I Just Wanted Groceries by Jedeen 2017-05-03T04:42:49Z
I love the title and concept of the game. I made it through after my 4th try. Simple, but appropriate graphics. Overall a short, but well polished game.
Foon → Ludum Dare Explorer → Users → TheCrittersCove
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | The Party is Down Below | jam | 4.00 | ||||||||
| 2024 | 55 | Summoning | 👥 | Ocean Summons | jam | 1110 | 2.97 | 2.80 | 2.87 | 3.40 | 3.20 | 3.38 | 2.76 | 3.12 |
| 2022 | 51 | Every 10 seconds | 👥 | Cantankerous Cauldron | jam | 2.75 | 2.75 | 3.00 | 2.25 | 3.75 | 2.50 | 2.25 | 3.50 | |
| 2022 | 50 | Delay the inevitable | 👥 | Monster Dungeon Defenders | jam | 796 | 3.45 | 3.36 | 3.20 | 3.38 | 3.25 | 2.68 | 3.02 | |
| 2021 | 49 | Unstable | 👥 | A Druid's Day | jam | 208 | 3.94 | 3.84 | 3.39 | 3.34 | 3.94 | 3.71 | 3.09 | 4.10 |
| 2021 | 48 | Deeper and deeper | 👥 | Oceanographer Cat | jam | 929 | 3.50 | 3.47 | 3.31 | 3.42 | 3.57 | 3.35 | 3.07 | 3.47 |
| 2020 | 47 | Stuck in a loop | 👥 | Springy's Adventure | jam | 1212 | 3.20 | 2.85 | 2.81 | 2.78 | 3.95 | 3.38 | 2.76 | 3.20 |
| 2020 | 46 | Keep it alive | 👥 | Protecting Yggdrasil | jam | 969 | 3.59 | 3.70 | 2.94 | 4.09 | 3.68 | 3.42 | 3.64 | |
| 2019 | 45 | Start with nothing | 👥 | Put the Haunt in this House | jam | 546 | 3.46 | 3.35 | 3.36 | 3.56 | 3.91 | 3.67 | 3.89 | 3.89 |
| 2019 | 44 | Your life is currency | 👥 | Ocean Ecobalancer | jam | 393 | 3.58 | 3.33 | 3.20 | 3.32 | 3.79 | 3.60 | 2.29 | 3.77 |
| 2018 | 43 | Sacrifices must be made | Sacrificial Forest Friends | jam | 785 | 3.08 | 3.06 | 2.69 | 3.52 | 3.06 | 2.89 | 2.47 | 3.20 | |
| 2018 | 42 | Running out of space | 👥 | Champion Chowdown | jam | 290 | 3.67 | 3.60 | 2.75 | 2.46 | 3.85 | 3.51 | 3.35 | 3.38 |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Catching Crazy | jam | 144 | 3.93 | 3.80 | 3.98 | 4.33 | 3.82 | 4.16 | 3.25 | 4.29 |
| 2017 | 40 | The more you have, the worse it is | 👥 | Critter Clutter | jam | 76 | 4.01 | 3.86 | 3.52 | 4.34 | 4.30 | 4.18 | 3.56 | 3.93 |
| 2017 | 39 | Running out of Power | 👥 | Climate Clicker | jam | 230 | 3.65 | 3.57 | 3.60 | 3.77 | 3.74 | 3.54 | 2.77 | 3.34 |
| 2017 | 38 | A Small World | 👥 | Cosmic Cleaner | jam | 151 | 3.79 | 3.82 | 3.36 | 3.55 | 3.82 | 3.66 | 3.34 | 3.34 |
I love the title and concept of the game. I made it through after my 4th try. Simple, but appropriate graphics. Overall a short, but well polished game.
I'm the artist for Cosmic Cleaner, thanks to @occultone for streaming our game!
So I played your game and it's definitely one of the most complicated games I've see so far. A very ambitious game concept for 72 hours.
As some of the comments have mentioned there is some execution flaws. I'm having issues with characters moving when I go to click 'end turn'. I also can't seem to progress any farther after getting the scout stuck in the water. I can't use any actions and I don't see a way to pass their turn.
In general there does need to be more UI and feedback on what's going on. For example, I can't tell if I can only use an ability if I haven't moved yet or if it's bugged.
I do really like the visuals, though maybe an option to zoom out a little would be nice. The fancy looking font is interesting but a little too thin to easily read in the UI. I love the music, but the sound effects are oddly arcade like.
I would love to see this game once it gets polished up. It has a lot of potential, it just seems to be a lot to do for a weekend jam.
Cute and heartwarming. The music fits well, I kind of like it. I wish there was more I could do with the adorable cat.
I like the idea of playing on a microscopic level. As someone mentioned, the enemies could use some variation in movement. The audio was a bit loud. It is a neat little arcade game for 48 hours.
Interesting concept, but a few issues with execution. Like someone else said, it was hard to tell what was going on with the incubation period. It's a bit long and tedious, but any indication that the incubation is progressing could help. I also had issues with the screen blacking out on and off once the creatures did hatch.
While overall it's a neat game idea, it does need some polishing.
Adorable art and a good start to a game. Would love to see it once more features are added.
Interesting game concept! It took a minute for me to realize what the goal of the game was, but after that I was able to have some fun with it. The leftover planet pieces being destructive is pretty neat. The graphics while simple are bright and colorful. I didn't really notice if there was background music, was it maybe too quiet? Overall a fun concept that could use some more content and UI.
The 3D graphics are nice and I love the illustrations, but the UI could use some work. Interesting gameplay, but I was getting raided by red ants before I really had a chance realize what I was doing/build anything significant. It'll probably be a lot of fun if it gets polished up.
Probably the nicest graphics I've seen on a game so far. The music is charming and the crying sound effect is funny. I did find it a bit difficult to catch the prince mid-air, but I might just be bad at platformers. Overall a really cute and polished game.
I really enjoyed playing this game, nice job to the creators! I love the gameplay concept, though it did seem to take a while for the market to ramp up. Once I got the upgraded boat the game became a lot more fun. One thing I'd suggest changing is the font for the market. It's somewhat hard to read. Overall though a really fun game. Would be neat to see a more developed version of this.
Really neat concept. I had a fair bit of fun playing it. I'm a bit sad that the character didn't walk over small steps in height very well. I kept trying to make a gradual mound, but the character would get caught on edges that I didn't think were protruding very much.
The graphics look mostly polished. The music is a little cheery for my taste, but it works.
The game mechanic of the hook is pretty interesting. The controls feel a little clunky, but adequate considering I'm using a keyboard. I wonder if it might translate better to a joystick.
The visuals overall look fairly good, but a little inconsistent in style(the mix of 2d and 3d clashes a little in certain parts).The audio is somewhat jarring at times(especially the eel). The text box showing the different fish/items in the game is too large and looks quite pixely due to that.
This could be a neat little casual game, but it does need some polish put into it. Pretty decent for 72 hours though!
I was actually pleasantly surprised playing this game. I think it's a great concept for a puzzle game. While it wasn't a long game, it was easy to understand how to play and what was there was nice.
The graphics are simple, but they look polished and cohesive. I did not notice any audio. And with a game where you can't see much, that could be a huge element to the game. Things like footsteps that change in sound depending on what material/platform you're on could be neat. Maybe certain objects could have sound. There's a lot of potential for audio in this game if that's a direction you're interested in taking it.
It would be great to see this game after some more work has been put into it!
I do like the idea of a survival game with a maze. Gives a little more purpose than "craft and don't starve". Combat was too easy and the food didn't seem to be necessary. Took me about 7 minutes to finish.
The graphics definitely leave something to be desired, especially the text box.
A lot of gameplay functions were fit into the game in a short time and that seems pretty impressive. With some work it could become a pretty neat game.
Really neat concept with a lot of potential. Unfortunately there's no feedback at the moment to know what side of the planet is too heavy. Like the other commenter suggested, maybe make the core shift towards the heavy side. Alternatively maybe some arrows or other graphics could rotate along the edge of the planet to indicate weight.
The graphics and audio fit the theme of the game well. The UI is a bit lackluster. The directions could use a different font, as it's a bit hard to read all caps.
I would really like to see this game polished as it could be a lot of fun.
Unfortunately I did not find out anything about the mysterious hand. Except that he likes over stocking fish bowls.
Not sure how a battling mechanic would do in this type of game, but it would be nice to see depth added to this game.
The art is alright. I wish there was at least some variation in dialogue. Some very violent fish indeed.
I like the overall looks of the game, and the goldfish animations are very cute. I’m a little baffled though that goldfish ponders his days in the ocean when they’re freshwater fish, but maybe I’m just nitpicking.
I didn’t realize the seaweed was dangerous in the first mini-game. I’m not too sure how you make seaweed look threatening though.
I really do like the overall theme and short story it’s trying to convey.
The graphics are quite charming. I was a little confused what caused the timer to reset, as I didn't notice an obvious number of tasks that reset it. It also reset even when you do the typing task wrong. Or was that kind of a joke on how meaningless those emails were?
Overall it's a cute game with a nice feel going for it.
A fairly simple game arcade like game. The microorganism constantly goes right, not sure if this is intentional or not. The graphics are probably the strong point of this game. Nice and simple, but consistent throughout the graphics and UI.
Maybe with some work this could become an entertaining little arcade game.
I don't see this art style a lot for LDs, so it's a refreshing change. While the character art isn't perfect it's pretty good for 72 hours.
The game is a little bit short, which is expected of a LD. I like the storm sounds, but the door sound effect is too loud. I was a little sad the extra faerie's dialog didn't really add to the environment. Like maybe they could have vaguely mentioned changelings or something about the grim reaper guy.
I found it kind of difficult. Character movement is a bit clunky. Being able to climb up a rope is neat, but I never seemed to have enough time to utilize that. The music is nice and lively. The graphics are unpolished, but I like seeing different styles.
Pretty fun game, but the balance felt a little off. Maybe it's because the buildings were spawning on areas out of or almost out of view? The graphics are simple, but polished. The music is charming, but a little out of place considering the Earth is inevitably losing. The highest I got to was 1760 years. Neat overall concept, would be nice to see it more developed.
Cute game, kind of has a Pac-Man feel to it. I really like the art style. The audio overall is nice, but the jingle sound when the tree moves is fairly repetitive. Took me a few tries, but I beat it. It took me a while to realize I needed to escape as well to finish.
Very cute art style. I really like the mushroom theme. The music is pleasant and does its job. The clicking gets monotonous fairly quick. Maybe some kind of power ups could spawn or there could be more upgrade options to break it up a bit. For 3 days though, it's a super cute game.
I thought this was a soothing, but fun game. The movement felt just right. The visuals while simple fulfilled their purpose. I wonder if a lighter background would help the black droplets stand out a tad more.
I liked the mood the writing set, but it did seem a little lengthy. Visual instructions could be an improvement.
I got up to lvl 16. Very enjoyable game for being so simple!
I liked the concept of this game, not so much the controls. A shame you didn't get around to making your own car controller script.
Otherwise, the aesthetics are simple, but effective. While the sound effects work, it sounds like I'm driving a derby car.
It's hard to play this game without at least a chuckle or snort. I got up to 26 animals. My main criticism is the lack of visual feedback for the waves.
Otherwise, it's a surprisingly fun game for how short it is. Probably also the first time I've scored a game so high for humor. Plus I love the music. For some reason the mood kind of reminded me of the Katamari games.
