece is fullscreen. That would have just made the immersion of it much better, especially with the small window size.
Other than that, fantastic work.
Doesn't really fit the theme, but I love the variety of gameplay.
Like other people, I do find that balance of difficulty is an issue. A little less content and more focus on balance could have helped.
Something to think about for future events is game feel. When the monster's tentacles erupt from the ground, for example, there could be an explosive sound and heavy screenshake. This would sell the idea that you are fighting a giant beast. and hour to an hour and a half of work on game feel can easily bring a game to the next tier of quality.
Overall, a fine entry, but one that could be improved by a smaller scope that would allow more time for balance and polish.
Really fun game, but I think the grid based controls were a real issue. When there were a lot of enemies it sort of felt like I wasn't in control. Turning around instantly for the Rock-it Launcher would help with the more "action packed" sections.
Other than the controls, I really love the idea, and I can see myself putting a lot of time into this if the controls were improved and it was expanded.
Good work.
The use of the theme is a little bit sneaky :/
Using the name of an abstract concept in a game engine as your implementation of the theme is a little bit underwhelming.
The music and sound is great, though, and I *love the visual style*
I felt like the controls were really lacking, though. The dead zone and large amount of acceleration hurt the feel, in my opinion.
Other than that, really fun game :)
Interesting idea, and seems like it could be really fun, but the feel of the platforming is a little odd. You shouldn't slow down/stop when you land/jump or whatever, which is what it feels like. Doesn't quite feel like you are in control.
Really cool other than that, and a post-compo version with improved controls could be really great :)
Fun game, but I found it very difficult. I don't really play much RTS, though.
Love the music and the idea.
Pretty fun game. My first impression was that the controls were a little bit awkward, but as I played through the later levels it began to make more sense.
My favorite part was the audio, especially the music, although the "Froggy escaped!" sound got a little bit irritating after hearing it 12 times :P
The progression of levels was good, although I would have liked to see the speed power up appear later. I'm assuming time was the issue there.
A very specific issue I had with the game was the yellowish turrets combined with the spikes on the 7th level. I found this obstacle very frustrating, but this could be because I only rarely play games where this kind of patient waiting and observation of patterns is important.
Overall, this game has a lot of charm, and the gameplay is quite fun.
Good work!
(PS. I'm sorry if the posts I was making were too much. I've sort of been wrapped up in the excitement of this event, as for me it has been far more successful than in the past. In the future you could just mention it to me and I would have lowered the frequency of the posts. I deleted the most recent one to respect this.)
As the creator of the *other* compo entry called One Room Hotel, I felt obligated to try out this one :)
I really like the idea, and its really fun trying to squeeze as much money as possible out of each guest :P
However, n addition to balance issues you mentioned (I got a lion up to ~4000 rent a day), the fickleness seemed to rise as I lowered it. Don't know what that was about.
There could also be a little bit more instruction about how the game's system works, which could be in the description.
I think a post-compo version of this could be really great :)
Good work!
You have to make the large change in controls (the new vertical movement you mentioned in your post) more obvious. People do not always read to the bottom of the Ludum Dare description, and most would likely ignore patch notes after a wall of text, and even anything placed after the controls.
You have to make the change more clear.
In its current state, this is NOT the original submission, and with the current setup of the page, most people will vote as if it is.
The jumping feels like it sometimes doesn't work in midair (I am counting the jumps)
Intriguing idea but is frustrating as a result of this.
One of the most anticipated entries for me :)
Really great idea, and I love the art style. Controls feel really great.
I think the rounds could have been a little bit shorter, maybe 30 seconds? Also, It would be really great to have some sort of transition between bunks, to sell the idea of rising to the highest bunk.
Really fun little game, its great seeing all of the different ways the creature can evolve.
My only complaint is the lack of interactivity. Maybe you could reduce the time to evolve to reduce waiting? If their was more interactivity the current length would be great, but with the current level it just feels like it drags on a little bit.
Love the music, especially the modified music when everything goes wrong.
Great job.
404'd
A fantastic, cruel game :)
Love the music, and the idea is great.
Fun, but the buggy dragging and the bending bodies almost ruined it for me. The game seems like it would have worked better if it was actually possible to fit people snugly together/
Easily my favorite game that I've played so far. It really nails the mid to late 80s arcade feeling. I got to level 19 on my second play, after I abandoned the first on the first round when I tried to collect a bomb :P
Music adds a lot, and the effect of the background is pretty cool.
Impressive amount of content for the time as well. Stage select is nice too.
The controls felt a little bit laggy, though. Aiming was hard sometimes. The on screen controls were annoying since I do not have a touchscreen on my computer. Maybe add a toggle for those?
Incredible work, and I am definitely going back to this later!
Really fun, and I love the sounds :)
My only complaint is the movement. It probably should be only when a button is pressed, as that would fit with the tile based nature of the game and alleviate some of the issues with lag. The main cause of death seems to be moving one tile too far into the lava.
Other than that, its great, and I really respect the effort to make an online game in the time!
I love the idea, but It feels a little too hectic.
I think it may have been better if there was a little bit less stuff, but I'm not sure.
The dialogue is awesome though and it does feel great when it isn't too hectic.
A slightly slower pace could help a lot.
Good work.
Part of the room is just completely covered by some graphical glitch. Also had some performance issues. I also seem to not be able to be hurt :/
Great game! I love the aesthetic, but I feel like you could have done more with possibly changing the color of the boxes for different levels. Some cool effects could be created with that.
The game is very stressful, which is a good thing! There is a real intensity to it and I like that a lot.
Lives would be good though. Making a single tiny mistake and then restarting the whole game is always a little irritating.
It was awesome when I saw the constellations lighting up. Really great idea there.
