The Unfortunate Potato by Longarmx 2014-08-30T15:14:00
Closes when I hit play.
Foon → Ludum Dare Explorer → Users → thedashdude
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | Shimash | compo | 42 | 4.01 | 4.03 | 3.42 | 4.13 | 3.53 | 3.43 | ||||
| 2020 | 46 | Keep it alive | Flight of the Cepheus | compo | 485 | 3.47 | 3.06 | 3.43 | 3.82 | 3.24 | 2.57 | 2.37 | 3.44 | ||
| 2016 | 37 | One room | METALhaven | compo | 448 | 3.00 | 2.74 | 3.26 | 3.68 | 2.37 | 39 | ||||
| 2016 | 35 | Shapeshift | Fusionshift | compo | 664 | 2.97 | 2.63 | 3.60 | 3.46 | 69 | |||||
| 2015 | 34 | Two Button Controls / Growing | Recnac | compo | 300 | 3.47 | 3.45 | 3.76 | 4.07 | 2.93 | 2.57 | 2.23 | 2.85 | 58 | |
| 2015 | 33 | You are the Monster | Haunt | compo | 669 | 2.91 | 2.82 | 2.88 | 3.24 | 2.42 | 2.30 | 2.23 | 2.58 | 63 | |
| 2014 | 30 | Connected Worlds | ASKL | compo | 22 |
Closes when I hit play.
Really fun, hard, but I am not sure how you could have avoided that.
Awesome, would be nice if there was a little HUD in the corner telling you what arrow does what.
Its like my game. Except better.
Really fun, but it felt like ice physics.
Really fun.
I couldn't find an exit to the first level. Amazing, a little clarity would be nice. Not that I did better.
How do you vote? I want to vote.
Loved it, Always felt like I was going to fall of the axis.
Pretty cool! Are the puzzles random or pre-made?
Not sure why, but I got totally sucked into this. Oops. Good job!
Fun, the game was a bit hard. I would suggest having a timer to show when enemies will move, and have the size of the arena increased or the speed of the game decreased.
Fun, no bells and whistles, but better than a lot of prettier games. The walking was really funny. Reminded me why I try to never make animated images.
Slow, and your fists were too tiny. Good job though.
A bit difficult, but I liked it.
Probably the best game I've played. It had a hotline-miami-esque feel. A slower difficulty curve would be nice, but I still beat it. You fixed the camera system in the Post-Comp version, so I can't complain about that.
The archers were annoying, but the game was fun and the monster always looked like he was ninja jump kicking, so that was funny.
I too get an error. I believe bug fixes are allowed after the deadline, so you could fix it.
Downloaded the files and got it to work.
0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000040000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000020E1111111111111111111111111111111111111111111111111111E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000020E1111111111111111611111111111111111111111111111111111E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000000E0000000005000000000000000000000000000000000000000000E0000000000000000000000000000000000000000000000000020E1111111111111111111111111111111111111111111111111111E(123,576)(129,560)(142,336)(171,336)(63,448)(122,448)[89~560][93~448]
Would making the buttons bigger and people slower be an allowed post deadline bug fix?
I like the game, I would have expected the gravity thing to be part of a puzzle game, but the action was nice!
You don't have much control while jumping, but it was fun.
Fun. The goal was unclear, but then I ate lots of people and I didn't care anymore.
Alert Level 2486, High score of 19532000. Very fun!
Fun, I don't think the lack of hit feedback was too bad.
A tutorial would be very good for a game this complicated, but quite fun once I figured it out.
The knights are way to fast, but this seems like a good start for a really fun game.
The game fun and bug-free, but too difficult for my tastes. Good job though!
Couldn't figure out what to do, but the picture was funny and I ate people.
Great game! I couldn't figure out what to on the picture level, what was I supposed to do?
It needed to be faster. I stopped playing because it was too hard to be that slow. Still a solid entry.
Great game. It would be nice to know about how you tell if your campaign was good enough, or how close you came to failing. This might be my best rated game so far.
Fun, one the better games I've played.
Quite fun, nice sounds, was pretty. I would have liked a slower player (I don't say that much), and the watering sound detracted from all the others. Really nice anyway.
Really fun, I liked the time-lapse thing going on.
Amazing. Best game I've played yet. Has more potential than most as well, I'm thinking growing trees for wood and fences, ammo constraints and you have to explore. Towards the end I stopped farming and just ate reserves, in days 7-11. Surprisingly intense and action packed for a farming game.
The jumping controls were hard, so a non-two button version would be nice. I didn't like the music, but the slamming into people at high speeds was fun.
1815690 was my score when I quit. A fun game, but the lack of death made it hard to tell "Progress". I would have liked to know what the power-ups did, if they did anything, I couldn't tell.
A really fun game, would have liked it to be longer.
Quite enjoyable, you should work on making this an app.
Hard but fun. I would have liked some music, but the game itself was unique.
Fun and calm, but some of my crashes I swear I was slower than my successes. Ended up feeling a little cheated because it felt like luck.
The growing controls was a really nice touch, but everything after the fourth screen was to much for me.
Took me a minute to realize jumping was based on where my mouse was not automatic. The graphics seemed a bit incongruous, but it was a nice game.
Fun, but I ended up just circling the enemies. With the amount of lasers shot a less annoying sound would have been nice.