You need to note the package bug at the top so players can avoid it. As @my-sweet-whomp mentioned, click on the dialogue when the package comes. Do not click the package, it stops the dialogue and the package will never open.
It's a shame because it's a neat little growing/selling game. Also the Bon-guys are very charming. The controls are kind of cumbersome. It may help if packages are automatically delivered every morning in a scene, rather than going to the door every time. But overall it's a cute game if you can get pass the bug.
The story is so cute! This visual novel is really well thought out and written. The length of the story is really impressive for a LD entry. In the beginning there was something off with the dialogue. Where it implied I had already met other mystical creatures when I came across my first. Otherwise, everything went smoothly in the story.
The visuals are really lovely too. Only thing that irks me is that the stress bar looks so out of place. Maybe if it was the same style as the rest, but filled in with color? The audio is very suitable, but a little repetitive.
Overall one of my favorite entries this LD. I wish I'd see more visual novels on here.
Fun and short. I played a couple of times and got up to 10,900. The art is cute and polished. The music is nice, albeit a bit dramatic. The one thing that threw me off is the ground tiles. The ones in the middle feel like they should have some kind of purpose.
I really love the mechanics of this game! The difficulty does ramp up pretty quick at the end, but I do like the challenge. Was there a way to rotate the pieces? If so I must have completely overlooked it.
This game is a really fun combination of mechanics! As many others have said, the time becomes an issue far sooner than space. Can't really say I ever ran out of space. The only other issue I noticed, is it seems highly randomized. The number of enemies and quality of heroes various enough where you can lose just on bad luck, especially at the beginning. Still a very fun game with a catchy tune.
Fun idea for the theme! The graphics are simple, but nice to look at. I'm liking the jazzy music too.
Unfortunately the mechanics do seem to depend a lot on luck. Maybe if the player had a skill to more reliably move the blocks?
Very nice looking artwork! I like the base game mechanic, but the upgrades really need to be explained somewhere.
My favorite game this LD so far. I definitely played it longer than I should have. One issue I had towards the end was a lot of repeat items. It made the last request impossible the first time I played through. It was still enjoyable enough to play through again. Only other thing that bugged was the slow or wonky rotation. Everything else about the game I really loved.
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The game has a very nice mood set to it thanks to the graphics and music. Picking up the goat actually made me sad from the sound effects. I did play the original version rather than the post, so there was issues progressing through the puzzles. The goat wasn't very cooperative, but can't really blame him.... Still, an awesome entry overall. Would love to see more of your group's games in the future.
Really cute game, love the style! Both the banjo music and the voice clips are fun. The mechanics are interesting, but the levels seem like they need further tweaking. The first level was beginner friendly as expected, then the second level seemed like a death trap at every turn. Otherwise the game seems very well polished for a jam.
Nice start to a resource simulation game! Unfortunately I couldn't seem to progress much. Not sure if I just wasn't seeing feedback or my people failed to get anything from butchering. The resources numbers never went up. I still really like the mechanics and would love to see it further developed.
It's an interesting idea, but the controls and UI need some work. I think the symbols and recipes need to be permanently listed somewhere. I was really lost on how to sacrifice an animal until the end. I also think the people with requests come and go too quick. Maybe they could speed up later? I do like the idea of the drawing symbols mechanic, but I didn't get a chance to try it out much. Overall, still a lot of polish needed, but a neat and ambitious idea.
Really adorable graphics! The mechanics are really enjoyable and have good replay value. The only obvious issue I saw was being unable to deselect a card.
Unfortunately I kept knocking the enemies off screen before I could finish them off. The enemies weren't very threatening either. The characters and audio are interesting at least. Like some other people already said, this could be a good base to build off of, but it needs some work put into it.
Thank you to @eva, @reid-willis, and @lossypi for pointing out the issue with the ending. For some reason I totally forgot about fixing that. I was originally going to have the background sky turn to day by the end, but I probably need something a little more obvious.
@ynneblack, thanks for the thorough feedback! Unfortunately the summons were something I added in the last hour of the jam. There's only 3 of them and the highest one is really hard to get. I counted the total points possible after posting, and I believe you need to get every creature. I wish I could have tweaked that, but it wouldn't be right to change that now.
If anyone does manage to get the highest level summon I would love to know!
Thanks @aurel for the feedback and suggestions! I did unfortunately increase the ending requirements last minute. While it is possible to get the highest ending, the odds are awful and probably not worth the effort.
Thanks @yyz for the thorough feedback! The score does affect the ending, but I didn't get a chance to adjust and test it. I believe 50-99 is the range for hellhound. There is one ending below and above that range. But as I mentioned in other comments, it's just barely possible to get the highest ending.
I originally had intended for the game to end as the sun comes up. I'm learning from the comments that it may not have been an obvious enough indicator, even if I had timed it properly.
I had meant to disable casting in the sky, but didn't allow enough time for it.
Again, thank you for taking the time to play the game and write this all out. Hopefully feedback like yours will help me make a better game next time! : )
@toonteamj Thanks for playing my game! Hellhound is the middle ending, but the ending above it is almost impossible to get. I would say anything above 90 is pretty good.
Cute graphics and nice music. I was a bit annoyed that I couldn't get an ornament at the top of the tree.
I like the graphics and the mood set by the music. While it's a very functional game the controls are very clumsy. As someone else mentioned, it would be nice if the sheep would automatically follow the shepherd to some degree.
I tried the HTML version and it does seem fairly buggy. Story text isn't fitting in the screen and couldn't exit menu options. The gameplay could obviously use more depth. The one thing it does have going for it is mood. The visual effects and music help create a somewhat eerie feeling.
The UI is very sharp and professional looking. The characters waving their arms as they move is kind of funny. The audio also sets a suitable mood. The mechanic felt more like a math game than one requiring sacrifice. I did really like the idea though and would like to see it developed further.
Using letter keys like that is an interesting mechanism. The art style is kind of neat. It looks like a dressed up version of a kids drawing. The audio is pleasantly suitable. Unfortunately it doesn't seem like there's much gameplay yet. It's also confusing what to do as they all seem to light up a torch eventually. Overall, nice job on trying some unusual game mechanics!
I really like the mechanics in this game! Probably the most polished game I've seen this LD. As someone else mentioned, it was hard to see the effects of the upgrades in the First Aid line. I unfortunately did hit a bug in the last round. Left most card wouldn't move after the most recent upgrade(first aid line). So that card was totally unusable in the last round. Still great job on the theme, nice music, and I'm envious of your artist!
My score isn't great, but I'm posting a screenshot since it's always nice to see as devs how players are doing.medi_score.jpg
Very well written, especially for a weekend! Now I feel like I need a full length goat dating sim. I actually didn't hit any bugs despite playing the earlier game version. I actually enjoyed the Mastermind like mini-game, but obviously that needs more polish. Only thing that bugged me a little is the lack of contrast in the text and text background. Overall very charming game!
This game is amazingly polished for a weekend! The graphics are sharp and professional looking. The music really suits the subject well. You can't really ask much more out of mood and theme. It does seem to be weak in innovation. It has pretty typical puzzle mechanics, but it's fun none the less. This game is all set for touchscreens, but I'm finding the controls a bit sluggish using a mouse. Still, very impressive overall.
Adorable art style! While the animations look smooth, it looks to me as if the walk animation is backwards. The mechanics are simple, but it could be a good start to something more.
This game has a lot of neat mechanics going on! You don't see many building/simulation games in LD with this much depth. It did seem the economy was a bit too generous, but for game jams, it's better to have an easy game than a hard one.
I didn't mind the simple graphics so much, but the UI could have definitely used some work. While the font is nice, a simpler one for the lengthy parts(ie. the instructions) may work better. Music is repetitive, but the sound effects were a decent attempt. Overall, still a great entry, especially for one person.
The game is impressively complex for a weekend, but that also means it can be a lot for a player to take in. It may help in the instructions to have partial animations of what the attacks do. It was a little confusing on how to cancel attacks. The audio sounds really well made, but it's a little abrasive at times(I might just be sensitive). The visuals are very nice too. This game does have the potential to turn into a really good full fledged game.
I don't usually care much for pixel art, but this game looks very nice and smooth. The mechanics are simple, but seem to work well for the most part. I wish there was a little more of an indication of when the enemy is about to attack. Also, while it's amusing to "sacrifice" the enemies, I don't feel it fulfills the theme as well as it could. Like there isn't anything you're giving up in gameplay or even story really. Still a nice little game for a weekend. Nice job!
Simple game, but it covers the theme well. I think the graphics are the strong point. It's a little hard to tell what some things are(ie. the babies), but it's a neat style. The burning sound needs to be broken up or replaced. The constant sound is a little much. Overall a decent effort.
One of the more complete games I've played this LD. Enjoyable gameplay, but a little grindy towards the end. My main complaint would be the text legibility in the explanation/instructions. It might actually be easier to read if you shrank it down some.
Short, but cute. Beautiful graphics, I love the color scheme. I ended up with the "Blessed" ending.
Interesting idea. I liked the variety of actions the character could take. The main issue I see with the current setup, is there little reason why someone couldn't just make a path to the end, then grab the gold. I also think it would fit the theme better if you could pick which action to sacrifice. Still a very neat game for a weekend!
Neat concept, but kind of rough execution. Trial and error can be fun to some degree, but it's a bit tedious having to go look back at the book. More visual cues in general would help keep players engaged.
The art style and mood are very charming! Almost everything feels very well made and thought out. There's something about this game that makes me what to keep going back to find each ending. The good ending I have to say does feel out of place from the other two. Every other path and object seemed far more obvious to interact with than the bat. Also minor, but the movement was a wee bit clunky.
Still an awesome game overall! It would be great to see a full length game in this style.
This game has the best mood I've seen of any game this LD. The aesthetics are very clean and cohesive. Audio is pleasant and suitable.
There's only a couple minor things I noticed for improvement. The walking/bouncing tile animations, while awesome, might be a bit overkill. Maybe the tiles could slow down as they near the surface?
As someone else mentioned, it does seem unnecessary to lose life while idling. It makes the player feel like they need to rush. Which is a shame, because this is a game where it's worth looking around at the environment.
Still an awesome game and I hope to see more from your group in the future!
This would make a great game for kids. Challenging, but something they can figure out with enough trial and error. Great looking graphics, though the background could probably use some more color/variation.
"You escaped with 93 monies!" A bit simplistic, but I do like the base health/money mechanic. Also the mood and audio for this game is very fitting. As other's mentioned, the game/graphics are on the small side. While the bubble effect is interesting, I'm not sure it was the most ideal use of it. Overall a fairly decent entry.
@vertuga32 Unfortunately I didn't allow enough time to really hash out the intro/tutorial well. One line I forgot to put in the instructions was that everything except seaweed produces passive energy. The man is suppose to be an energy gauge. The idea was the player is a sea god/goddess adding life to the ocean. Apparently there's a bug with the energy gauge not always being accurate, but I didn't catch it til after the deadline. Anyway, thank you for giving my game a try!
@thenerdster Wow that's a lot of sharks! Glad you enjoyed it.
@frog5tar I was having some issues getting it balanced quite right. I should have put a cap on the plants reproducing, as I imagine that's the majority of the lag. Glad you liked the game and thanks for the suggestions!
@h-m-murdock Thanks! This was sadly the first LD jam I didn't get around to making animations. I'm not sure about a timer, but I could have definitely done better on creating a goal/end game.
@oddsocks I'm flattered! Thank you for the compliments!