Great entry, and good luck!
The time is starting at two hours for me :(
Also it bothers me to no avail that ld-37 is in the corner of the web player >:(
Love the graphics and the use of the theme, will come back to rate more.
Love the art and the idea!
Cool, but the controls were a big enough issue for me that I had to walk away. They should be relative to where the level currently is, no its original rotation.
A post-jam version with improved controls would be great :)
Really great visual style, and a fantastic idea.
However, I think the transition between rooms should be a little faster. It really breaks the flow for me. There is a small pause at the end after the player is placed down, and removing that pause could fix the issue. Music would also have done a ton for it.
That said, this is a really great entry!
@automatonvx
@cerno-b
@everyone-who-happens-to-be-looking-for-a-fullscreen-option-and-is-about-to-write-a-comment-about-it
Fullscreen **is** in the game, I just forgot to mention it :P
Its in the description now.
Use ```F``` or ```F11```.
@NOFUEL Thanks! The issue with the controls is likely keyboard ghosting. Try the alternate control scheme (you can use WASD and SPACE or ARROWS and Z or SPACE) which may work better with your keyboard.
@Burgee :D:D:D:D the timer to "continue" means what it means in old arcade games, that you will restart from the current level. Maybe I should have added a round number counter :)
The itch link is broken, but I went to your profile to get the game. You may want to fix that :)
In other news...
Really cool game. The mechanic is explored in a lot of unique ways (which are sometimes a little bit too hard to execute unfortunately.) The apples give a good incentive to play again, although a few times it felt a little bit cheap when I didn't realize that there was no going back to get it once I performed a certain action.
I felt that ```z``` should have been another option for the jump. Using ```z``` and ```x``` together feels natural, and I (rather embarrassingly) died a few times because I used ```z``` instead of up.
Overall though, great game, and the mechanic is simple yet versatile.
EDIT: Also the music is fantastic and fits perfectly :)
While the game is, for the most part, fun, I feel that it is marred by a few issues.
The first is the motion blur. It feels a little bit tacky and fails to give the sense of speed you want. It also creates performance issues for people with subpar graphics cards.
The second is the controls. They did not match the expectations for how a car should behave. I let go of the gas to turn corners more accurately, and in response the car stopped turning. Reverse caused a huge number of issues.
At one point I also exited the track upon failing a jump. I feel like teh car should be reset at this point. This was in the second lap and I feel it penalized me too much. I did not complete the race because of this.
The assets were very good, however, and the obstacles are fairly varied.
Good work.
feeeeuuuufff heh
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feeeeuuuufff heh
feeeeuuuufff heh
feeeeuuuufff heh
feeeeuuuufff heh
feeeeuuuufff heh
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feeeeuuuufff heh
:)
Sorry it took a while but I just gave you the trophy for having the highscore in W.R.L.D. :) http://ludumdare.com/compo/author/huvaakoodia/
Super buggy, unfortunately :(
Very hard to move blocks without them sliding around, and the sound just gets louder and louder. A post-jam version that fixes the physics and sound would be much appreciated.
Really sweet <3
I love the idea, and the graphics and sound are great!
In terms of graphics, the sketch art integrated with the natural photography gives a great effect. I feel like their could have been some subtle atmospheric effects around the island, just to lend a little more life to match the soundscape in the background.
In terms of audio, the design was fantastic!
In terms of gameplay, I feel the game should have been sped up somewhat. The little brother needs too much food, and he does not fetch enough sticks. For me at least (I don't know how much random generation affects the play time) the game dragged on a little bit too long. One more random event could also have been helpful. That's obviously just my experience and opinion, and I'm sure many others would disagree.
Fantastic work overall! Best mood of all the games I've played so far.
rated
Love the art and music!
Great aesthetic in general!
The one thing that I feel is a problem is the difficulty of telling when you are going to hit something.
Some camera movement to help with aiming at the balloons, and more lenient collision detection for the rings (often I find that I am visually inside of the ring but miss it anyway) would help the gameplay a lot.
Very enjoyable game otherwise, and I would definitely give a post-jam version of the game, with improved camera and collision, a try!
Good work!
I LOVE the art style. The colors are nice and the simple graphics are good for a game like this. It is very clear what is deadly and what is not, with the possible exception of some of the deadly clouds.
The description of the planets in the upper right corner is very clever. The way it mixes the lore of the game with informational content is really great.
Where the game falters, though, is in the hitboxes. Most times when I die, it is because of hitting an object which the player was not even touching. This was first apparent with the aliens. The hitbox should be constrained to the player's sprite and the enemy's sprite, not the box around them.
With that simple fix, the game would be vastly improved. Sound would also add a lot, even some bfxr sounds created in a few minutes.
Good work, especially for a first jam!
:D
I like the game!
The idea of the axe going around the planet is fantastic, and the game fits the theme very well. The art is cute and the planet looks pretty good.
The things that bothered me, other than obvious things like the omission of sound, are the deadly platforms and the nature of the portal that spawns platforms and enemies.
I think, like some others, that the platforms should have been safe, and that the aliens should have been made more difficult. Perhaps a projectile attack could have been good, or maybe enemies that jumped, forcing you to dash under them. Something like that could add a lot of depth and challenge. Enemies coming from the opposite direction of most could also have been good.
I think that the portal should move so that it always is in the same position relative to the player. It seems safe, or even like the end of the level, so it seems unfair when you die when it places something inside of you when you are on top of it. Perhaps even just restricting enemy and platforms spawns when you are touching the portal would do it.
In addition, I feel like that there should be able to be more than one axe in play at once. Then, missing an alien would make the game permanently harder, and give the axe, one of the coolest ideas of the game, a more prominent role. If aliens were more difficult this could also give more of an incentive to take the risk of throwing an axe.