Fun, but where is the data you said you would be collecting? I would be curious to see it.
Quite fun, I would have liked a room rotation animation or a less brittle ball. Still a fun game, good job.
Nice job, took me a while to figure out blowing, and I still cant figure out those side lava things. (or magma?)
Maybe I wasn't good or far enough, but checkpoints would be nice. A solid entry none the less.
@Funske The jumping is a little weird, and I planned to have an option for a jump button, but was short on time. Some time soon I'll upload it. Glad you liked it.
Fun, a little easy as you said, but still fun. More options, harder enemies, and a little polish could make this great.
Incredible, but I rage quit after I died having not found a checkpoint in like, 30 mins. Amazing despite that.
First off, you forgot the source. Other than that though, a fun game. Small, but a lot better than most of the small games on the app store.
Simple, but good music and funny art it makes a fun game.
I would have liked a fast forward button to skip to the choices on my subsequent runs, but a superb game all around.
Fun, a little hard and it took me a while to get that you changed the direction of growth with the mouse, not just while clicking you grew, otherwise you shrunk. Quite interesting though.
It is buggy, but still pretty fun. I wish when you did the grapple, either your mouse froze, the animation was quicker, or shot where your mouse was after you clicked, because many times I clicked and moved my mouse away, only to then throw my grapple into a death block.
Needed some sort of clearer tutorial and better FPS, but was very pretty. I liked the concept even if I couldn't understand what was going on.
Nice atmosphere, and a nice probability strategy game, but it would be nice to know where the monsters could see me.
Fun, but I would have enjoyed multiple endings.
Amazing. Best and most creative game I've played yet.
The game is pretty bare bones, but I enjoyed it all the same. I think it needs a little more variety.
Figuring out how to solve levels was fun, but I didn't read the description in time and spent a while on level 6 :P More puzzles would of course be nice.
Really fun, would have been nice to let the player know how to restart.
I thought the game was ok, but I loved a lot of things in the game. I think if you spent more time adding things and polishing this you could have a really great game, but it would take more than 48 hours.
Great job with the multiplayer aspect, and I think the different forms were pretty well balanced, with the square guy being the least used. The arena was completely empty, so some background changes to give sense of position would be nice, and perhaps walls. Maybe make the falling squares stay as walls. Despite that it was a pretty fun game.
Fun, but the lack of health regen made it too hard, as I didn't find any check points. My only other complaint is the story, which was not over the top enough. For a game about punching dinosaurs flipping across the screen, the story didn't seem the right levels of ridiculous. Maybe if Cycle was actually a dinosaur trying to save his kind from extinction, or maybe add robots. Needed to be more crazy. Great Job.
I liked the game, but the ability to just run through levels without shooting anything made it a little pointless.
I think if you moved faster this would be better, but it is a nice maze game.
I got 90592. A fun, albeit simple, game. I like the sheep jumping.
Not really my type of game, but good job.
The collisions were a bit off, and I'm not one for endless runners, but I enjoyed it all the same.
Funny and a bit too hard, an enjoyable game but I wasn't a huge fan. Smaller puzzles that took less time to redo would have been nice.
Took me a while to figure everything out, but I loved it once I did.
A cool little simulation. Got way cooler when I realized I could zoom and rotate the camera in 3D.
@Sixteen you need to use all available figures, including the lines. I meant to add messages to tell people why they didn't pass a level but forgot.
A fun game, I wish the conveyor belts were faster and you could switch forms faster, but still one of the better games I've played.
A fun game, didn't feel like an unfinished game. Good job!
A good start, I felt the robot was a little slippery to control. The levels were fine, but some of the walls looked too much like background. I felt the whole game was a little fast, the enemy fire rate and the robots, and the game would be more fun a little slower. Still fun in its current state.
The first stealth game I've seen, and I liked it. My main problem is how slippery the character was, which combined with the jumping made it almost impossible to beat the first level with jumping.
Neat, but a bit hard. I'm not sure what I can suggest for you, as it was a solid, well polished game. I think it would be cool if each shape behaved a little differently, but that might not work. Good job!
I think the phase changing could be faster and some collisions were glytchy, but a nice game none the less.
I missed that space made the shapes collide instantly, which would have been nice to know, but I still thought the game was great. Very creative, and while it started with me thinking it was boring and dull, towards the end I was totally panicking over making the shapes match. Great job!
A fun little game, but I think it needs more mechanics and harder levels. Also the voices were really funny/weird.
I couldn't beat the story, I died after unlocking the octagon thing, but the game was fun. I think it was a fun enough mechanic it could have been put to better use in levels with layout and obstacles, but in 48 it was still a solid game.
I liked the face showing you what shape you were, but I thought it was too big and covered up too much.
I found the game fun, but the divided rooms instead of a moving camera and the slowness of the character made some parts a chore.
Liked how the game looked, but shmups aren't really my thing. I thought it got hectic too quickly and the boss was too hard, but these are my complaints with all shmups so I am biased there. A pretty fun game from the parts I played ( up to the first boss).
I wish there was more to it than just building a cool ship and flying it around, but as far as just building a cool ship and flying it around goes this was pretty fun.
A very fun game, but a bit too fast for me. I think if you slowed it down a little then accelerated it that would make it easier to get in to.
I didn't like the larger shapes that required w key presses at a time to reach, but I thought the game was well polished and really fun, if a bit hard. My best score was 22.