@yazara Interesting, haven't seen that bug before. Thanks for the feedback and bug report!
Incredibly well made art. For some reason I didn't notice which way the day counter was going the first time through. Otherwise I thought the game was very straight forward to understand. They're simple mechanics, but I enjoyed the mostly text gameplay. Hunting might have been a little overpowered, or there was just a lack of risk. I kind of wish the ending implied something a little more concrete. This is probably one of the more enjoyable games I've played this LD.
Very well polished game for a jam. The controls were mostly good, but backing up was a bit cumbersome. Nice clean graphics, and good use of audio.
For some reason the download file is showing as an unknown file type for me.
There's a lot of interesting things going on in this game, but there are some issues. The gravity bug is a known issue, but it got so bad I finally gave up playing. I seemed to be in an area where I couldn't walk more than a few steps without getting stuck in the air. I also saw some enemies roll backwards like tumbleweeds. On separate note, the mining angle is awkward.
The music is really suitable, but the mining sound effect is quite loud.
As someone else mentioned, more player feedback/UI is needed. For instance, when mining a sound effect could go off. I also couldn't tell if the enemy was hitting me or not, or if they even came close enough. I wasn't really sure how to end the game either, but perhaps I didn't get far enough. Still would be nice to know the exact goal from the beginning.
This game idea actually has some potential to it. I really was enjoying myself up until the gravity bug took over. With some more effort this could become something very good.
This game is actually really fun! It would have been nice if there was more info available to the player(ie. what exactly happens when the angels/demons leave), but most things were easy to figure out. It did drag out a little to get 100 lives. Maybe if each angel/demon started out with more lives it would be a better length for LD. Overall though I really enjoyed playing this. Nice job!
Is there a way to play this game not in fullscreen? The style seems really neat and clean from the gif, but on my screen(2560x1440) it's a blurry mess. While the controls are fun, they aren't so good for people prone to motion sickness or similar.
Most of the game mechanics ran pretty well. My main issue would be collision and being able to tell when the character is taking damage. Seemed like the monsters were pushing the character back without ever touching. Overall the graphics were nice. Only thing that seemed off was the character walking animation. Music was also very suitable.
Interesting idea, but the game really use more info/UI in the game. As a couple other people mentioned, the shop is confusing, as it's hard to tell if you're getting the cards or not. I'm also baffled how/if you can buy the super sword since the character's max health is 5. Unfortunately on my playthrough, the shop was filled with them. I also encountered the missing enemy bug like someone above has screenshotted.
This could be the base for a neat game concept, but it has some kinks to work out.
Cute little game. I actually like the graphics. They're clean and mostly effective. Some of the graphics could use some contrast to make objects easier to see. Hints of color could be an effective option. As someone else mentioned, even just toning down the floor tiles could help a lot.
The mechanics are fairly smooth. I do wish the enemies would spawn back from the player a bit once the room closes. Overall not a bad little game.
It certainly has some interesting art. The idea has some potential, but it needs a bit more depth. Additional interaction choices would have been nice.
Interesting concept! Like others, I did find the camera much too fast compared to the coins ability to turn. Also, felt a bit weird that I couldn't go backwards.
I did enjoy the audio, but I guess I wasn't sure what the overall mood of the game was trying to be. Kind of the same deal with the graphics. They're not bad, but it feels a bit disjointed overall.
Still a really neat idea. With some polish it could be a good platformer/puzzle game.
Intriguing concept. It was getting a bit painfully slow at the end, but maybe that was the point. The game did set the mood really well. I feel like more of the text could have subtly alluded to Luna before the end, but I imagine it's tricky not saying too much. Nice job on this entry!
It's an interesting take on the 9 lives thing, but I'm sure many of us aren't keen on the cat losing its life. The cat is really cute, it would have been nice to see the other graphics fleshed out more. The movement is a bit stiff, and the cat does sometimes slide off the halos. Still it's a neat concept and if you were working solo, it's an impressive amount to get done.
Saving the worms/larva? for later is an interesting idea with the life. It probably should have been better explained though. Some player feedback would help with attacking. I couldn't really tell when the bite attack was actually hitting or not. Audio or minor character flashes/color changes could work. The enemy spawn did get really out of control after a while.
This is a good start to a game, but it does need some work.
I like the stealing concept. The audio is also somewhat enchanting. The AI kept taking the stuff back I stole unfortunately. I'm sure you're aware of this and the many other issues. But I do think this was an interesting shot at a compo.
Really neat gameplay, once the player figures out how to play anyways. Some basic instructions in the beginning would help immensely. I kind of get with the elements, where figuring out what they do is fun. But I think the radioactive thing and box could use some explanation. Like I didn't expect that I could push 3 boxes in a row, as almost every puzzle game has told me otherwise.
On a separate note, it seemed the oxygen element lacked much purpose. Maybe in later levels it would be easier to make it consequential.
Besides the above issues, this game is really solid. As others have said, I would have loved to keep playing more levels if they were added. The graphics are simple, but effective. The audio is also nice and suitable. Really nice job overall!
Very well fleshed out game for a compo! It was fun going through the mystery, and I especially liked putting the shredded paper back together. The music is very suitable. The graphics are a little rough in places, but it's not a bad overall look.
There's a few things that could be improved. I believe others have mentioned this, but the walking and item hitbox can be wonky at times. I also initially missed the paper shredder puzzle, as I thought the description was all there was to it. Another thing that could help, is mentioning that you can combine items. Didn't realize that was an option til I looked at the hints.
Otherwise though, this is a really solid game. Definitely one of the more complete ones I've played this LD. Great job!
I really love the concept of this game, but not loving the controls. It's like it flips from over to under sensitive. I also had the issue where to get the right angle, my mouse would have to be off the screen. But beyond that, the game is very solid. There is a bit of guess and check going on, but for a compo there's a lot of content. It would actually be great to see level selection and game saves added.
Visually it's very pleasant. UI is also nice and clean. Audio is simple, but works well.
Fantastic job for 48 hours!
Interesting idea, but there was quite a few issues. The double jump was kind of weird. I seemed to keep using up the tool durability without realizing what I was doing. The snow was encroaching on the crafting area before I even made a shovel, so it was a pain to get materials. Even a simple text write up in the beginning would at least help reduce player confusion.
I do kind of like the graphic style. The audio on the other hand was confusing. It sounds like 2 tracks going at once. This game is something that could be really neat, but may have been a bit too ambitious for a compo.
Of the games I've played so far this LD, this might be my favorite. Was a little confused initially, but didn't take long to get the hang of. So a little instruction in the beginning wouldn't hurt. The events do seem like they could using some weighing depending on what items/events you already encountered. Took me forever to get the shield event to pop up a second time. I never figured out if the red fish or cat had a purpose. I also lost in the showdown against the old lady. Maybe I'll try again later. Great job on this unique entry!
Definitely an unusual theme with the art choice and music, but the gameplay is at least fun. The enemy patterns are varied and keep it entertaining. The difficulty is also reasonably balanced.
The game could really use more feedback for the player. Indications of how much health an enemy has left would be nice. ie. slightly changing the sprite art for each hit they take could help. I also don't see any kind of health bar for the player. As someone else mentioned, the heartbeat sound on the last life is very loud/annoying. Maybe only have it go off for the first 2-3 seconds and make it quieter?
Overall a decent game jam attempt and an example of good game balance.
@shubart Weird, that's what I originally thought. When I was playing through it earlier, I was watching the portrait to see if it changed, but didn't notice anything. Maybe it's too subtle as it nears the end? Either way, it would benefit from being more visually obvious.
The graphics are really cute, and the music suits it well. To me it feels like the camera doesn't show far enough ahead. I'm not sure it's realistic to dodge some of the obstacles depending on luck. The combat could use some more explanation too. Wasn't totally sure what all the commands did. Otherwise, the game seems very polished.
This has a really interesting concept. It might actually work great for a game that teaches typing. Unfortunately it is really hard to figure out what to do in the game. Beyond grass, I only came up with trees on my own. I wouldn't have known I could spawn rabbits and dinosaurs without reading the other comments. No clue what else can be spawned.
I couldn't tell, but were the animals eating things? The rabbits seemed to hang around, but not the dinosaurs. So wasn't sure if the dinos were starving or the rabbits were just set to last longer.
The font is really cool looking, but not very legible. You could try putting a solid background behind the font or perhaps inverting it.
The origami theme and art style are a fun idea. It does look a bit dark overall though. The music was working for me until it neared the end of 5 minutes. Then it started to get abrasive.
So there is a lot left to be done on this game, but it's one of the more original games I've played. Good on your group for finishing it, even if it was late. Hope to see more work from your group in the future!
@rams3160 I also see the white edging issue that @shabbyrtist mentioned, but it has nothing to do with the art quality. I'm not familiar with Unity, but there probably is some kind of 'interpolate' setting that can smooth the pixels between images.
Ignoring the above issue, the art is very cute and clean looking. There's also a nice mood/vibe going on. The mouse running animation seems slow, though the absurd upward jumping angle is funny. The parallaxing effect is neat, but to me seems like it's moving the background/foreground a bit too fast. As others have mentioned, the beginning is very word heavy. I'm also not sure that's the easiest background to read yellow text off of. Might depend on monitor. Simple visuals to break up the text could help, but I'm sure time was an issue.
The platformer mechanics are unfortunately kind of dry. I didn't feel inclined to finish the forest level, as that meant I'd need to climb all the way back up the trees. Maybe the character is a bit slow relative to the size of the map? Maybe there needs to be moving or more unique obstacles? Some platformers also tend to guide players through levels with rather deliberate and consistent trails of things to collect.
I think your group was very ambitious with the storytelling and mood of this game, just fell a bit short on tweaking some of the mechanics. It could be a good start to making a bigger game.
Thanks @shaurya-juneja for the feedback! I originally had planned another 4 rooms, but time didn't allow for them. I'm considering continuing work on this game, even it's only a cute little personal project.
@nathan-wash A witch interior designer game actually sounds really cool. A bit off from what this game is, but I hope someone out there makes one.
@brokenmirrormedia What antivirus program do you have? Unfortunately this does seem to happen sometimes with Gamemaker games. I uploaded the game file to a site that checks various antivirus software and only a couple of them had an issue with the game.
@brokenmirrormedia Hm....that might have been one of the reasons I stopped using Chrome. It would occasionally block files that weren't from known companies. I'm going to try looking into it, but I'm not sure how much can be done about it. Thanks for bringing it to my attention though.
@diamond The idea is to summon creatures with the provided items. Or did you mean you had no luck summoning creatures either? It requires 3 items to be selected before the 'summon' button will appear. Though honestly I could have done a better job with the instructions this time. Regardless, thank you for playing.
@hcursino Ugh...I might have to try different export settings so this antivirus issue stops. Thank you for ignoring the issue and playing!
@karlipoppins Thanks for the feedback, glad you enjoyed it!
@digitaldude555 Good to know that the clues were enough to get all the creatures. Thank you for mentioning the highlight issue. It had briefly crossed my mind that they weren't highlighting consistently, but confirmation helps.
@someone Thank you for the bug reports and feedback!
@redhermit and @svenerik I'm glad you like the art style. Thank you!
@ynneblack I'm so flattered that you think my art is pretty! I looked at your profile and I remember playing your LD43 game. That game has such beautiful colors and illustrations. I'll have to play your LD45 game later. :)
I'm amazed you noticed all the details, especially the cat's changing expression. I was worried no one would see it. Thanks for noting some of the issues. If time allows, I'd like to fix the game up a little and add a few characters. Hopefully I'll have some time to work on it before Halloween!