If it seems like I'm being hard on the game, its just because I see a ton of potential here! With those changes, this game could really come to life, and be a ton of fun.
Good work overall!
I like the idea of the shrinking island. However, I feel like there could have been a bit more variety of enemies. Movement also became tough when the island was small. WASD controls would have felt better overall. In the end it came down to clicking speed, which actually got a little bit painful on my hands :P As some others have said, autofire could be boring, but I think with a really powerful sound it could still feel great.
The art style is nice and simple, which is good. Very easy to tell what is going on and the colors have a nice appeal to them.
Good work.
Easily my favorite so far :)
I saw the screenshot of the people when I was working on my game, and when I saw the thumbnail pop up on feedback friends, I had to check it out.
The character art and voice acting are perfect, giving the game a nice feel.
The use of achievements to add replay value is great for such a small game (although the screen where it shows everyone you've met takes a long time if you've become a stalker :)
Sometimes the achievement boxes disappear a little early, and the background is a little bit odd at times. More resolution options would have been good. Its a little blurry fullscreen on my monitor.
Those are pretty much my only major complaints.
This game is perfect at being what it is, which is hilarious :)
Fun game, and the **concept is fantastic,** and really lends itself to a lot of interesting gameplay. however I would have liked to see a **little bit more content**. Some different types of blocks or even some type of enemy (maybe flying) would have helped a lot.
Another thing that could have been explored more is the **exploration element** of the game. **Visual differences (even palette swaps) between levels** could have been good, in addition to some **more background elements**, to add depth to the world. They could seem to be far in the background to avoid clashing with the visual indicators of where blocks would be placed on the next change.
**Depth could also be added, making the background and style of the blocks change as you get deeper into the world.** Lava or another hazard at the bottom would also aid this feeling of descending to the interior of a world.
The music is good, and fits very well. **A change in music each level** would have been good, though, to make the feeling of progression greater.
I think that the transition between world states could have been more powerful. The entire world is shifting. More **screenshake, particles, deeper and more complex sounds, stuff like that, could really sell the feeling of this being a world "crumbling away"** as you say. It could grow more and more intense as the game went on.
Of course, a lot of these changes would be better suited for a larger time working on the game, so **a post jam version with improved game feel and aesthetics, and maybe some more content would be great.**
**This is a game I see myself going back to!**
I like the game!
The arts really nice, and I think its really cool that the text rotates with the rest of the planet.
The music fits really well, and the sound effects, while nothing really special, do the job well.
The only thing I would have liked is more feedback. When hitting the walls, it was not always clear why I started moving in the opposite direction. Some screenshake / particles would have added a lot in that regard. It would also have been good for a nicer effect for platforms appearing. They could scale up from the planet, fade in, or something else, but they currently feel a bit sudden.
The final thing was that jumping felt a little bit inconsistent. Sometimes you could practically fly, and other times could only jump once. This seemed to be because of walls, but it was unclear when it was possible to do double or triple jumps, or if they were the result of interaction with walls at all.
Overall, fun game, and one that could easily be published as a small mobile game with some more work.
Great work!
Really fun, excellently polished game. I love the design of the player character and the music choice fits each level very well. The only real complaint I have with the game is the final level. In some areas the player must jump in front of bullets that they cannot see. (unless I'm missing something.) This just feels unfair and puts a damper on the whole experience. Of course, I don't really play many very punishing platformers so I may just not be used to that style of gameplay.
Overall, amazing work!
(btw I found him in the first two levels :)
Really cool game!
I love the simulation aspect of it and the ideas behind it are fantastic!
The music fits perfectly and sounds great, feeling peaceful with just a bit of anxiety behind it.
The one issue I had was the behavior of the bunnies and the lack of checks on the population of the different animals. More links between populations would have been great. Here is an example of the insane numbers of rabbits that can exist on an island: (throughout the gif I am spamming the bunny button)
bunny-army.gif
(Sorry for the gif quality a lot of pixels change so its pretty big)
As you can see, every bunny goes for the same flower and seems unable to starve, allowing for infinite populations on a small stream of flowers. Fish and bird populations also have no check.
Of course, this is superfluous to the real message of the game, but it would have been nice to add some more replayability and create a more convincing world.
Great work!
Cute little game :)
However, it isn't really complete :(
Like others have mentioned, it would have been nice to have a time based goal to work towards, and there were a few physics bugs.
The music and art are fantastic, however complete gameplay should have been prioritized. Even just adding a timer would have added a huge amount, even if it meant taking out the coins.
Good work overall.
I love the idea. The only thing I think is lacking is the pace. You should have to move around to get resources, get into danger, maybe fight ground enemies by dropping bombs. Enemies could chase you away. Right now it is lacking the arcade fun it could have. Otherwise fun and the aesthetic is great, it just needs some work on the pacing.
The concept is great, and the inclusion of computers as an element is really clever :)
Embracing the ability of the game to create puzzles would have been good to see, but it looks like time constraints prevented that.
In the absence of that it may have been better to remove the win condition from each level altogether. It feels like a sandbox, but rips you out of each level like a puzzle game. More time to observe the simulation would be cool. It would also be nice to have some sort of sandbox mode where the player can place elements and people and see what happens.
For puzzle elements it could have a starting configuration, and the player needs to place people/computers/objects in the configuration that will lead to the fastest connection between people. Certain buildings could attract different kinds of people, or scare them away or something. That way the simulation would play a key role in the puzzles. Just spitballing ideas here so it probably wouldn't work but it's a thought.
Graphics were great, although pixelated lines / pixel grid aligned sprites would have helped the aesthetic. I know that can be a difficult thing in a lot of engines, so its not that big a deal.
Good work overall!