A neat game, I felt it needed a bit more variety, but I feel that way about a lot of games made in 48 hours.
I couldn't beat the (I think) last level, but a nice puzzle game.
I really liked the idea, but I don't think it worked out quite right. I encourage you to do more with it.
The floating platforms and the stationary camera didn't mix well, but I did like the camera style. I thought the controls were too floaty for a game with issues on seeing things. Overall a neat and rather fun game.
I liked the game, my thoughts are that I think a monster would have added some suspense and the top of the walls looked pretty bland. I liked the application of the theme.
The mechanics of the game were solid, with bouncing and attractors/repulsors, but I found I could beat a lot of levels just by pointing the walls toward the finish and blocking off the sides. I feel the game would be better if the walls were held constant and you moved the other things, but I can't be sure. Regardless, a very polished game.
I liked the idea of the changing how gabe did based on how well you were doing, but I thought there were too many incoming pellets at a time.
A simple game, but I loved flying into the air and then crushing zombies.
Would have liked to see this expanded further.
Creative to make a room with minigames in it, but you need more minigames.
You should have opened judging for innovation, you would have gotten good marks from me. I thought the control scheme was pretty bad though, A, D, and Space just wasn't very fluid, and the game would be hard enough without invisible spikes. As mentioned by others a quicker restart would make this game a lot better.
I felt it was too easy to get cornered, especially when trying to get ammo from the crate, but it a fun game none the less.
I thought it was a little fast, but the pressure made it more fun at parts. Aiming was a little tricky, I would recommend letting the player aim with the mouse. Overall I thought it was a fun game. I got a score of 53.
Each time I played I got stuck with 2-3 floors without any increase in money, just fluctuating between 500 and 2000, not enough to do anything.
I thought the repetitive sounds were annoying, but the game was pretty fun, if a bit clunky and needing polish. Hard to blame a game for lacking polish in 48hrs though.
Best game I've played yet, but I have a few comments. The pink lady seems pretty bad to me, I didn't see why anyone would pick her with the others available. I also thought resetting health after a loop would make it more fun, as I was always disappointed I died early and didn't get to go as far as I'd liked. The high-score nature of the game seems to rule out checkpoints, but maybe give the ability to start after a certain number of loops.
I love the aiming mechanic in a roguelike, but I couldn't always tell why I died. Seemed I died at 90 health sometimes, other times 80. Also, it seemed taking turns could have been sped up, the bullets moved pretty slow. Still enjoyed the game and think if you polished it up and added more it could be really good.
Some books fell and made it impossible to collect the last 3 gold coins, but beyond that it was a pretty fun game.
The fatness meter was a cool mechanic, but I don't think you did all you could with it. Also, why were there 4 cheeses but three lives?
Pretty fun. I liked how hectic it was, but sometimes it wasn't clear what I should be doing. Also, you don't have enough time, but I'm not sure if that's a problem or just accurate.
I couldn't run it either. Same error as others.
Shockingly fun. At first I thought the idea was kind of stupid but that was a blast. I liked the changing of the room after each wave. I think using 1-3 to choose colors was pretty clunky, I would recommend using the scroll wheel or maybe right click to cycle through colors.
I really enjoyed this game. The time pressure, the fear in waiting as the counter neared 100% and I had to wait for a piston. The tutorial was funny, but either you didn't have time to finish it or I broke it because it stopped after I automated one button and it wouldn't let me leave. I couldn't tell what the dumbbell shaped things did either. Still a fun game.
Great idea! But you really should get more visibility to this, playing with more people is fun with this sort of thing. Finding the right place to put things was hard, and I placed a food right behind the dude several times. It hurt. Fun times.
I couldn't get it to work on WinAPE or retrovm. Looks cool though, I'll get back to this later and see if I can make it work.
I got it to work! I thought the command was just `zilogevr.bas`, didn't read until the part that said `run “zilogevr.bas”`. Whoops. Loved the game, and loved the idea. I felt the levels were a little too long, and it might have benefited from decreasing the size of the meter (both to win and lose.) Now how much innovation do I give a game running on a 30 year old machine??? :p
I had fun with this. #2 on the leaderboard, not to flex... Didn't figure out you could bite things until the end of my second run, at which point I tried to eat a shark but it was better at eating. Then I tried to level up enough to eat a shark, but it ate me that time too. Had a lot of fun. This could really do with some expansions into a full game. Great work.
@Jimbly I don't think so. It was nice as just exploration, and really fearing the different enemies, but I think the biting did add to the game. There were merits to not biting that I think are worth exploring more, though. I know others have suggested making sharks earlier, but you might also consider making all the enemies harder, so biting isn't something you all the time, at least initially. The big plus to the biting was the sense of progression for leveling up, and the different strategies to attack the other animals. I don't think you want to lose that. Not sure if you can fit in into the level generation, but having upgrades guarded by extra hard enemies would be neat.
Cute game! I think the cat was a little too fast, as responding to obstacles in time was pretty hard if they required changing tools. I think adding a way to cycle tools without clicking, like scrolling or hotkeys, would really help the game. And, of course, more tools and obstacles would be needed if you were expanding this to a full game. Nice work. I enjoyed it.
Great game! Full mechanics and neat puzzles. I wish there was a little spin up time on the fans so I could prepare to use the cover ability.