@dob Thanks for the thorough feedback! That's weird about the trombone. It is indeed used for the skeleton. Maybe the highlight issue meant you weren't selecting the items you thought you were?
Mild spoiler warning, the skeleton combo is: 1. Trombone 2. Bone Meal 3. Skeleton Key
@erilhir Thank you for playing! I only noticed the ghost bug a couple days ago when trying to fix other bugs. Will hopefully upload a less buggy version in a day or two. >_<
I really like the mechanics, though there is a lot of grind to it, even early on. It's neat the way different options unlock as the player progresses. It seems to be fairly well balanced. It just kind of needs some fluff in there. Or perhaps it would do better as something like an idle game? Either way, the mechanics were oddly compelling despite the simplicity. Nice job on this interesting idea!
I really like the concept of this game, but the controls got me. Like a few others have said, it takes too many actions to add an ingredient at the moment. A little more info on how to sell would be nice too. I eventually realized it's just like adding ingredients to the pot. But it would still be nice to know what the potions sell for before selling them.
The idea of collecting ingredients is neat, but it needs a little work. Maybe the ingredients could be found on specific environmental objects? Also, it would be interesting if new ingredients would start to spawn as you learn new potion recipes.
The art is alright, though the style is a little inconsistent. ie. Some objects have outlines, others don't. For some reason the NPC text is blurry.
Sorry if that seems like a lot of criticism. This is probably one of the more ambitious games I've played this LD so far. Since there's a good amount going on, there's a lot of room for feedback. It's a good enough concept that it may be worth developing the game further.
It's an interesting visual experiment. Despite there not being much to do, it was still entertaining. Though more so when the screen was still scaling. Would be nice to see this with more colors and effects(especially liked the red that fades in and out). But adding more colors would probably require a better color selection system, which works fine at the moment. Audio was simple, but pleasant. The game also initially did the 'not responding' thing for me, but worked upon second boot.
Definitely a unique idea for LD. Kind of a breath of fresh air to see something different like this.
I thought when someone was mentioned the lack of interactivity, they just weren't into idle games. Nope, I believe I had 2 interactions with this game. Clicking a seed and naming a flower. And now I'm sad to find I can only plant one flower in a game session. I don't feel like I'd be nearly as bothered, but the art and music are fantastic. It's a waste to not have these assets used more.
Very polished and good looking game. As someone else mentioned, there's no feedback telling you whether or not you turned the frog until its next movement. This can be confusing when navigating tight spaces. It's also hard to tell what objects you can and can't go right behind because of their height(ie. the barrels). The unique looking frogs were also confusing as I'd try to go pick them up, only to lose other frogs.
I really like the music. It seems swamp suitable. The voice acting is a bit quiet in comparison, but funny. Very nice graphics. It's a shame the unique frogs didn't play more of a role in the game. I don't think this game hit the theme very well, but it's at least unique. Definitely one of the more complete feeling games I've played.
Interesting concept, but as others have mentioned it needs some tweaks. Fuel efficiency is obviously not working as a benefit at the moment. It's also a bit of a grind. Maybe different underwater creatures to avoid would make this better. The graphics are simple, but they work. Similar with the audio, it fits well. Some basic in-game directions would be good too. It's an interesting idea though, it might be worth exploring further.
The slave concept is an odd choice, but the combo system is neat. I kind of wish the camera was set out further so larger combos could be made. As someone else mentioned, the enemies can just about spawn on the player, which obviously can ruin the fun. The sound effects fit, but they're a bit loud.
The game does come off as kind of raw, but not necessarily in the sense of the theme. The developer tools kind of countered the 'nothingness' feel. At least the game was pretty self-explanatory. Interesting take on a rampage like game anyways.
It was kind of difficult to figure out what the objective/s of the game are, but it was worth it to see the cute cat ending. The game looks really polished and has a nice mood to it. It would be nice to see the story/interaction fleshed out further and with some more variety. It does get a bit repetitive going through the options. But for a jam, it does already have more good writing than expected. Overall a cute little game.
It's a very bare bones game, but it's not a bad base to work from. Everything seemed to mechanically work correctly when I played, so that's a plus. As some people have mentioned, the controls are a bit uncomfortable. Allowing AWSD would help. So would making keyboard shortcuts for selling/buying. As someone else mentioned, might want to skip the egg selling function and have eggs just straight up give money.
A general tip on graphics, try to avoid bright neon colors like the cyan sky and bright green grass. Making colors off shades makes it easier on the eyes. On a separate note, it might be neat if the chickens spawned random color variations.
The game needs a little more time in the oven, but it's a decent start.
Really loved this game, it's very original. I wish most of the story paths went longer, but that's how LD games tend to go. Honestly, it's hard to say anything negative about this game other than wanting more content. Would be great to see this developed into a full fledged game.
Neat game concept, but it has some issues. As a few people mentioned, the movement and collision is a bit wonky. There should also probably be a slight cooldown between hits against the main character. It would also help if the beetles had different colors or sprites depending on their health/strength.
I like the card move scheme, but the cards probably don't need to take up so much space on the screen. The fire spell is fun, though a little unpredictable. In the beginning it's a little awkward wandering around to find the first card. Maybe place the card a bit closer, or briefly point an arrow where the player is suppose to go initially.
The game is a bit rough around the edges, but it has a lot going on for a compo game. With a bit more work, you might have something really interesting here.
Incredibly polished for a LD game. It's really fun, but I honestly kind of got bored after 100 kills and threw in the towel. Would have been a nice touch to have some kind of goal or end to the game.
The bow is very smooth and fun to use, but it's overpowered. Kind of just have to kite everyone around into a neat little pack for easy shooting. I wouldn't say to weaken the bow, as that would probably take away what makes it fun, but if you continue with this game, maybe make an enemy that isn't easy to kill with a bow?
I also never ran out of bows to pick up, so I was never forced to use the sword and shield. It might be neat if the shield could actually block things(or does it do it already, but it's too brief?).
Anyways, merely suggestions in case your group continues this game, as you have a nice base going. Otherwise, I don't really have any other criticisms. This is a very solid LD entry. It's also very user friendly with appropriate sound feedback and UI. Plus good looking graphics with consistent style. Excellent job on this game!
The random level generation is neat and seems to work well. I also like that placing the items requires using different keys.
The movement is quite awkward. I imagine it's because of the unusual angle that the player views the race at. That plus being able to turn the character in any direction makes it feel off. The jump unfortunately is also pretty wonky. Seems like it requires some distance to clear the gaps, but some of the land masses are very narrow. Also found myself jumping twice in a row by accident a lot. Maybe add a brief cooldown before the character can jump again?
The audio is suitable for a racing theme, but does get repetitive after a while. Graphics don't really stand out, but they work fine and look cohesive.
Overall, it's an interesting take on the theme and fairly solid entry. Just needs a few tweaks with movement.
As other people mentioned, this game could use some variety in the gameplay. Placing the houses in different spots and changing the number of them could help. Having the helicopter drop multiple bombs could add some variety too. The intro scene was nice, but the option to skip after the first time would be appreciated.
I think the art is headed in a good direction, but obviously needs some more time to get it there. The chosen audio was very suitable to the mood of the game and made it feel very arcade like. It does seem like you needed some more time on this game in general, but it's a good start.
There's a lot of really neat mechanics going on in this game. It would really benefit from some basic in-game instructions. Took me a bit to realize that I had to hit '3' first before trying to use/fill up the watering can. It was really fun though once I figured out what I was doing.
There was just the 4 plant types right? The graphics are a bit basic, but I liked the various growing plant sprites. On a separate note, it did seem the plants didn't plant quite where the target cursor was at. Would also suggest adding a way to remove wilted plants.
It does obviously need some more work to feel like a full game, but for a compo it has a lot going on. Would be great to see this further developed!
Very nice polished graphics. The music isn't bad, but it is a bit abrasive. The concept is simple, but fairly enjoyable. It would be nice if the things you could buy back had a quick description of their effect. This game also follows the theme to a reasonable degree. Overall a fairly good entry.
Surprisingly fun game! Really liked the variety in the puzzles. Instructions were clear and consistent, which is rare, but great to see in LD. The graphics are simple, but well designed. The cube breathing was kind of cute. It did seem the block would slide off the edge sometimes, even after it had stopped. The jump shake is kind of neat. Maybe it's just me, but I thought it could be delayed just a smidge after the jump. But that's really just nitpicking. Great entry, especially for keeping everything very simple.
There's a good variety of moves, which makes combat interesting. Unfortunately that meant that I kept forgetting the controls. One solution could be to put the controls on the edge of the screen for the first 30-60 seconds of gameplay. The difficulty did seem a bit hard. Might be worth seeing if increasing the melee range a smidge can ease it a bit, without making it too easy. I didn't really expect it with this kind of game, but I definitely felt the theme on this one, as I kept eyeing the ammo number. Overall a fairly solid entry.
The game is charming and somewhat funny. The character and move art are fairly good, but the UI doesn't look like it got much attention. Also, seemed like the game was trying to scale up as big as possible within the webpage. Limiting the game size would probably make it look better quality.
Like many though, I struggled with the combat system. 5 seconds just isn't enough while you're still learning the strengths/weaknesses. Maybe if the timer started at more like 10 seconds and got shorter as you advanced to further levels? Also, as someone else mentioned, audio cues for the timer would help.
Still a fairly solid entry for a compo. It has more content than a lot of jam games. So good job!
Simple, but kind of fun game. The enemies did seem to get more plentiful as the game went on, so the difficulty curve works. The enemies were a little spazzy though. I think this game could benefit from a slightly bigger view range.
The pop-up window is a bit awkward for interactions. A simple text box would be smoother. Even a simple image that has premade text works fine in a pinch.
While there isn't a large variety of graphics, what you have made is very cute. You really should post a screenshot in the LD page here, so more people will want to play your game. Great job for your first LD!
Very good job on the atmosphere. The visuals and audio come together nicely. Honestly, the pillars and items on them confused me. And since the game is timed, it doesn't really give the player a lot of time to figure it out. I'm not keen on the timer really, but maybe as someone else mentioned, some retention of progress could make it more balanced. It could also give players the leeway to slowdown and enjoy the writing and nice mood the game has going on.
To my surprise I was able to beat the game. Short and simple, but still fun. The graphics work well enough. Though the main character looks a little out of place.
Also going to note, I can't see floor all the way at the bottom. That might cause people to struggle with the zombie as they don't realize they can drop down to the right of it.
For it being your first game jam and a compo, you did great!
Here's a cropped screenshot. Compared to the screen examples you posted above, the bottom floor tiles aren't showing. In case it's relevant, playing on Firefox.
ss_Prison_Break.png
Very appropriately titled game. The graphics, animations, and music all give it a chill magical mood. The UI and font were a little out of place visually, but that might be the only significant flaw I can find with this game. Everything else about it is such a lovely pleasant experience. I really hope you develop this game further. There's something about adding life to a world that's extremely satisfying.
The mechanics are unique, but I found the game confusing and even a bit rage inducing at times. The mechanics do rely a lot on luck, which isn't unusual in a game. It's just in this one, it's a bit extra painful as you helplessly watch the timers go down while the dice reroll takes an eternity. I seemed to also keep rerolling individual dice by accident whenever I clicked too close to the edge of the die.