Love the art style!
Missed the sound, though. I saw that it was under heavy time constraints, though, making what you have even more impressive!
One of the things I noticed was that it was difficult to see how much the enemy ships were hurting the player. I didn't realize I was about to die until I did. Particles (and sound, of course) would help this, but again, the time constraints.
I loved the gradual growth of features on the worm, really added even more sense of progression aside from the worm's growth.
In terms of subtle tweaks I think that the snake speed should be closed to the speed of the planets. It is a little bit frustrating trying to get them. Being able to go straight would have helped too, maybe with a sine pattern to maintain the bending of the snake, while making the game a little nicer to control.
PLEASE work this into a post-jam version! :D
I'll be checking :)
@wabble the source code is on the itch page :)
Fun little puzzle! It oozes with charm, and I love the music. Great jam entry, and I definitely want to see more adventures of this little guy!
In terms of the overall style I feel it would be better if the dialogue bubble used a pixel font and was constrained to the game. It gives it kind of an odd feel the way it is now. The audio element could also have been hidden, but that would need a mute button in game to get the same effect.
Overall great entry!
It was fun until it abruptly ended :(
Games like this should just keep getting harder! I want to be able to devote my life completely to the mastery of this game!
love the pufferfish art though.
Pretty fun puzzle game!
I love the art, very nice aesthetic, especially with the unique vertical aspect ratio.
The one thing was a bug I experienced where around every 7th restart of a level I would be unable to move. Going back into the level select screen fixes that. It got pretty annoying in the later levels.
Overall great work!
Cool overall, but I found the controls very frustrating. It was too easy to make sharp turns.
I love the background and the sprites!
Love the art, especially the effects around the lava and the unique look of the enemies.
The dynamic of having to go farther and farther into danger to gather resources added to the tension, and really brought the whole thing together.
It wasn't clear at first what fueling the fire does, and still isn't that clear. It seems that it keeps enemies away, but I can't tell for sure if that is true.
Another thing is the combat. It's pretty tricky to kill a single one of the enemies at first, and it is very easy to be killed in the process. It almost feels a little random. The player having some sort of health (maybe a monster hitting you could set back the progress of the fire, even) would make the combat feel a lot less random and punishing.
Overall, a really fun little game!
Love the style of the game, especially the closing door transition. Touches like that are awesome and really bring a game together for me.
The biggest flaw for me was the seemingly arbitrary boundaries at the edge of the screen. Without an indicator of where they where it is very easy to try to dodge right into them, leaving you unable to escape and oncoming rock. It might be better if the world looped, to avoid these kinds of situations.
The music was good, but the music during gameplay got a little bit repetitive.
Great work overall!
Lots of fun, its a shame that its so short.
I wish there was a hard mode though :P
I really love the idea!
There are a few things that I think could improve the game, though.
First off, particles, screenshake, and explosion sprites! Its a game where your primary interaction with the world is blowing it, so it feels a little underwhelming when buildings just dissapear.
Another thing that I felt could be improved is how you handle the energy producing buildings. Buildings that produce energy could have particles around them to indicate that these are the prime targets, and the player could have some sort of radar which will guide them to nearby sources of power.
The graphics are good, but because they are not aligned to the pixel grid when scrolling, there is a weird effect where pixels are different sizes as the camera moves. That's really hampering my enjoyment of the game because its a little bit nauseating for me :(
Overall, great work though, and I'd love to see this concept pushed further.
Love the art style, its a shame you didn't get to finish. Good luck next time!
Really fun puzzle game! A very simple concept, but it was executed very well. The time limit was stressful, but that added to the experience. I kept seeing a way to chain the last few wires together right as the time limit was getting out.
One thing I noticed was that the game slowed down a lot with each new house lit. I don't know if it could be optimized further but the difference between the silky smooth frame rate at the beginning of a level with the choppiness of the end is very noticeable, and fairly annoying. **I was playing the web build**
The sound effects give it a nice feel as well.
Great work!
"Failed to find index.html"
Itch link fails.
It shows the game loading then gives that error where the game should be, the link is not a 404 though
The music got very repetitive. It would be a lot better if it looped correctly. The web version at least has a pause between loops. Other than the looping, the music does sound good, it just needs to be longer.
The maze gameplay was interesting, but I feel the maze was a little bit too expansive. Not in the number of roads, but in the length of the straights. It feels like a lot of the time you are just staring at the empty screen, waiting for another turn. More roadside objects could also help this.
Car physics would also improve the game a lot. This kind of movement feels really unnatural for a car, especially if the movement isn't aligned to a grid.
@handle Thank you!
What issues did you have with the pet one and pseudosnake? They work fine for me in the web version.
@king-kujito You can press escape to get back to the menu.
@cerno-b To revive the pet, press button 0
@gamepopper Which browser are you using? High scores in browsers work for me (in firefox quantum)
@blinry What browser / os version / etc are you using?
@blinry I probably should have tested in chrome before releasing, shouldn't I have? :P
@blinry Should be fixed now. Thanks for the help!
@handle @cerno-b The bugs with the pet game should be fixed now. It had something to do with gamemaker's html5 export handling undefined values differently from the windows one.
@fakeyou Thanks for reporting the bug. This only happens the first time you run it. I thought i fixed it but apparently not. The windows version should work fine.
Love the concept, and the level design, but there are a few points that really hurt the experience.
First off, the controls are way too floaty. I feel like I'm waiting to hit the ground a lot of the time.
Sometimes I stopped moving when falling, I think because I collided with a wall.
Jumping is impossible when at the edge of a platform. As long as the player isn't falling, I feel like they should be able to jump.
Other than that, solid game, and I would love to see a version that addresses some of the collision and control issues!