Loved the spooky train. Wish the game was longer. Wonderful atmosphere, good sound cues. Loved the idea of keeping shoes tied as a mechanic. Great work.
Absolutely delightful. The upgrades didn't really seem needed besides the extra lives, but I had lots of fun saving my precious mouse friend. Great work.
@fiakaiera The sounds were added in the very last stretch, so I didn't have time to balance them. Definitely needed doing. I didn't like the look of the floor plan of the ship, which is why I covered it up with an actual spaceship. Also, I wanted the spaceship to have meters on parts of it that acted as further indicators of fuel/ armour/ammo and the such. ( also pertaining to @jimbly ) Just an idea that didn't pan out.
@whitefox The inspecting the crew didn't go as deep as I wanted, but the dialogue they give does indicate some things. They have different comments depending on morale and the hidden "evilness" stat. I think they're still nice just to keep the game feeling a little more lively. Also, I love idea of images in the background of the intro. It was tossed together pretty quickly just to give some context to what the crew were saying.
@bereg @bigquacko I wasn't planning on the FTL comparison initially. I only realized I was making a game like FTL after a few hours. Kind of disappointing as I was really pleased with my originality. It was actually more inspired by a text based game I made years and years when I first started learning to code. That and Infinite Ryvius.
I appreciate the comparison, though. It's a good game :)
@mickm No reason to interact with people besides thoughts, but the thoughts do have some meaning, as I explained above. Good idea on the tutorial page, though. I do think it's fun to piece together interactions, but not everyone does, and putting the time in isn't something everyone feels like doing.
@javasaurus I'm glad you like it! That's exactly the sort of thing I was going for. Even though that sort of game is actually before my time.
@renrith Balancing the speed/magnitude of the actions was the last thing on the list, and the list got a little truncated with a few hours to go. Definitely needs to be improved on. Could you elaborate on the art? I'm not an artist by any means, but I ended up putting a bunch of effort into making the art look good. I knew not much was going to be going on movement wise, and I still wanted to keep the player engaged visually. I'm really curious where I need to improve most.
@finn-truman Color-coding the console is a great idea! Never even crossed my mind, but that is exactly what is called for. I disagree with the assessment of Hull/Armour, although I may not have explained it well game. (Really, I know for a fact I didn't.) Armour is the stat that you can control, repair, and it changes up and down a fair amount. Hull was intended to be a slowly decreasing stat that served as a kind of ticking clock, encouraging you to keep up the pace to the safehaven, although you can keep it high up if you manage the Armour right. It might not have played out quite how I intended, but I think that having them separate adds a neat dynamic.
@mikouaji Thank You! When I get back to this I'm going to make much more detail into the tooltips, and make sure that the controls are more clearly explained to the player.
@renrith Thanks for the update. I get what you're saying now, and I agree.
@kevin-prehn Yeah, I really liked the sounds I came up with. Can't argue with the people saying they're a little too loud, though.
@baby-dino-herd Tooltips were the last think I made, so they're a little light. Between the tooltips for the resources and the ones for the actions you can get close to a full picture, though.
@blobo Glad you had fun. I worked hard to make sure the game had no WIP graphics.
Explanations seemed clear, but I already knew how it all worked. Not super fun, but it was charming and educational. Not exactly sure how you expand it, but I'm not sure it needs to be expanded. I didn't see any flaws with the logic, so I rate the game "True".
I liked the puzzle of figuring out where everything went, and felt the modeling really made it easier or more fun to identify things. Pretty complete for a compo game. I wish the little dude had some funny movement animations. I'm not sure this expands to a full game, but I do think the idea could make its way into a larger game. Funny. The mouth on the engine was particularly neat.
Really well done. Small, but a very satisfying and complete experience. The sfx + particles + screenshake made the impacts feel really nice. Great work.
Fun to see the changing pig sprites. I like pixel art that stays at the same scale, and moves in discrete chunks, so I would change how the player and pig moved, and how the apples above the player were drawn, but that is just my own taste. I wish I got to see the pig become a dinner.
Fun concept, but I wish there were more levels. Add a few levels + mechanics and this is a pretty good mobile game. Good job.
Fun game. I liked the sfx, and controlling the plant was really fun. Felt a little too precise at times for how it played. Solid and complete.
Fun little platformer. Graphics could be tidied up a bit, and the controls were too floaty for my taste, but well done. Good enough that I took the time to beat it.
I agree with others that that the controls could use some reworking, as well as the communication to the player as to what is going on. Nice visuals. It sounds good, but the sounds don't sound like what they indicate. I only got level 10...
Great visuals. Really like the floaty abstract look and the glytchy text. The gameplay doesn't really work for me. It's pretty slow, and the committing to actions is annoying. A little too random, as well. Still an impressive game. Graphics are an easy 5.
Finally a pro-pineapple game. Really funny, nice visuals. Music reminded me of Doom. The combat wasn't super fun, but it worked well enough. Good job.
Liked the digging around to chase people, but the controls were a little unclear. I'd suggest speeding the game up, and putting a little icon where you clicked to let the player know where they're heading. Not a full game, but that's how these things go.
I feel like this had a lot more potential for neat puzzles if you just had a little more time. I'd encourage you to keep building on it.