Somehow I got a high score of 20618 in 1976. Kind of wondering if it's a bug because I don't think my score was anywhere near there til the round I lost.
On the bright side, the game is at least very compelling to play. There's also quite a few effects going on with the dice, which is impressive. The graphics are also well made and incredibly polished. Obviously the music works wonders in setting the mood. There's a lot of good things going on here. It just needs some tweaks and perhaps a little more instruction.
Really fun game and mechanic! Like a real tattoo artist, the player will get sick of drawing hearts! I was starting to get really good at them too. It's a simple concept, but it's fun seeing how terrible you can draw. Also digging the general aesthetics despite some mismatching styles.
As others have mentioned, it would be good to implement some limitation to where the player can draw. Various zoomed in body parts probably would have worked a bit better. The game is also too easy. Plus it would be nice if the player was told how many days there are total. If you do continue this idea, it might be neat to have the best scored tattoos show at the end.
Other than the above issues, I had a lot of fun with this game. Excellent job!
Interesting puzzle game concept, but I think it would help to have more guidance for the player. Honestly I'm stuck on level 3 and I just don't know if I understand the interactions well enough to figure out what I'm suppose to do.
One thing that would really help a lot is if the character could visually show what direction it was facing. Over half my deaths were from forgetting that.
Other than the above issues, it is a solid entry. The graphics are simple, but fun. The music has a nice upbeat feel to it. The main game mechanic of all the virus cells acting in unison is interesting. With a bit more polish it would be a neat little game.
Neat game concept! It is a little hard to guess how the troll will react to each option, but I was able to reach the end on the second play through. I could kind of figure out when to use agree. Choosing when to use scorn vs retort was tricky.
The writing was funny at times, but did get a little repetitive towards the end. The pause after choosing what to post is a bit long. It would probably work better to have some type of 'continue' button there.
Overall the game could use a bit of refining, but I really like the idea!
The mood, atmosphere, and visuals are really good for 3 days! It was also very effective at giving me anxiety.
Not sure if I missed something, but I was confused by the interactable items. Which ones could be picked up in the other world wasn't always obvious. But I'm also confused on how to use anything besides the pills. Like how to combine them for different interactions?
Minor issue, but some of the text went by too quick to read, though most of those seemed to appear twice.
Otherwise the game is really well developed for this jam. It would be interesting to see this concept developed into a full game. Nice job overall!
A bittersweet game. Not a lot going on gameplaywise, but you don't necessarily need much to tell a story.
The textures are a bit boxy looking. Using some transparency for the trees would probably help a lot. Though many of the stand alone graphics are cute in their own way. I would suggest scaling down the text a little bit. There was one line I really struggled to read.
It's nothing fancy, but it's a pleasant game to play.
I really like what this game is trying to do, but it is very unforgiving. Some of it is me just playing bad, but other times I never even see what kills me. A couple of times I'd enter the next room only to die instantly. I assume a spear was being chucked, but I couldn't even see it in that split second. Maybe some player feedback on what killed them would help. Like freeze the screen on impact for a second or two.
It's a shame because otherwise I was really enjoying the game. The graphics and music are great. The puzzles are interesting and fun. I would love to see this developed further.
Thanks for playing our game!
@Gargantus Apparently I forgot to turn off a variable and it was continuously spawning the boss. I've fixed it on my end and will probably upload a less buggy version later on.
Thanks to everyone who has commented so far! Will take note on the issues and hopefully fix them when I get a chance. I really appreciate the feedback, both the good and bad. :)
Also I will be playing the game of everyone who comments. Just may take me a couple days.
@epiphanyg Sorry for the confusion. I usually allow some time for a tutorial or instruction page, but it didn't pan out this jam. There is basic tower info in the pause menu(esc). Requirements are also under the correlating buttons.
Beehives should requite 4 sticks, 2 berries, and 1 unoccupied fairy. The materials at the start should allow you to build 2 fairy huts and a bush. The bush will produce sticks and berries.
@epiphanyg Thanks again for playing! That was an unfortunate targeting bug I missed. The boss can be defeated with the briar bushes. If anyone is playing v2, the bees targeting the boss has been fixed.
Super late, but thanks @belowzerogames ! I'm really flattered you like the game that much. Will check out your game soon.
Nice chill game. I really like the concept of this game and would love to see something like this developed further. Like many, I enjoyed learning about the plants. The music set an appropriately mellow mood. While not a ton of graphics, they were cute and really fit the game.
I think my biggest complaint would be the lack of structure/ending. Maybe stop the game after x number of cases. It could also be nice to see how many plants were saved at the end.
Other than that the game is really well done. Nice job!
BTW, what font is that used on the buttons/text descriptions?
@pmarincak Awesome, thanks!
The game mechanics are really fun, but restarting from round 1 every time....not so much. It makes sense to be able to restart all the rounds, so the placed items can be reset. But one playthrough isn't enough to figure out if those items are working or not. Especially since half the platforms involve the player moving them. I had quite a few setups that likely would work fine if I didn't overshoot with the movable platforms. So would definitely suggest adding a reset for the current round only.
I would also suggest reducing the number of player controllable platforms. It's hard to adequately control more than one at a time while watching where the other rocks are flying. Though maybe this points to the rocks being a little to happy to fly like a balloon.
Otherwise though, it's a really neat game. It also has a fun art style and nice casual music. This game has the elements to be a legit game, just needs a bit more refining.
Simple game, but very well polished. I loved the way the creature zoomed in with its deadpan expression. Lots of little funny bits all around.
As someone else mentioned, it would be neat if you could see how many endings exist and which ones you've already found. Some music would be nice, but the sound effects are good.
Otherwise I can't think of much to suggest. Fantastic work!
A bit simple, but interesting concept! The graphics and audio are nice. The flames stages are quite cute. There's also a decent level of balance going on. Though it does seem the player can doom themselves if they don't plan a compact forest from the get go. The seed spawn rate can be harsh, which I imagine is up to chance.
The character movement felt a bit awkward. Also, I kept getting stuck on the trees. Removing the collision on the treetops could help a lot.
Otherwise though it's a fairly solid game.
Really love the game mechanics and overall look of this game! Graphics are cute and have a good variety. The music also sets a fun mood.
Weird that everyone is saying the last wave was difficult and the beginning was easy. I had the opposite experience. Though I wouldn't count the first wave, as I'm not sure you can lose that one. I maxed out people on fishing asap and didn't have room to place towers by the end.
One thing that would be nice to see is the max number of people that can work at a resource. For some reason with the stone and wood node, it would let me keep adding people after it said it was full(if they were working, who knows). Also seemed like the people were not totally visible at times. Only other issue I noticed is the text is slightly hard to read in spots. Nothing too bad though.
Really though, wonderful game for 72 hours! It might be my favorite so far this jam. I would totally be interested in a full length game based on this.
Nice scenes, music, and mood. Gameplay is on the dry side. Having some kind of penalty for misfiring could help. Maybe make the player hit a separate key to reload if they fire too much out of timing. Really polished game overall. Just needed a little more content.
The difficulty setting does seem to be a bit high. Would definitely recommend making the first level of a game easier so the player can get a hang of the controls before dying several times. There's also a lack of user feedback on when you die or go to the next level. I can't necessarily tell which is happening sometimes. The movement mechanism is kind of neat though. Launching the character at the hot dogs is actually fun once you get the hang of it. Just a bit rough getting to that point.
Cute little game! I love the audio and graphics, it gives it a lot of character. Honestly might be the best sound effects I've encountered in a jam.
Slowing down on the puddles is a nice touch. Could use more depth with the game mechanics, but it does have a lot of nice details to it. Fantastic job by both of you!
It's like a classic game with a modern upgrade. The gameplay does get repetitive fast, but it's kind of hard to put down. I keep wanting to see how much the next upgrade will help. The enemies do seem to be well balanced. The attack patterns make you think about the shape of the critter you're building.
The graphics overall look fairly good. My main gripe would be the title. The alternating pink and orange letters are not easy on the eyes. I really liked the music. Some sound effects would help.
It would be nice if there was some kind of end goal. A final boss level would have made this entry feel complete. Overall though, this is a well rounded game.
Very interesting concept, but it does need some more gameplay/content. Unfortunately there isn't much to do except stand still and swing the ball back and forth. The mechanic could be really neat in a platformer. I kept having the urge to jump for some reason.
The graphics are beautiful! The music is also nice and sets a casual mood to the game. Sound effects are okay, but the eating one is oddly electronic?
The gameplay is a bit on the simple side. While the fish does chase after the food reasonably well, I did end up with a bunch of food on the bottom by the end. Any fish keeper knows that's bad news lol. I didn't realize at first that the bad fish needs to "rage" before it eats the goldfish, so I kept spamming the deterrent for the first minute.
Overall it's a cute little polished game.
This is a really interesting twist on tower defense. There's a lot of game mechanics going on here. I actually made a tower defense with resource gathering as well, but it's much simpler.
A description of the towers would help a lot in the beginning. You may also want to mention to players that it's essential to move towers. The biggest issue I'm seeing is the tower placement is very finicky. Not sure of the cause, but it reminds me of when I set objects to 'mouse click' instead of 'mouse release'.
There's a dark item I keep reclaiming, but it never goes into the loot screen. This might be the only 'Likes' item I can't get.
I do like this gathering mechanic, but it's clunky to use. Maybe have the list on the top left show all the towers at all times. From there the player could flip a switch to assign them to gathering. Just an idea, I'm sure there's plenty of other ways to tackle that issue.
I honestly forgot the skills exist on the left. The buttons are vague. Otherwise there is a huge variety of graphics in this game for 3 days. While the style is not my taste, it does have a nostalgic look to it. The dragon is kind of cute too.
Does this game actually progress? Is there a goal or an end? It seemed like the levels kept repeating. It would be nice to see the dragon grow up or something. Any kind of guidance for the player would be nice.
This was a very ambitious game for a jam. There's a lot of flaws to point out, but that's only because there's a lot of content. Overall it's a really impressive entry. Great job!
I like the idea of this game and some of the graphics/textures are nice, but it does need a bit more work. As some have mentioned already, the controls are a bit awkward. Mainly the way the character turns. The blurring effect is a little much at times. Also not digging the shadow effect on the text(how it's offset to the right). Not sure if this was something you just didn't get to, but the apple would highlight, but I couldn't pick it up.
On the bright side the game is self-explanatory, so directions aren't necessary. There's also a nice mood going on with the environment. This game could be a neat little short story with a bit more narrative/context added.
Love the concept and the graphics are charming. The animations look really good, though they sometimes give a feeling of too much going on. Audio is well matched to the graphics and mood of the game.
Maybe I'm just an odd one out, but the controls were a bit awkward for me. The tutorial was also kind of confusing. The mouse didn't seem to want to line up and with the keyboard I kept accidentally hitting 'r' instead of 'z' for rotate. For the latter issue, I'm probably just used to another game/program though.
Ignoring the controls, this is an overall really polished game. It's a fun game mechanic and may be worth developing further.
Some other people have already said this, but it may have been more interesting to have in-game hints for the watering schedule. There's not really enough content at the moment to make replaying very enjoyable. I do really like the idea of it though. It's very unique. Also graphics are nice, plus the short little granny scene is cute.
@the-martijn I guess it is a little tough with this specific game. With similar games, the things being taken care of often have subtle visual indicators. In this case it might be more helpful to have a description of the plant species. Maybe that could give a hint without spelling it out?