Really fun, maybe one of my favorite games I've played so far, except for one thing that hurts the gameplay an incredible amount.
The mine arrows need to both
a) Not show up under enemies b) Draw on top of everything else
It is very easy to run into a mine that you can't see.
Other than that, fantastic!
Cool idea, but I feel like it needs to be a lot faster to really captivate people. The game feels a little bit slow, likely due to the large area and few enemies. Maybe the game could take place on a single screen? That would bring the player into closer contact with the enemies, making the shield recharging more tense.
Other than that, some background variation and power-ups / enemy types would add a lot of interest.
Another issue is the tutorial only showing once. I accidentally clicked past it before reading it, and was not able to see it again. Maybe put a screenshot of it on the itch page?
I would say its really close to being a lot of fun!
I like the gameplay, and the concept behind it is pretty cool. Very simple, and easy to understand, but fun. The one criticism I have in terms of gameplay is the inconsistent difficulty curve. I found later levels, with more hearts, to be easier than the earlier levels. It may have been a good idea to enlist a tester to find which levels are the hardest.
I also feel like their could have been some more visual polish and effects, which would have added a lot.
Good work overall!
Very fun game which I had a love-hate relationship with from the very start :)
The controls, while frustrating at first, add a lot to the gameplay, although I would rather a little bit less bouncing. I was determined to get to the end of the game.
However, it doesn't seem necessary to fire a single bullet. The cuts don't seem to do anything if you just pass by them, and a single bullet will do more harm then good in eliminating viruses, so the theme doesn't end up coming across very well.
Overall, though, a really fun experience! Great work!
You need to make it easier to run. The index.html file will not run locally. Put the build folder in a zip and then on itch.io, or similar. Otherwise, very few people will play it.
155.67 seconds of island conservation :)
Great game, I only wish that there was a timer displayed in game. It was also difficult to hit the bunnies. I feel like the hitbox for the sledgehammer should be a little bigger since it feels a little random right now.
Incredibly frustrating, yet inexplicably satisfying.
Now I want to know how many combinations there are that work...
The art is great, too : )
I really like the transition effect, it really elevates what would otherwise just be really simple graphics into something that feels pretty polished.
The mechanic is executed well, and I appreciate that there is never an impossible situation with the white blocks. One thing I would have liked in the level design is fewer long tunnels. Red enemies tended to block my path there, and all I could do was wait.
If anything could be done to improve the performance, that would also be good, since it gets a little bit frustrating having to wait for the turn to complete.
A final note is that it would be good to have some predictability in the red enemies movement. It felt random which direction they went. Learning how to avoid them consistently would have been a neat feature.
Overall though, a great entry, and it was a lot of fun to play!
@ajayajayaj The online scoreboard isn't that amazing :P I have an api on my server and all I need to do is accept http requests and parse csv. I'll make a note of that in the description.
Love it! I was excited for this one since I first saw the gif, and it lived up to the hype. It feels really polished visually and the level design is a lot of fun.
I wish it had some music, since I feel that would have tied the whole mood together, but its still really great.
The controls also felt a little bit weird at first, although I don't know how that could be fixed for something like this.
The biggest thing to add would probably be a timer for score. This is the perfect game for learning how to execute everything with perfect precision, and a timer would be a great way to reward that.
Overall, awesome entry!
Probably the most fun gameplay I've seen in a game so far. The movement and all of the different enemies make the game really interesting.
I've noticed a few things about it though that are a little bit annoying. First, the scrolling feels choppy for some reason. I'm not sure why. Is the game running at 30fps instead of 60, perhaps? Second is that while the menu music is really really good, the in game music feels a little bit off key.
Third, and most importantly, the theme feels a little weak. The dust wall doesn't have that much of an effect. I think that the dust wall should get closer when you are hit, rather than having separate lives. This way it always comes into effect, it feels like a integral part of the game, and it makes tension increase faster for players who can't get as far into the game. Every player should have the feeling of encroaching space, not just people who play the game a lot and see very far into it.
Overall though, its a great experience!
Really fun game, and I love the strategy that comes from the very simple mechanics. The sprinkler is very satisfying to use, and I found myself playing the game a few times in an attempt to completely extinguish the gu in the second level. (I never quite managed it)
I would have loved to have some sound and music. Also, something I missed in my first playtest is the ease in which you can beat the final level. You can just mosey right up to the red gu and fire at it from within. Some sort of health system could prevent that.
Overall a really enjoyable experience. It would be great to see it expanded with some additional levels and maybe some new types of goo and anti-gu technology.
Great work!
I enjoyed this one a lot, all of the enemy fire patterns are a lot of fun to navigate and it has a great feel, but there are a few points in it that I feel could really have improved it.
First is a direct connection between your health and the wall. It feels arbitrary to have two forms of death. I feel like the game could be a lot stronger if you combined them, and made it so that when you get hit the wall gets closer to the player.
Also, it sometimes felt like the wall sometimes moved a lot faster than others, and one game I got almost none of the large enemies that really stop its progress, so it felt inevitable in a bad way that I would be engulfed.
The controls of the game should have more options. I have a decent laptop, but it can't press the up and left arrow keys and space at the same time (I know). The option for using Z or another button to fire would be appreciated so I could use my right hand for movement. Not a big deal but it hurts the experience a little bit.
The graphics and sound are awesome. I love this visual style, and the execution with the crt effect and all of the different enemy graphics is simply amazing. Excellent work.
Overall, a really fun experience. Good work!
I really love the feel. The graphics and sound give just the idea you're looking for. Fantastic work.
I do have a few complaints, however. I feel that it was a little bit hard to tell what was going on, and what would actually hurt me and what wouldn't. There needs to be some animation of falling through the floor, maybe some pause in the action or other effect when you get hurt, to show the player what is actually happening.