Great job. I got really in to it and got mad when a risky job I took cost me the game. The nonogram game seemed too hard for the time allotted, but they're one of the puzzles I haven't done much before. Loved the style and humor.
The control scheme could do with some touching up, but I like the concept. I'm a big sucker for this sort of game. I think the other thing that needs to improve is the level design. A few of the levels, particularly the large one at the end, you just built stuff to guide the little KID. In these cases, there isn't really a point to controlling the drone, as you're really just building things without any care for the timing and dynamic abilities that controlling a drone gives you. Future levels should have things that need to happen after the little robot gets going, so you don't just watch a drone place things for a minute or so. Good work.
Amusing game. I like the "it" being a cult. As always with LD games, it lacked a certain amount of depth.
Oh man! Real shame you didn't get the level pack out in time, the game didn't really click without it. I think you should put in some more work on this! Maybe some fireproof floors or something like that. Neat little concept.
Reminds me of Please, Don't touch anything. Neat to try and figure everything out. The lack of tutorial was a little rough, but also was the whole fun of the game. Maybe make a small initial puzzle just so players don't think everything is futile from the start. I was looking away from the first clue the first few times, so it took me a while to get invested.
Never managed to beat it. My right/left for my mouse just aren't tuned right. All these first person games where to interact with the right item you use the left button... Too hard for me, but others seem to be getting it. Gameplay loop seems nice even if I didn't get it. Good presentation regardless.
There are a couple decisions here that hold it back, I think. The keys didn't need to move, and the hearts didn't need to be quite so small. Other than that, it has the twitchy gameplay you went for and some neat levels. Good work. I like how the title reflects multiple gameplay elements.
All the animations felt nice and juicy. Difficulty spiked a little much, but I like the variety in enemies.
Ran fine for me. Fun little game. At first I thought that there were too many enemies, but I got the hang of it. Wish there was a scoreboard so I could see how I did/
I like the raiding gameplay, it's a fun idea. The game was a bit glytchy, though. Not too bad.
Nice little game. I wasn't very good at it, though. I just wish my bullets would catch up to the monsters...
Tobias needs to look where he's going. I managed to beat it, but I'm not sure how my keyboard felt about it. Fun little game, would do better with some goofy sfx.
Super fun. Relaxing. Great music, pretty plants. Exploring to find new plants was great. Absolutely loved it. But... I nearly quit after my first few runs because I didn't understand the game. To clarify for the next person: plant on resources.
I liked the mechanic of the flash. Nice visuals and sound. Charging the stations was a little slow, and made me feel like there could be a more interesting way to do that. Maybe a little minigame? A lot to ask in 48 hours. Camera jolted a few times, but that's not a big deal. Nice work.
Loved it! Lots of things worked really well for this. I thought for the first level this was going to be another entry that didn't have time to render the health bar, but there wasn't one. It was all about the baby, which worked really well.
The pixel art was fun, the sounds felt nice and thwacky, the story was nice, not over done. There was a moment when I was whacking the crap out of a dozen dogs and guards all hidden behind a bunch of trees I couldn't see anything, then the baby went sailing above the trees, peppered with arrows, where I could finally see him, run under him, catch him, and finish off the enemies. Absolutely brilliant. I started feeling the baby was just as much a hero as my main character. They made it through a lot.
As for issues, nothing major. There were some graphical glytches in the trees, mostly to the top right I think, where they'd flicker a bit. Not a big deal. The character looked a little blurry when running sometimes.
Loved it. 10/10, would whack bad guys for a baby again.
Edit: Forgot to add, knocking three times to end a section felt really nice. Set the mood really well with a really simple action. Inspired.
What I appreciate most in this game is the balancing. As the game went on, more enemies showed up, but never so many that I got really overwhelmed. I think a little less health for the generator wouldn't be amiss, but I also know that with the game being relatively slow pace, you really don't want to make the player restart. Nothing too original in the concept, but fun enough that I played until the end. Good work.
Pretty fun. I think the field could be a bit bigger, as I wanted to get some of the cooler Conway's structures in. I liked the added rules on top of Conway's, so if you feel like revisiting the project I'd suggest making the fruit rules have a little more depth.
Too hard for me, but I liked the chat. Made me really hate my team. Good job.
Fun. The doors were a bit annoying at times. I would have liked a little more depth, if that can be asked of a Pico-8 game, but the art was great.
Funny, the enemies were neat. I liked the juggling you had to do between stomping bugs and making sure the birds weren't aimed at the egg. To improve it, I think you just need a few more levels + enemy types. Nice work.
Lots of fun. I've never seen mouse on a Pico-8 game before. The idea of the rhythm game/bullet hell cross is pretty neat. I'd love to see it make its way to a full game.
The controls were a bit wonky, so I just pointed SARA away from the camera and used only WASD. Took me a couple tries. Pretty cute.
I didn't quite figure out what was going on, but the colors were nice and the atmosphere spooky. Would be a little better with haunting music.
Fun adventure. The dialog was witty and the art was nice, but I felt there were too few random events. My last few runs before I ran I found nothing new for me to do. I was interested enough in the game to retry through that, though.
Love the management. Fun, stressful, without feeling tedious or annoying. It's really hard, though. I'm not sure I ever made it a third of the way through. If you run out of ammo during a conflict it's pretty much game over, which would be fine if you could aim and shoot, or if there wasn't any chance of getting three enemies at once while I'm recharging my battery. Nice work, though. I had a lot of fun.