Interesting game mechanic idea. Visually everything looks clean and cohesive.
To me it seems the beginning is too fast. It would be nice if it started slow and ramped up in speed as it went. It also was not initially clear to me from the tutorial that the strands are being split into two and flipped. If a few seconds was given at the start so the player can catch their bearings, it would probably be self explanatory.
As others suggested, keyboard controls could work well. It was really hard to not only see, but do something with the pairs as they turned flat. Likewise, it also becomes increasing hard to see the shape's direction as they go flat.
The idea of the game is really something worth working with though. Just needs to be a bit more beginner friendly. Could be a great idea for a mobile game.
Scored 3229. Fun little game. I'm not sure if the controls are delayed or if the hitbox on the cheese is a little bigger than expected, as it did feel like I was hitting graters when it visually looked otherwise. Otherwise the game seems to run smooth. And the whole concept of it is quite funny. Nice job all around!
For anyone else who is totally confused on how to play:
Click a species(besides grass) -> click the 'Repopulate Species' button
If you did things correctly(and they didn't instantly die), you'll see a line between species.
The little recycle icon buttons are species traits. You can change the active one to help other struggling species survive.
It took me a while to figure this out, but once I did I was able to win. It's a neat mechanic, but this game really needs some work on the UI/UX. Slowing down the populate/depopulate mechanic would help. I would also suggest an up or down arrow next to each species to indicate its current state. Instead of having the restart button appear as soon as the grass turns red, it may work better as a permanent fixture set aside in a corner of the screen. The grass turning red seems to be a natural progression of the game, so it may cause alarm for people to see that restart button so soon.
To the creator: Don't be discouraged. The actual game mechanics are good for a first LD. They have more depth to them than most games on here. And while confusing, the overall aesthetics are pleasant too. Treat the average player like a senior citizen who has never played a video game before. If there's a way to play your game wrong, they will find it. Big words are confusing and images are better communicators than text. If you can recruit multiple people to test your game before the jam ends, that could help tremendously. Also tell them to be honest even if it seems harsh. Nice job and good luck with future games!
I had quite a bit of fun with this, with the exception of one level. On that level, I think the 3 blue lines overlapped too much, making it hard to really gauge distance compared to the other levels. Otherwise I was able to solve the other levels without relying on guess and check.
As someone else mentioned, it would be nice if each line had a somewhat relevant default name. Or even if they were the color of the line they controlled it would help a lot.
Controlling the game with + and - is a little dull. It works, but maybe something like a slider with notches may feel a little more appropriate?
Overall it felt like a well polished little game. It would be neat to see more levels made, though perhaps divided up into sets based on type. Really nice job for a compo!
The weapon swapping is an interesting idea, but I don't know if cycling through each one without any player control is the best way to go about it. Maybe if it was triggered by something the player did like collecting an item or perhaps they could get a charge to change the weapon after x enemies defeated.Â
Also found the jump was a little awkward. Though the enemies clogging up the airway may have made that seem worse than it is.
The graphics are a bit out there, but they're fun. The audio is well suited for the game too.
Needs a bit more work, but all around it has some interesting things going on.
The mechanics are actually pretty fun in this. Just a shame that the player only gets swarmed with enemies during defense time. It would be much more satisfying to have a ton of enemies around while the player has access to the bombs.
Still very nice concept and the combat is fairly smooth. Nice job.
The mood and theme is well done in this game. While a unique style, there is a large variety of graphics. A minor note that the carpets should be a little more subtle so they blend in with the floor. At the moment, there's one that looks a lot like the walls in color.
Unfortunately I got stuck early on with the scanner. I'm kind of wondering if the game scaled right? The scan button was half off the screen and it didn't seem to matter what I clicked, I couldn't get the game to proceed.
It's a shame as I would have liked to see where the story was going. Also curious what other mini-games are in it. From what I could see though, it looks like a good bit of effort was put in, so nice work!
@djayne Pardon the late response. Thank you very much for playing and for the lovely comments! If you're able, can you tell me what was happening in the game when it crashed? I hadn't really seen any crashes except at the end of the game in the original build.
Overall I really like the idea of this game, but figuring out what's what is painful for non-cafe goers. I had to read someone else's comment to figure out how to make steamed milk, which is required for a good chunk of the drinks. Still not sure on non-fat milk.
The audio is funny and graphics are well done. Other than the lack of object info, it's a pretty solid game.
For the mood and the theme, this game really excelled. Admittedly the mini-games aren't really my taste to begin with, so it's hard to give a fair evaluation there. Though I think they would have benefitted from more variety, especially since the metro only uses left and right (or does this change if you get further?). It's an interesting idea, I think it just needs a bit more content to round it out some.
The contrast in mood is very well done for the game and 'real life'. The graphics are also great, even cute. The audio is good too.
Unfortunately the game is very true to theme and the gameplay does make one feel very stuck in a loop. Though I can't fault your group for being true to the theme.
One thing that could probably be improved is the instructions telling you to leave the virtual world. I had to die a couple times before noticing the leave button at the top right. I think those arrows pointing in 2 different directions totally threw me off. I was also confused since you can buy food in the game. I kept thinking there was a way to eat in the game.
Otherwise though, this is a really solid game for 72 hours. The world building is especially something to be proud of.
The art style is really nice. The animation and movement felt smooth too. Unfortuantely the combat is lacking in feedback to really know what's going on. I also couldn't seem to gather enough bones to buy anything after the initial purchase. I could only get 2-4 in a round. Were the enemies suppose to drop some too or something?
Really nice job on the art, but the gameplay could use some further work.
The bugs graphics are quite cute. As many have stated, it does get redundant very quickly. A simple fix could be to increase speed of the insects every minute or 30 seconds that goes by.
After a while, my goal was to let a snail win, but the spider foiled my plans. Anyways, not bad for a compo!
It does look like a lot of work was put into this for 3 days. There are a nice variety of graphics, though it did seem the character was prone to getting stuck on some objects. One time I must have cut the fence too far to the back of the level and couldn't get free.
Some audio would have obviously added some much needed feedback, but I think that some visual feedback could really help as well. Like the times I was shot, it was hard to tell that anything even happened until the rewind started. Some kind of flash or comic looking boom effect could have worked. Nice job overall, just needs some polish and audio.
I really love the music! And despite the simplicity of the graphics, they are quite pretty. Even my cat couldn't keep her paws off it. While the concept isn't totally new, it does fit the theme very well.
At times I thought the looper was slow to go out in it's given direction. After replaying it again, I'm realizing this is mainly when the speed increases, which I guess isn't surprising. I wonder if it would feel less frustrating if the loopers response speed increased with the level speed?
Like many others are saying, the spikey level is a rather harsh jump in difficulty. It might not be feasible for most keyboard users. The other problem with this level is I had no idea what was happening at first. It took me numerous loops to figure out that I had to lean away from the spikes to dodge them. I thought I had missed something, which leads to the next thing....
Don't have the instructions disappear on a timer. Please just let the player hit a button to proceed. I never even saw them the first time as I was adjusting my volume.
Other than those couple of issues, it's honestly a really well done game. Needs a bit of balancing, but this is a very impressive compo game. Great job on this!
All around well polished game. The graphics have character and the audio is very suitable. Slight nitpick, but I wish the grunts from the frog were more distinctive. So I would be able to tell when I made a soup wrong while being able to look at the next soup.
The difficulty is well balanced through the levels. It would have been fun if there was a finale level with every recipe thrown in. But obviously that's rough to do with the time constraints.
Fantastic job all around!
While I liked the glow of the keys, in beautiful mode it was causing some intense glares. The metallic reflections also seemed overkill to me. In combination with the sensitive camera, I ended up with a headache within a few minutes. Unfortunately, it's probably ones of things where people either love it or hate it. Luckily it was mostly better in the fast graphics mode.
The game could use some better instructions or in-game feedback. Like when the cube is thrown in the wire, I assumed I did something wrong the first time, as I didn't notice anything change. A sound and basic graphic effect would help with that. It seems the one time, I got the cube stuck halfway down the wire, so I couldn't proceed. The one path was blocked, but the cube was still chilling in the wire, but it was too far in for me to retrieve it.
I actually didn't mind the music, but do wish the loop was longer.
The concept of blocking paths making it progressively more like a maze is actually kind of neat. If the paths are made a bit more complicated, it could be an interesting puzzle like game. It does need work, but it's pretty decent for a first jam, especially a compo.
Simple, but very endearing game. Really unique idea. It's like an interactive poem with a bit of pattern recognition. I guess the only criticism I'd have is it's so short. Would love to see more levels added.
I like the idea of this game, but it does need some refining. The character falls incredibly fast. The collision also makes it very tedious do some basic jumps. The large head/hair seems to catch on everything.
The character falling asleep after a set time is a neat mechanic. It would be nice to see more obvious indicators of when exactly it should happen. It also takes surprisingly long for it to happen too. The forced sleep mechanic is also a bit confusing at first. Took a few tries to realize I need to hold it til she falls all the way asleep. Maybe making it quicker or adding a little clock winding over the head would help.
The game does fit the theme well. With some work it could be a cute little game.
This game has an interesting idea with potential, but as others have mentioned the gameplay is lacking at the moment. I didn't understand why the doors would open after only touching one of the floor panels. More visual feedback would be helpful.
If you continue with this, it would be nice to see the walls light up or become more lively somehow as the music does. This is one of the more unique games on here, so it would be neat to see what else can be done with this.
Very strong Halloween theme going here! Nice pixel art, though the art styles clashed a little in the intro. The audio was also very suitable, just needs to have the volume turned down some.
As others have mentioned, the attack could use better feedback(better timing anyways?). Do the monsters cause damage? I was also dancing in the fire and cauldrons and still didn't take a whole lot of damage.
While the game does need some polish, I think it does a great job on the mood and theme. Nice work!
I really like the concept of this, but it is difficult to tell where you're supposed to be going from a first person view. It's also a bit overwhelming when you first start playing. You actually did put good access to the instructions in the game, but it wasn't until a few play throughs that I was able to notice them. It might help to put the info from the hub in the pause menu. A non-timed tutorial level may also help a lot so the player isn't panicked while trying to learn how to play the game.
I guess the only other issue I had was judging the placement of the paths relative to the platforms. It was really easy to slightly misjudge and have to redo everything over again. I'm not really sure if this is something with an easy solution though. Like if the top of the paths could be made a bigger surface without increasing the size of the lower part, so players could still walk by it. Though maybe I'm just exceptionally clumsy for thinking this is an issue to begin with?
Overall though it's a really neat concept and I think it has a lot of potential. It just needs some more time and polish. Side note, but I really did enjoy the audio in this.
Cute little game. Guess the only thing I thought could have been better is the indicator for where to hit the arrows. A range or box would have been nice. But it's a minor issue as the game is forgiving in that regard.
Lovely job on such an adorable game!
There's as lot of character in this game, but the gameplay needs some work. It's kind of hard to tell what the movement keys do exactly, as there's a lack of visual feedback. The level moving on it's own, obviously also makes this rough to tell.
The backgrounds are really neat looking as are some of the platforms and walls. Unfortunately it wasn't always obvious what certain obstacles/objects are suppose to be. The textbox was very hard to read at times dues to the movement and watermelon texture. Maybe try decreasing the opacity of the watermelon texture or making the whole textbox lighter.
There are some interesting ideas going on in this game, just needs some more time put into it.