The game is also very lenient with extra lives. I racked up about 10 of them by the time I quit. ALso, I agree with the previous poster about how the tiles felt like much less of a threat then the enemies. Maybe if the game was slightly slower and there was different level layouts? That way it would effect the way the player navigates the level meaningfully, rather then occasionally suprising the player with death.
Overall, though, really impressive, especially the visual style, which, again, you nailed.
Great work!
EDIT: The enemy designs are priceless, btw :P
@ghostbomb @googlypoo Winding key is definetly broken. Ran out of time to balance that stuff, if its even possible.
The hammer is actually even better I think than the winding key (6 activations instead of 4) : )
@baylock I definitely felt the theme restricting me with this. If I was a better designer (and I was a little faster coding) I could probably have made it work keeping the time intact. I was always grasping for another resource to add or something else to do while waiting, but everything I did unbalanced the game by making things snowball too much.
Thanks for the feedback!
@tanis that's funny, there should be background music! what platform were you on?
@tanis Thanks, next time I gotta test these things properly... I think I only actually ran the .deb and the .exe...
At first I was frustrated by restarting every time, but after I realized what the tell was for the patches (it was pretty clear in hindsight, I don't know how I missed it initially) the game opened up and the threat of restarting really added tension to the close moments getting closer to the bottom.
The atmosphere is really good and like others have said really gives you the feeling of getting deeper and deeper into a dangerous situation.
Awesome work! My only feedback would be to clearly say what pockets look like. They are hard enough to find by the end and it could prevent some frustration at the beginning. Even opening with the tip about hidden pockets having a tell would help, instead of the "Again?" tip, which should be the last one.
I *love* the idea of this game, but I have a hard time with it in practice. I find that a lot of the time the hardest part of the game was getting an idea of how far exactly the ship will move for a given size of card.
A ghost system could work as you said, but I like the idea of a grid system like others have said.
I think a good compromise is lanes instead of a grid. Different movement cards could move between a different number of lanes or at a different speed even. Shots and horizontal movement could be analog in their positioning, or the player horizontal movement could take place over time but still be locked to the main grid. Timing could also be analog, so time would still be a large aspect.
It would also be good to get more interesting enemy and player abilities early on, which a grid system could make easier.
I'd be really interested in seeing this idea fleshed out. I'll be following you for any post jam updates : )
Got to 52 points : )
I love the way the worm moves, its so smooth and a nice upgrade from rigidly following your path.
I always wanted the high score screen to stick around, I think it should be a different key than the movement keys so you can screenshot (or at least reminisce) after a good score.
I would have liked slightly faster worm movement, which would let players do more in the time limit, which would let them get further to see a much longer worm. I think a lot of the fun is in timing when to enter your own tail, and making the time limit only show up once that tail is longer could help that.
Other than that, a lot of fun!
I love the graphics and game feel : )
And that twist at the end killed me!
FYI, I had to use this command to run on linux.
"MESA_LOADER_DRIVER_OVERRIDE=i965 ./Ten-em-up"
I played this game a few times until I found the winning strategy - beelining for the improve weapon barrels in the early game. Once the weapons are upgraded enough, you can clear enough bullets away that the only threat is the barrels. Once you're there, you can play indefinitely!
10emupscreen.png
While this is definitely satisfying and it was fun seeing how far I could push it, I think it would the game would be better off if it could avoid this. I think the game could avoid this reverse difficulty curve by removing the ability to destroy bullets. The enemy bullets could be made slower as well to counteract this. This would make the higher end weapons not eliminate all risk. Enemy spawn rates could also increase.
Unrelated, it would also be helpful to have more audio feedback of when barrels would change, so you could focus more on the playfield.
I like the concept a lot, and with some tweaks to the difficulty curve it could definitely have some staying power :)
I like the concept of doing everything with the mouse a lot, and all the small actions you have to do. It makes things really tactile. The game feels really frantic and it captures that feeling of everything getting out of control.
In terms of potential improvements, the audio is a little jarring. I also found a lot of the time I was spending was just moving my mouse between things. That ends up really changed by the size of the window, so it might have been good to, for example, pick up a larger pile of ingredients so you can only pick up each ingredient once. I think that could maintain the tactile feel of doing everything by hand while making things flow a little better.
It would also be good to have some more feedback on what exactly makes a pizza good. It was hard to know exactly what extra salami really meant.
Overall a good start to something that could be really fun!
highscore.png
Had a lot of fun with this one! I tended to save my shots for the bosses since they were worth so many points. Occasionally I used one for the full-width waves if I didn't see a way through.
I would have liked to see more a difficulty curve, I felt like a lot of my deaths at the end were just from simple mistakes rather than misreading a situation or failing to navigate some tight bullets.
Love seeing a minecraft datapack as an entry!
I too discovered that cowering underground is the best strategy. Looks like mobs still can't spawn in light levels at torch level, which works if digging underground isn't an option. Could stone be made unmineable? Common terrain blocks could also be made not to drop resources, so the only source of anything would be the mobs themselves.
That might make it more of a risk to gather enough blocks to build defenses. It would also be interesting if torches were very very rare or maybe were dimmer than usual? They seem to be the most valuable resource of anything.
Having bosses or something you need to defeat to continue would also discourage cowering.
I'm not sure the limitations of minecraft datapacks of course so I'm not sure if all these things would be possible.
Great entry : )
Had a lot of fun with this. Very satisfying push your luck gameplay on a small scale trying to find holes in the enemy waves.
Behind firing speed caltrops are definitely where its at. Once you get those upgraded a certain amount you can just sit and wait for the enemies to come to you.