@supergamersgames Yes I do. Lots of ways to implement it, too. Maybe you can charge it up to absorb one hit. Or it could just be a passive thing, where it made you invincible while plugged in. That would allow for some fun quick changes in firefights. Maybe you always have a shield, but when plugged in it could move the direction it was blocking. Might require a little change in how the enemies shoot, though, as currently all the shots come from a pretty narrow angle, so the shield would have to be irritatingly small to not be overpowered.
I was actually thinking about this game again, as I really liked it, and was wondering if you had considered adding a second battery. Not sure how it works with the number of items going on now, or in future versions, but it would give a little wiggle room for the player. Maybe the gimmick for a level 2?
Nice game! I liked the graphics, and I really liked the sound-driven exploration. That could really be expanded on in future projects. Good stuff. The celebratory noises don't stop when you restart the game, so they kept cheering over the message about the death of the earth. A complete non-issue, but I thought it was funny.
Day 15! I love grocery stores as settings. Building paths for a tower defense is fun, and I like that your decisions are permanent. I think the game would be better suited to levels, with an increasing armory and changing initial layouts. Well done as is.
I really like what you did here, but as is it feels pretty lacking. The issue is mostly, I think, in presentation. You're modelling a bunch of animals, their reproduction, feeding, decomposing, and same for all the plants, but as a viewer I can't see that. I think if you added a lot more sprites, indications of the ages of plants and animals, showed what actions had just happened (feeding, growing, death, birth), and had tooltips show up when you hovered over a plant or animal with fun information, the game would be way more engaging. All the information, from what I can tell, is already in the model. All that needs to happen is a nice way to tell the player what the game is already doing. Nice work, regardless, I had fun toying around with it.
Brilliant concept. I really loved it. A few major issues for me, though. The controls are pretty weak, as the mouse isn't locked in place, so it obstructs the view of the game and gets stuck on the window. I missed a couple balls just because I couldn't move my mouse far enough. Secondly, the collision detection wasn't perfect. There were a few times where the ball just phased right through my paddles, particularly corners. Loved all the different stages, I wish there were more.
Gameplay was too slow to have such limited lives. I can't knock the authenticity of the NES idea, I guess. Great graphics, fun puzzles with the trowing mechanic. Love the idea of making a game for an emulator in the LD.
So I talked to the first station, went to go kill some pirates, got distracted and visited the furthed up station, couldn't interact with it but did managed to travel entirely through it, returned to the orignal to have the dude not pay me, decided to pay the farthest down station a visit, he asked for way too much cargo, so I decided to explore the corners of the map. I hit bottom right, bottom left, then took a detour offscreen on my way to top left and crashed. (HTML)
Gameplay was pretty basic, but honestly, telling the player where the stations were was a brilliant idea. It felt really good to explore, knowing that something was out there. I think the best thing to do with the game is to lean into that. Have the stations sell maps, and have there be little unmarked outposts with shops and loot, maybe just cool looking nebulas. I don't know what all you could do, or want to do, but that's where I'd go.
I had a lot of fun with this one, just because it kind of let me do whatever I wanted. Nice work.
Brilliant. Loved it. Honestly not much I can say that you probably don't know. I would like a chunkier sounding gun with a little more feedback. The monsters were super evil looking so it was a little same to hit them with little "pew"s. I didn't realize that the feeding and playing were minigames the first couple tries, so I think it would be nice if you added that to the tutorial, or at least made it visually clear that you needed to input something extra.
Nice work.
Loved the fast music, really set the tone. Neat game, well executed. I think there could have been more interesting obstacles, but the ones used worked just fine.
Fun game. Took me a couple tries to get the hang of it. The spawners seems artistically out of place, but good job overall.
Solid idea, needs a lot of polish. Controls, as others said, could do with improvements. Tutorials are also nice, but lots of LD games miss them and put them in the description. Read up on the rating system if you want more votes! Rate other people's stuff and you'll get more ratings. Leaving good feedback also helps. Make sure you participate in the community! You currently have more ratings than you've given, which is better than most people. You can learn a lot from what people have done. All the compo entries have source code, so its' worth checking them out. Lots of people use the same software as you, and it's really useful to check out how they made their games.
Lots of fun. Loved the idea and the visuals. Started chanting the allergies I knew I had just to keep track of them. Great job, even without music.
Got stuck on level 13... Fun concept, forcing people to optimize their path, but a little too tightly timed on a few levels. Charming graphics.
Fun multi-tasking minigame. I like that not all items matter at once because of the disease system. A leg up on some other games in this vein I've played. Like the style. Ending with a crash wasn't ideal, but I see the appeal. Maybe set something up where it fakes a crash, then gives you a reset screen.
Pretty fun. I didn't manage to beat it my first try... Abilities were all useful and unique. Art style was nice. The tutorial was massive wall of text, but for the LD that's above average.
Regardless of simplicity, about half of participants don't turn anything in, so file it as a win. I think the game would have benefited from a surrounding forest, instead of flat ground. Would have improved the mood, I think. On a technical note, I think you need some subtle light aiming upwards, to keep the apples on the bottoms of trees a little more visible. Congrats on submission!