One of the more unique game ideas. Very funny audio. The game is rather difficult since it's hard to see how low the racer is from the player view point. It felt more like a game of trial and error than skill. With a bit more work, this is something that could be a fun party mini-game.
Amazingly polished game for LD! There are an impressive amount of well made graphics. Also, the game is strong in the mood category. Increasingly unsettling as it went on. The rapping ducks were oddly comforting. I kind of wish the game expanded more on the story, but it's already a bit long compared to most LD games. Fantastic job all around!
Neat little game! I think the puzzles were well balanced in difficulty. I probably went through a dozen floors before I lost patience with dodging bugs. A simple thing, but it would be great to see what level the player is currently at.
Both the music and sound effects felt very suitable to the game mood. The graphics could be better, but they're consistent in style and have a good amount of contrast.
Overall it's a nice well rounded game.
I love the crab swordfighter! This might be the most polished game I've seen this LD. The controls could have been a little smoother. The enemies were a bit too harmless. But other than that, there's little to complain about. For a compo that's really impressive! Wonderful job on such a fun little game!
Very well polished game for LD! The graphics are great, but even more so the color scheme is really nice.
The game is reasonably balanced considering the time constraints. Though the death laser did make the rest of the upgrades seem bit more of a quality of life thing. The main thing I would have liked to see is more thorough instructions. Took me a while to realize I had to hold down the spacebar to collect materials. One other minor thing, it would have helped if some kind of audio played when a wave was over.
Otherwise the game is fun and has solid mechanics. Fantastic job on this!
@rongo-matane I replayed it to check and that instruction does not show on my screen. I played in Firefox on a 2560x1440px screen. Not in fullscreen, but there was nothing to indicate I wasn't seeing the whole game. Maybe the browser is cutting off just the tail bottom of the game? I would suggest including this instruction in the pause screen, as that's where I looked multiple times to see if I was missing something.
@xarina777 Thank you for playing and for the compliments!
@xpoho I had to use Google translate, but thank you!
I'll make sure to play both of your games soon. :)
@oladushek22 Thank you for playing! The controls keep being mentioned as an issue, as well as the instructions for them. I'll have to practice with other ways to handle that.
@kaabiikaze Thank you for compliments!
@fiakaiera Thanks for the thorough comment! Multiple people have mentioned the camera control being awkward, so I'll have to take a look at that. Unfortunately with the movement, I wasn't experienced enough to know how to make it feel "right". That's something I'll have to work on. Also, thank you for the suggested rewording for the instructions. Honestly, I'm not sure if I'll get back to working on the game, but this does give me some ideas on what should be worked on and what to keep an eye on in the future. So the comments are really appreciated!
@ardorugus Thank you for the comments! The polaroid idea could be really funny! :)
@noble-robot Thanks for playing! The movement works a bit more effectively if the space bar is held for a while before releasing. Though honestly I know the movement is something that could use a lot of work regardless.
The game is a bit short, but it does fit the theme nicely. I also like the acid attack mechanic. One simple thing I'd suggest adding, is instructions on how the acid attack is limited to what's in the stomach icon. Alternatively, a restart button would have worked. Overall, not a bad start to a game!
Good job on the theme! It's also really good at setting up a creepy mood. It is unfortunately on the difficult side. I did find it a bit of a nuisance that some of the bottles were touching the wall. I actually appreciate that the audio wasn't horribly loud. I have my volume set to 2 throughout the jam because of all the loud games. :/
Anyways, it's a very polished jam game. Nice job!
Very polished looking game! The graphics are very cute and the color scheme is nice. The audio also works well with the game.
While the bounce mechanic is very fun, the WASD controls felt very floaty. Like using them seemed like a waste for anything other than collecting items. The collecting item thing also felt like it wasn't always picking up things.
Is the game not suppose to proceed until a certain percentage of the bottom is cleared? In some situations it felt impossible to avoid the laser as the screen wouldn't continue down despite there being 1/3rd of the blocks cleared at the very bottom.
Other than those couple of issues, the game is well rounded. Great job!
The writing in this game is probably the best I've seen for an LD game in a while. The music and art also great at setting the atmosphere. A bit depressing, but that's probably a sign that the story is well done.
I encountered the camera panning bug that many others found. It's still not clear to me if the player is suppose to replay again until they find the object or not. I wasn't able to get far enough in my second playthrough to see. "Go home again." would imply there's more to the story, but haven't seen any comments to confirm anything.
It would be great to see this game expanded upon more. Still an enjoyable experience. Lovely job on this jam!
Interesting, but confusing game. There is some really neat art, but sadly most of the game is not spent looking at it. The music is also good. I don't think a tutorial is necessary, but more visual cues could have helped make the gameplay not feel like random choice. I got the fisherman ending. I think I kind of got what it was saying, but it felt like all the info moved along too quickly to confirm I wasn't just overthinking stuff in my head.
Still, it's one of the more unique LD games I've played. It would be interesting to see what it could turn into.
Amazing art and neat concept! It's really a shame that the game goes by too quickly to fully enjoy it. I kept getting stuck on the jelly recipe. I would put in the 2 jellyfish pieces, they would vanish, and I'd get nothing in return. Maybe I'm wrong on the ingredients, but then the first ingredient wouldn't have stayed to begin with, right?
It's such a charming game, but it's very frustrating in its current form. I would love to see an updated version of the game.
Unfortunately like a lot of other people, I got stuck with the bug where the building won't leave the cursor. Couldn't proceed any further than that. If you make a bug fixed version, I'd be happy to give it another try.
Neat idea for the theme! The visuals and audio did suit the space atmosphere well. Like others have said, it is a bit slow in its current state. Some gravity effects from the planets or something could help there. I also wonder if maybe the objective could use something more to it besides distance. For example, 'number of planets found with x on it'. I think there was also a bug where the fuel refilled itself. Or was there an item somewhere?
Overall, a decent game for 3 days. I think it really is an interesting concept that may be worth pursuing.
Fun little game! It's a simple idea, but I think it works well with the theme. I like that the background changes with progress. It may have been neat to see a more gradual change, but it's understandable that a compo entry wouldn't have time for that.
The instructions could have been slightly better. "And avoid slamming headfirst into anything!" is a bit confusing when the character is basically just a head with a drill for a nose. Took a little bit to realize that I had to be plummeting to go through gold blocks.
The change from plummeting to hoovering and vice versa felt a little slow, but maybe that's just me. It also seems that when the character is plummeting or not isn't totally lined up with the graphics. I had broken some gold blocks, they were visibly broken, and I switched to hoovering only to die that instant.
Otherwise I thought the game was quite fun. Nice job!
Very nice mood and graphics in this game. The bright, but off colors of the world, do make it feel like a dream world. The music is very pleasant to listen to as well.
It's an interesting idea having the different stages, but does require a bit more time to execute well. As others have mentioned, the mouse sensitivity is very high. I was a little lost on the first level when the train showed a box like image. I kept thinking it was an inventory icon. In general, more instructions would have made the game a bit smoother, but I did figure it out on my own, so I guess it isn't essential.
Otherwise the game is fairly solid. nice job on a cute and slightly creepy game!
A game that does exactly what it has set out to do. It works fairly well until about -30. At that point, it seems that the well needs to be modeled deeper to keep up with the water.
The audio is simple, but it gives the game a relaxing feel. My one cat also enjoys watching it for some weird reason.
This game encompasses what most jammers fail to do, keeping it simple. Nice job on a successfully completed game!
As many have said, this game has a very effective use of mood. I did enjoy the 3rd(last?) day quite a bit. My main criticism of this game would be the delay in actions by the character. It makes sense for the second day, but for the other days it makes the game feel unnecessarily sluggish. Still not a bad job overall!
I really like the base mechanic for this game. As others have mentioned, it would be nice if items were added or some way to dispose of the guards. Only issue I had was the awkwardness of trying to turn on the walls. Otherwise this was a fun little game! Great job!
The audio and the lighting set a nice atmosphere. I did have a ghost spawn right on top of me and pretty much instantly lost. It's a little hard to tell how far you've dug with how the graphics look. Maybe a rock crumbling animation would help?
The game could use a bit more work, but it's decent for a jam.
This is late, but thank you @lucas-kauff and @catherine-zhang for playing! I'll get around to playing your games soon.
Thank you for the constructive comments @bassguitarbill! The spell aim is definitely something I should have put a bit more thought into.
Thank you for the compliments @zookatron! If I had more time I would have liked to add more spells and obstacles.
I'll be playing both of your games soon! :)
Okay, this is super late, but thank you so much to everyone who left comments! I could have totally have done better with the targeting. Though I'm thrilled to see that so many people are enjoying the gameplay.
I'm going to try my best to play through everyone's games in the next couple of hours before the jam ends.
Very cute little game! I really like the moving leaves background. The audio and atmosphere is very charming too.
The movement going through doors did feel a bit clunky. Same with how the ingredients go into the pot. Drag and drop would have felt a bit more natural for that. Only other issue is it felt like some of the text was missing or something? Like I don't know why I suddenly needed a gravity stone. Did I miss a conversation with the cat?
Other than those minor issues this game is really solid. Awesome work on this, I really enjoyed playing!
Really intesting game concept! I had the progress bar over halfway. I kind of wonder if I screwed up something early on before I understood the controls. I'm not sure if it would dumb it down too much, but if the crash error said what folder was the culprit, that probably would help stragglers like me. Otherwise though I really enjoyed playing this game. It fit the theme well and it's well made. Nice job!
The idea works really well for the theme, but I do think the game moved too fast for it to be as effective in it's humor as it could be. It would probably help if the email prompts stayed up for a couple more seconds. I get that chaos is suppose to be part of it, but I think most stuff will go over peoples heads if they don't get a chance to get their bearings, at least initially. Maybe give the earlier quests more time than the later ones?
This really looks like it was a lot of work for one person. The base mechanics are fun too.
The audio is simple, but works well. The graphics are nice as well. Only thing I'd complain about for visuals is the smaller script font in the menu. It's not the easiest to read.
I did encounter a couple bugs. The first time I played and the first level, I did not receive any gold or xp. I think I had killed 2 enemies and got 1 chest. The other bug that stood out was when the character was surrounded by fallen land, all the actions vanished. Shouldn't it have just gone to game over?
Overall it's a nice jam entry. The mechanics are fun enough that it would be nice to see a more fleshed out version.
Surprisingly fun for such a simple little game. If anything the levels were a bit too easy, but that's not a bad thing for LD. Nice job!
The combat has interesting mechanics, but it's probably too much for a player to grasp in such a short time. It took me a few times to even realize that the cat keeps attacking after a successful attack. It would help to have the elements with their keys listed somewhere in the UI.
The graphics are overall well made, but not as cohesive as they could be(I would assume multiple artists). The audio is also pretty good.
Overall it's a neat jam entry. With some more work and polish, the combat could be pretty fun.
Neat little game! The graphics are really cute and I like the music.
I do think the game could use some more feedback for the player. It's hard to really know how many tigers or sheep are left with such a limited camera view. It's also difficult to figure out how much each living thing is breeding as it goes so fast.
It's a nice concept though. With a bit more work it could be even more fun.
The graphics and weather effects are neat. I also liked the illumination effect.
Like others have said, it could use more UI and feedback mechanics. I especially noticed the lack of a health bar. In a pinch, I think even text would be acceptable to show health. The bullets could have also used some kind of feedback mechanism(ie. sound or the enemy flashing when hit). They were also simply quite small to see.
Overall it's decent enough for a compo game. Just needed a couple basic elements added in.