I couldn't figure out how to damage the boss. Not sure if was a bug or if I was missing something but nothing I did seemed to make the health bar budge at all.
LMK if I was missing something cause I'd definitely like to try finishing it!
In terms of improvements I think the most impactful thing would be more particles, remnants of enemies or player actions, animations, or things like that.
Awesome work!
I wanted to get into it, but I found the margins it was asking for way to sensitive. Its hard not to be discouraged after seeing "Don't be discouraged" 10 times in a row : )
I like the idea though, I just wanted more time to be taught the feeling of ten seconds before the game started throwing me off.
Good concept. I think things ended up a bit too difficult. Jumps sometimes had a pretty frustrating arc with no way to control jump height.
I like how things opened up over time, though. The exploration of the different ways the growth can effect things was nice.
Overall good work and an impressive amount of content for the compo, but the platforming controller and the balance need a little bit of work.
I found the game pretty hard to get into since it was very, very hard. I think things need to be a lot slower in general. Because of input lag on my machine I had trouble moving less than a quarter of a screen width which made it very hard to accurately dodge.
If the game had some difficulty curve in terms of bullet speed or number of enemies it would be a lot more fun, without needing any major changes! It might be worth spending some more time on it to try to tighten up that aspect of the gameplay.
The idea definitely makes for a fun game and the setup seems like a good implementation of things, but as others have said the controls make it tough to enjoy. It confusing how to get the food onto the plate and it felt buggy for a while before I got the hang of it. The player not being able to face diagonally also felt very strange.
It might be worth it to do another pass at this and work on tightening up the controls, I think the game could really be improved without that much more investment.
I love the bird sprite :)
I really like the core here, and I think the biggest thing is just more content and iterations on the theme. It might be helpful to separate the thing that unlocks the entrance from the safety zones, so there's more risk of reaching those unlock zones and ducking back to safety.
I'd definitely play a post jam version if you ever make one!
I had a lot of fun with this! Like others I also really liked the "tutorial at the beginning"
I couldn't get past 90m though. There was a lot of times I lost because things felt unfair.
I think the slipper movement adds an interesting dynamic, but it could be tuned down a little. I think the game would be better served by replacing the slippery movement with something like making it harder to move in the air then when on a platform. It feels like the game wants to be a precision platformer in the vein of old arcade platformers but ends up feeling frustrating to control.
It's also frustrating when a platform is just out of reach of a jump, which spacing of platforms might help?
The jump meter being at the top of the screen made it really hard to tell when I could use jumps at a glance. Placing it under the player would make that a lot easier.
It would also be nice to skip the tutorial on replay, to make restarting faster and keep players engaged.
Overall though I found myself wanting to play just one more time! It has a very fun gameloop and I feel like there is a really high skill ceiling while being really accessible, which I enjoy a lot.
Overall solid entry!
@smashcrate looks like i accidentally opted out! if you have a chance you shouls be able to rate now!
Thanks for the feedback!
@thoastbot That's a really good point, shocked that slipped my mind
I'll try to keep the keyboard mapping stuff in mimd of the future.
Thank you!
@flauschzelle Controls and documentation of them are definitely an oversight!
A and B are for gamepad controls! I definitely did not make that clear in-game
Screenshot from 2023-01-14 21-05-20.png
Really cool to see accessibility options in a game jam!
Fun and frantic. I definitely got into the swing of things as it went on, which was satisfying.
I think the swing of things was a little bit different from what I wanted to see, though. Its strange that there is no penalty for either dropping fruits or placing good fruits into the recycle bin. The recycle bin almost ends up being unused since I just let the rotten fruit fall.
I think fruit being able to fall safely is totally fine, but the recycle bin being there points to a very different kind of gameplay than is actually here, something that would involve moving all around the playfield and sorting fruit. What it actually ends up being is hugging the right side of the screen and trying to vaguely push any fruits that fall on that side to the right while ignoring all the others.
Its a lot of fun doing that, but I feel like rebalancing things a little bit could open up the game a little bit more. Even switching to mouse controls to speed up movement could help a lot.
I like the idea here a lot, and I think there is a very fun direction you can take this.
The main issue I found was there there was no reason *not* to fly close. I never had to pull up, and in fact the only time I steered the plane vertically was steering it *further* into the ground in order to slow the plane down for tight corners.
Having more obstacles on the ground (cows, harvesters, more static structures that cause injury to the plane) and more reasons to fly up (hills with other plants on them, having fuel be on a level higher than the ground) would make more use of the seemingly pretty solid flight controller you have.
It would also be good to have smaller levels with shorter time limits, that would encourage the player to take risks and need to better plan how to approach each level.
I think it would definitely be worth it to do a post jam version which works on encouraging the player to interact with the world more.
I really liked the vibe of this. I did get a killscreen like other people did, which I assume is a known problem.
I would have liked to see more challenging level design, the whole game kind of felt like a tutorial.
Very impressive to make a gameboy game for the compo!
Good to see someone else making a mushroom identification game!
I like needing to look underneath the mushroom as well and the mix of textures, its just enough variety in the mushroom that its a challenge to identify them.
I like the take of it being in a 3d environment, although it made it a little bit cumbersome to inspect the mushrooms at the beginning. It would also be good to have better lighting in all areas of the game to make spotting mushrooms at a glance easier, as it is the game feels pretty murky.
The game is very challenging with how the difficulty ramps up. It might be good to gradually increase the variety of mushrooms you can find, with them varying on more and more characteristics as time went on.
That really sucks about the migraines, having health stuff take you out of an event always sucks.
The concept for the game definitely sounds fun, especially as you learn the game and figure out what upgrades you should prioritize for different bosses.
Like others have said the difficulty is really intense. It was really really hard to dodge a lot the attacks. The hitboxes need to be a little more telegraphed since a lot of it felt unfair.