I feel knowing about the issues people talk about! I liked what I got, though, despite the shortcomings. Kind of a clicker-game like thing, but with a crafting element. Doesn't sound great when I put it like that, but I really enjoyed it. Like Factorio except with the complexity dialed back a bunch. I thought the monster was going to eat me at the end, so him just dying was kind of a relief. Felt like I won, in a weird way. Nice work.
Nice pixel art! I liked the enemies being snails, as snails are both evil and pretty cool. I think it would be well served being a little more forgiving to the player. Instead of instant death, have the snails munch away at a healthbar for the plant. The game is a little bare bones at this point, so there are a lot of ways to go with it. Well done, even if its a little limited in scope right now.
I got a 185. Reminds me of my all time favorite highscore game Mr. Oops! Music was nice. Penguin could look penguinier. Difficulty scaling seemed a little harsh.
I made it to day 4. The collisions weren't always clear for the paths. A side of effect of the art style, which was otherwise nice.
I love the idea of converting the enemies into allies, but I couldn't get it work consistently. I liked the artstyle, but it was a little too red. Very nice regardless. The health meters stood out a little.
Good concept, could use a little expanding. A tutorial or better indication as to when converting works would do wonders.
The graphics were hard to get used to, but I actually came to enjoy them. Game was great at inducing panic, but I think some music changes and audio cues could take that even farther. The shorter time limits didn't seem possible, but I didn't try them much. Regular was pretty fun, got to level 10.
Accidently started on the wrong day and spoiled the ending for myself. Might want to make sure that doesn't happen. I really liked the story, though, and the fact that "Keep it Alive" wasn't really the goal, just the story.
Make sure to put a link to this page on itch! I had to get here by typing in your username to the LD website. (I got to the itch page from a random recommendation.)
Well, all my comments have really been said before, and fixed in the post-comp. Good job!
Art style was nice, but the collisions didn't feel like they matched the images being displayed. As others have said, it needs a bit of fine tuning in how you go up and down, and how speed gain/loss works. It isn't in the right place right now, but mechanics themselves are pretty solid, minus the moonshark. Good work.
As commented already, it needs some rebalancing and no more anti-aliasing. I won't cover what you've already been told.
A solid idea, and I like the spells using the flame. A creative risk/reward mechanic. I think the controls could definitely use some reworking, though. These sorts of games generally follow Arrow Keys + ZXC, and I think it works pretty well. Don't fix what ain't broken, and all that. More of a preference thing, but still worth considering. Games that have small screens and big levels like this I think need interesting backgrounds, so you really feel like you've reached new places.
Nice work.
If those scoreboards are online I made the front page! Fun. I like the effects on the incoming events. I spent the early game just scrolling and deflecting everything, then in the late game I had no idea what to do. Not sure how much of that is my skill vs. the mechanics of the game.
I liked the subtle indication of how close to the limit you were, and the swatting of bugs was very satisfying. I was going to post my highscore, but the game didn't tell me what it was. I had some fun with it.
Great mood. Fun to look around the city. The best part was seeing the collapsed trains as you rode by on a different one. If you expand on the idea I would say focus on that feeling of slow collapse. Maybe make the buildings crumble too. I'm also always a fan of skyscrapers, so I'd also make some much bigger buildings that tower over the rails.
As stated above, your entry didn't follow the rules, which is a bit of a shame because it was pretty nice. I tried to rate it fairly anyways, but maybe see if you can switch it to the jam. Nice work all the same.
Nice little management game. I got a little irritated by my lack of agency when trying to fix two things at once. Maybe make a way to speed up the meters recharging, like clicking rapidly. Art was nice, although the perspective didn't entirely make sense.
I appreciate the tutorial, not everyone gets one in. I really like the idea of taking the hits to save the VIP, and the different shots doing different things. As is, the endless level wasn't much fun. The bullets were too random, infrequent, and too many healed the VIP, so it didn't feel like you needed to do anything. All the gameplay elements are there to really improve it, though. I think you need to have the bullets spawn just off screen, and angled at the VIP, or very close. Make it much more likely that they are circles that can damage the VIP.
Also, maybe add a third type of shape that also damages the VIP, so there is a little more switching shapes.
The ideas are solid, and most of the execution is pretty good. Keep it up.
The bars didn't seem to give me much wiggle room, and all kind off drifted towards death. Didn't have much time to work with the minigames at all.
I like exploring galaxies in any game. Managing the ships was neat, but a little tedious. Maybe a time multiplier would be nice? Fun visuals.
I didn't really enjoy it too much, but you nailed what you were going for. The dude was cute and I didn't want him to die.
The levels sometimes screwed me over, which was pretty irritating, and not in a fun way. It had it's moments, though. Nice work.
Fun idea, but controlling the cup just didn't work well. It would tip to the right even when the face was on the left. Didn't seem balanced. And there is no way to re-level the cup after it starts to tip, which is pretty lame. I had better luck turning the cup upside down and holding the face on the bottom of the cup instead. But that only worked for a short while until I ran out of time outside the cup. I managed to extend it a little by using the pickups, but not by much. I also measured my success by time, instead of score, because raising the score was super hard. Not sure I managed to ever get a 2. The idea of the game is good, the powerups and obstacles seem fun, but the cup was just too hard to use properly.