Fun game, but I do wish the table was a bit less stable.
Nice job on the atmosphere! The audio and the glitchy graphics work well. Only notable issue I really had was the collision with the floating ghost. Got stuck against the wall one time before I even saw him. All around though it's a pretty solid game.
A little more complicated than expected for LD, but it doesn't take too long to get the hang of it. As someone else mentioned, I wonder if not taking a turn for the magnify glass would make a bit more useful at the start? Still it's a neat game that makes people think. Nice job!
Interesting game! There is a nice variety of things to do considering you're fleeing from lava. The music is catchy too. As someone else mentioned, the game should pause while shopping. I would also really suggest being able to close the chat window without having to click. The controls are all keyboard otherwise, making it feel like a cheap shot when the lava gets you after talking to someone. Still, overall it's a fun game for a jam. Nice job!
Nice idea for the theme! The mechanics are simple, and the game is a bit short, but I enjoyed playing. The mood was well set with the music too. Overall a solid game!
I really like the concept of this game. I wasn't as keen on how the text is handled. Some of it disappeared too fast, while other lines lingered. Like others mentioned, a skip button would be great. Still a neat game overall. Would be nice to see a more developed version.
The time mechanic works surprisingly well. I do wish the tanks and shots would move faster. Even sped up it felt slow to me. Or did I maybe not use it right? Otherwise though the game works well. Really nice game jam entry!
I used to play healers a lot in MMOs, so I did find this game a lot of fun. The variety of choice for skill ups was nice. I was a bit confused on if the items actually did anything. I also wish it was a bit more obvious when an enemy was attacking a character. It's a little confusing when the characters are kind of mashed together. Otherwise though, the game was well made. Fantastic job on this!
Wow, this is a very ambitious game for a jam! A lot more mechanics to it than most. I do like that aiming how the tree falls affects movement. But honestly, I was too terrible at aiming them for it to help a lot. The trees also seemed to cut too high up sometimes to really be able to hop up on it easily. Other than that, the game is fun and has a nice environment. Great job on this!
I was honestly confused initially. Otherwise, the game does seem very well polished. The art and music are good. I do like the variety of things that can be placed. It really does look like a lot was put into this game in such a short time. The game just needs a little more explanation. Overall this is a well rounded game.
Thank you very much to those who've left comments! Super delayed, but I'll make sure to play your games soon.
Thank you to everyone who took the time to rate my game and comment! I honestly wasn't expecting such positive feedback.
@thulyo-araujo Unfortunately you most likely hit the final round. I ran out of time during the jam to properly test how many rounds were needed. But thank you for pointing out what rank that typically occurs at. And thank you for playing of course!
Thank you again to the last few who gave ratings! I've also played and commented on your games! :)
This was hilarious seeing these creatures bob around. I wish there was more variety in the traits, but fantastic job for a compo!
While the explanation for this game was kind of odd, the aesthetics and music add a nice flavor to it. The mechanics are simple, but it is fun to play. As others have mentioned, the game could use feedback for when the character is hit or hits an enemy. Nice job overall!
I haven't played any of the other Nanna games, but had no issue following along. It's short, but still a charming game. The mood the music sets is nice. It might help to have some indicators for how much hunger/hope/humility changes. Like a number floating off. At first I didn't realize that working had reduced hunger. Otherwise the game seemed to work as intended. Good job!
Nice tower defense game! At first I did have fun with it, but after a while it did become too easy. Maybe raising the costs of some of the defenses would help? Still the game functions well, so nice job!
Very cute art style! The music is really well matched to the art. The jump mechanics are decent, but do leave something to be desired. Great job overall!
Simple, but effective game for the theme! The jump was a bit floaty, but I didn't really mind it. It may be nice to add a way to fall faster. Also, I kind of like how it looks like a sandstorm in the background. Nice work!
It's simple, but very polished game for a jam. Once I got used to the controls it was a nice little challenging game. Great job!
Really nice color scheme and graphics! The audio was suitable too, though I did find it a little grating on my ears. I might be a bit too sensitive though. I liked the idea of the gameplay, but I do think it would do better in a non-timed format. Of course the timed thing is what makes it fit the theme. Still, great job overall on this game!
Really awesome job on the art! That must have taken a lot of time. I do like the concept, but once someone understands how to play and tests what does what, it becomes easy. Maybe a market with rotating goods could help? So the player would need to ration what ingredients to keep on hand. But ignoring that issue, it's a great jam entry. Nice job!
The concept is fun and the art style is cute. Unfortunately the balance is off. I tried playing farmer and 5 times in a row, I died at 6. I also managed to be accused of witchcraft regardless of what family I came from. Was that more of a karma thing? The farthest I made it was 24 and that was on my first try. So replaying and adapting my decisions to what family I came from could not compete with luck. Some more transparency on how these events work could really help make this game more fun.
I really like the art style and mood in this game. The shift reaping thing was a bit awkward at first, but I thought it was fun once I got used to it. It's not the most complex game, but it's pretty decent for a jam.
Very well polished game! Only issue I noticed is that sometimes the icon to grab a sheep would show even if it was just a bit out of range. Otherwise every seemed to work as intended. Fun little game and well balanced.
Very nice job on the environment! The game does obviously need some work still. The most problematic things I ran into were the lack of feedback when attacking zombies and lack of feedback at the altar. Took me a bit to realize I needed 5 rings to do something. I'm also not sure what the bar at the top does when it runs out. Not a bad game, just needs a bit more work.
I was a bit confused at times, but I do like the idea of using lights for the puzzle mechanics. Other than the lacking explanation everything seems well polished. The environment has an appropriate creepy vibe going too. Great game for a jam!
The way the skin deteriorates and affects the towers is really neat! I do wish it was a bit more transparent as to how exactly it damages said towers. Still great idea and nice job!
Awesome mechanics! Music and graphics are great too. I really enjoyed playing this one, though it did start to get a little redundant towards the end. Still fantastic game for a jam!
If you were going for social anxiety in game form, this hit it pretty well. Nice job on the environment. The character did feel a bit sluggish to maneuver, but maybe it just seemed that way because of the camera view. Still, overall a nice little game.
Interesting concept. A bit confusing, but it is unique. I do wish there was an option to load the text quicker. The mood was set very well though. Overall a nice experimental game.
Such a funny little game! And of course the cat makes it so much better. The graphics and music are really good too. Nice job!
Fun idea! I do wish there was more feedback on how exactly the choices affect each gauge. I could see that they were glowing when affected, but seeing something like '-3' could have been helpful. Also, the aesthetics of the game are simple, but nice. Overall nice job!
I like the concept, one of the more unique ones I've seen this jam. The music is also charming. As others said, the mouse sensitivity is too high. Overall great job this jam!
Bit of a ridiculous scenario, but the game is a lot more fun than expected. I really like the mechanics. Only criticism I can think of is, I wish the progress bar was a bit more detailed. Maybe some notches to indicate when a monster fight happens? Though really, it didn't matter after the first play through. Anyways, fantastic job on this game!
Nice aesthetics. Even the UI looks good. As others have mentioned, it would have been a lot of fun if you could use rocks to knock other rocks away. Still neat game that gets the theme across well. Great job!
It's a simple game, but it plays smooth. The controls are easy for this game, but remember in the future to write it out somewhere. Just to note, I think it's hilarious that the boulders are shoving each other at the end like bumper cars. Anyways, nice job for compo and first time!
Simple, but interesting game idea. It does fit the theme well and it's fun although very short. It might be worth emphasizing the "you only take damage when your FPS goes below a certain amount" part. I didn't realize that was causing my death the first couple of times. Otherwise though, good job on this game!
The art is really colorful and fun! Not sure if the music is suitable, but I like it. Overall the game is simple, but tells a story very well. Nice job!
Love the creature descriptions! Everything seems well polished and cohesive. Like many, I wished it was more difficult, but I had fun. Great job!
The mechanics are really interesting. Like others mentioned, the timing did feel a bit short. Maybe it would be worth letting the runes snap into a socket if it's close enough? The graphics are nice. I thought the health bar was kind of funny. Nice job overall, it would be neat to see this mechanic in a more fleshed out game.
Simple, but neat puzzle game! It wasn't long, but I did enjoy the last puzzle. Nice job!
I didn't think I was into cleaning simulators, but I had fun playing this. Graphics were simple, but served their purpose. It did feel like I won too easily. Maybe I got a little too into it. Anyways, nice job!
Neat concept. Graphics look really polished. The font was unnecessarily difficult to read, when speed is of the essence. I think the game would also benefit from written names on the objects that are picked up. Otherwise though, it's a really solid jam entry. Great job!
Nicely polished game! More combos would have been neat, but for a jam it felt like it accomplished what it needed to. Great job!
I really like the chill vibe of this game. The art is different in a good way. It is a little obscure exactly how the bee movement works, but I did enjoy playing.
This was a surprisingly fun little game. Graphics while simple, are very polished. I was a little confused about the summoning thing at first, but did figure it out after rereading the help tab. Overall, really nice!
Something about the townies and downers having a battle with no violence is adorable. The game is a nice difficulty for the jam. Quick, but I enjoyed playing. Good job!
Amazing art for a 3 day jam! It's a simple game, but I did enjoy myself. The stories were interesting too. Probably one of the best games I've played this jam.
Neat game idea. It does feel like the game needs to give the player more time at the start to summon their first creature. I began one game and the ghost was right on top of the character. Unfortunately it did end up feeling like I was playing Pacman. With a little more polish, it would make for a nice arcade like game.
A neat little game. Art looks polished and I liked the music. I noticed towards the end, there were times when the shadow was covered. It might actually be fun to have a mechanic to knock away a group of orbs at the cost of dropping the current orb.
I really enjoyed the mechanics of this game once I understood what was going on. Unfortunately the game is going while the controls are displayed. I did finally get the gist of what was going on and was able to briefly balance, but not get very far. I kept ending up in hydrogen dead zones, even after many play throughs.
The music is very catchy. Overall I like the style of the graphics. But because of how small they are and that they can face different directions, it can be very hard to see what you have on the ship.
I do think the mechanics are interesting enough for potentially a very good game. Also, it's impressive how complex this game is for a jam. Nice job!
There's definitely an impressive amount of stuff going on with this game. I do wish there was some kind of goal to build towards, as it's more of a zen like builder at the moment.
The style of the houses and witches are cute. I do find the trees a bit smudged looking. The music fit the zen like gameplay.
As many have said the rabbits are too quick. Easy felt like what should have been hard and normal isn't really feasible for probably 95% of players. It's an issue my team has had with LD as well. We almost always need to make the game easier than we think.
The game is fun enough that I completed it. As some have mentioned it's hard to tell what the mixed genres are. Also as someone else said, it's nice that getting hit doesn't totally reset the game or anything. Though I did hit one chain of constant rocks/bananas/birds that sent me half way down the map.
The music is simple, but suitable. The art is adequate, but could be better in some areas. The background really stands out as needing the most improvement. It's actually kind of funny how the guy's butt swings back and forth as he climbs. It might just be that everything is so small it's hard to see how nice some of the artwork is.
Anyways nice entry, I enjoyed playing!
The audio was fun, but I couldn't get far with the gameplay. Having to click the keys and being unable to backspace is really cumbersome. Like other people, I got stuck in the first room. I tried every interaction I was aware of by the pills and the girl. I grabbed the pills, she dropped her drink and that was it. It's an interesting idea, but still needs some work.