In terms of game feel I think it would have been good to spend a little time making the weapon feel juicier, and creating a more subtle hit effect.
Definitely worth it to spend some time and bring it to what you were planning during the jam!
Awesome game! The music is really really good, some of the best I've heard in a compo game, and the rythm stabs make for really fun tracks.
If I have to say something to change I would have added one level between the difficulty of level 1 and the tutorial, to help ease players in to the specific way the game works, in particular getting a feel for the delay of the jump.
Awesome work!
One of my favorite games I've played so far and a great take on the identification game!
I love the variety of fish and how they are the same between playthroughs, giving it an interesting kind of skill progression that you don't see that often.
The one thing I noticed that drags the game down somewhat is that the order in which fish responds to clicks is not necessarily the visual order, making it easy to click on the correct fish but have the game think you clicked on the wrong one.
Definitely one I'll be coming back to!
Love the graphics and the theme. The environment is really good and the character models are fun. The music is fitting but could be a little bit louder imo.
I think the game feel is a little bit off though. Defeating enemies feels really weak and the trowels themselves don't feel very impactful. I also found the controls a little bit more floaty than I'd like. I think some beefier sound effects, some more animations and particles, and maybe half as much momentum would make the game a lot more fun.
I also agree that more variety powerups would be good, or even ways to permanently become more powerful, since it would give the game more sense of progression.
Such a cool application of the theme!
The sounds, fog, and the indistinct legs of the farmer really give it that survival horror atmosphere.
The sounds were a little bit quiet and some music would have added to the vibe as well. It would also have been good to have more things around to sell the environment at every scale, instead of just large farmer-sized objects. The grass fence around the outside is also a little bit janky up close.
I also thought that I could hide inside the fence area at first, which turned out not to be the case. Not sure if I was justified in thinking that but I did find it intuitive.
I enjoyed seeing how the cars reacted to different things, but I definitely agree with others that the cars need to be less glued down to their tracks. I think the fun here is in seeing the carnage you can make so leaning into that by making everything more dramatic would really add to the enjoyment.
I love the zoomed out graphics a lot, since it gives you such a birds eye view of everything going on. The music also evokes the mood really well.
Overall there's a really good core here but the game needs just a little bit more work on balance and feel.
I love the gameplay idea here. One of those really simple concepts that feel very naturally fun. I think it would make a really good phone game; I had a great time with it on my touchscreen laptop.
The difficulty was very low at the start and then became very difficult suddenly. When it did become difficulty, there were too many viruses relative to the amount of green ones there were. I think just lowering the amount of time a virus is blue would really help let the difficulty ramp up without viruses overlapping too much.
It would also be good to have more feedback about how each virus effects your blocoins, like text that appears and says what you gained or lost, or text underneath that shows their value (or a color that maps to that)
I love the graphics; the viruses are really cute and creative (I love the toast cat with all my heart)
Overall definitely worth a balance pass, since I think something really good is here which is dampened by the difficulty curve issues.
Overall nice work!
I love the fish so much : )
The sounds are great as well even though they're minimal and the different personalities of the fish are wonderful.
The controls on touch screens are a little awkward. It would be better imo to allow dragging, and remove the finger sprite whenever the touchscreen is used. That way it would feel more like the fish are really nibbling on your finger. That would of course make the hitbox a different size but I think it would be worth it for making the game feel more immediate.
The popup interface is a lot of fun! The design of it really explains the gameplay well, and gives a good amount of feedback which compounds with the growing effect on the plants.
Switching between the fields gets pretty hectic and enjoyable near then end. Even with that I would have liked to see more maximum fields and a mechanic that adds pressure to get to a field quickly, maybe they would rot or get eaten by pests if you left them too long?
The music got a little bit repetitive after a while. It would have been cool to add an instrument or move to a new section of the music whenever you got to a new field, to keep things interesting and get a nice feeling of building.
Definitely a cool concept and the interface really is very high quality for a compo game!
I love the concept here, a lot of fun! The gameplay of course was very simple but satisfying especially when the multiplier really kicked in.
I would have liked to have gotten more workers. For most of the game I felt like they were very underpowered, and it would have been good for them to either be cheaper or more powerful, and possibly having a visual representation.
Instead of the multiplier being multiple tomatoes, it could be cool for the mushroom to just keep growing, with the camera zooming out to show more and more of the surrounding area as it expands, but that would really increase scope, of course.
Once I got into my hand was definitely hurting as people said. Maybe allow keyboard keys to be used? Or even require alternating between two keys to match the up and down motion.
$habeeb-mohammed It relies on random numbers working exactly the same, which there are issues with in mac / web for gamemaker. It would have to have a seperate pool of pets, sadly.
@Habeeb Mohammed ^
@SeanHow3D Did you have issues with saves resetting? I noticed that one of the user ids in the database kept getting reset, which shouldn't be able to happen.
@Klaus-Peter I did not expect people to play that long. If you don't feed it for a while it will die, though, and if other people play that long there is a chance it may start to lose. Balance is a flaw, though.
That thing is a monster though :P
@Klaus-Peter It looks like pets dying from uncleanliness does not update the server :( JDA shall live for now...
@Goplite I just got back from a trip, so next weekend I'll be rating games and hopefully getting more pets into the ecosystem. I'm thinking of hosting a postjam version on my website where I fix balance issues.
@dollarone AB doesn't happen to be your pet, does it? somehow it has 111 speed after only a few hours...
I really liked it!
The concept is really cool, and the typing aspect makes even just firing feel interesting. One thing I would have liked to see changed is a slightly higher starting movement speed. It makes the start of the game feel a little bit sluggish.
I love the typing avatar in the corner, too!
Great work!