Neat little twin-stick nazi zombies like thing. I liked the setting and the piles of zombies I created, but Floaty was a little dumb... I think the game would do better with some way to move him around so he wouldn't get in front of the zombies. Nice work, though. I had fun.
Yeah the 10 second timer didn't work well, so wise choice to just skip it lol. Thats the way of things. Platforming was off on my machine, where hitting the bottom of blocks didn't behave right, but the graphics were nice and the fire felt satisfying. Nice work.
@ziobob Oh man I totally forgot to remove some debugging code! Thanks for the reminder. I'll work that out.
Edit: This is fixed now.
@linwenhao The last level you have repeats until you die. Can get a little repetitive without the constant change-ups of the early game, but I think I like the style more than cutting the game short somehow. I thought about a life system but decided against it.
@mdotedot I was going to but then instead of making music I didn't. Not in my skill set.
@cogcomp Haven't run in to any yet, which surprised me. I was expecting way more like this. Could you link me to some of the games you've played in this vein?
@Jag Nice score. My current best is barely better, 258.55. Used to be less, but @ziobob beat me and I can't have that. I made the game!
@davidtheginger All things that could be better, I agree.
@twowolf Lives indicator is a request I've gotten. Noted.
@nardandas Yeah I think that one is the hardest, but balancing something measured in fractions of a second got annoying so I decided it wasn't too bad if there was a minigame harder than the others. Makes the others more relaxing, call it a feature.
@ideaspersecond Games you die in don't come back. You just did really well on your last game.
@trouv Nice score! My best is only 269.23...
Balancing wasn't easy, but I agree (mostly) with what you say. Since you expressed mild interest in it, here's some of the balancing issues that came up. (You can ignore all of this, a bit of a ramble)
The Grid had to address the following issues: 1. Can't send impossible waves 2. Can't feel tedious
When I set it up so that it always gave you enough time to reach the safe spot, sometimes the safe spot was on the other side of the board and it felt tedious to walk over. Just pressing the up arrow key for two seconds isn't a good fit for the game. To fix this, I make it so that there is always a gap in the wave within the same quadrant of the grid as the player. I also adjust the time based on the size of the wave being sent, so that the player has various sizes of dodges they have to make. Increasing difficulty decreases the time between waves, but it can't go too low or it becomes impossible, so it actually just decreases a margin on top of a calculated minimum time for the player on each wave. Adjusting that got fiddly, and I kinda gave up once I found something that didn't make me mad. The odd rhythm of the small waves is a side effect of them being easier to dodge. It was a hard line to walk between giving enough time and not feeling like you were just waiting for the bullet to fire. I ended up a little surprised at how much work I had to put into the algorithm to get it to feel even this good, and I know it could be way better.
The spinning bars was tough because there were a lot of variables to choose from. Spin speed, Diameter, Velocity, Number of Bars, and even how much the ricochet angle changes when they bounce. When they spun too fast it was impossible to pull off the weaving between bars that made it fun, when they got too long they would just box in the player, and adjusting velocity was difficult because half the bar is going way faster and feels impossible to dodge, and half is going the other direction and feels too slow. Some of the slowness I think you're feeling is probably due to the fact that it always starts with just one bar. I couldn't think of any other way. Starting with all of them all at once was just too hard to track, so I just slowly increased with difficulty the rate at which they spawned. They do get a bit faster, spin a bit more, and grow a little longer over time, but I made sure that was pretty mild because it got too much really quick. I wish I had marked the center point of the lines so the bounces were easier to predict, but I think this is actually my favorite of the minigames.
The explosion one was pretty easy to balance. I chose a fixed time for the circles to explode, and just had difficulty control making more of them at a faster rate. The only clever choice here was to make sure that one always was placed within a certain radius of the player, so that the player always has to be on the move. That mechanism didn't feel as good on the grid, and I couldn't figure out how to get it to work on the spinning bars, but it does a lot for this one.
I appreciate the detailed feedback, and the excuse to write up what is basically a devlog.
That was fun. Nice mood. Figured out I could use my plants to skip parts of the platforming, which I really enjoyed. If you expand on the concept I think that would be a cool thing to focus on. Re-doing the platforming was a bit tedious to gather a nice stash of seeds, so the skip was nice. Great mood. Wish I could I have adjusted mouse sensitivity.
Oh man this one made me mad. Fun idea, I like allocating resources, but 10 seconds was just not enough time for me. Scrambling all the time, never making it, the resources kept moving when I didn't want them to. Mad. I'm not sure if that's just me or if the game is just not balanced the way it should be. Personal taste it a thing, and so is poor balance when making a game in 48 hours. The one thing I can say for sure (I think) is that some visual reminder of what everything needed to survive and build. My best score was 4500. I think I like the game, but with like 30 seconds per turn I know I'd like it way more. Great concept, looks nice, and the game was fun when it wasn't going way to fast for me. Good job.
Well polished. Wish I could get a rating for each of my pancakes. And I wish I could spill the batter. I had fun. Nice job.
I liked it. Felt strange that throwing a gun did more damage than shooting it, but I guess for balance it works out. The time limit was a cool mechanic but I didn't feel like you used it enough. Nice work. Art was cool.
I can't rate your game :( I liked being a sheep. Nice twist.
10 Seconds felt a bit short for the fire rate of the towers. I would have liked a faster fire rate and an easier to climb tower, but its highscore so difficulty is kinda part of it. Interesting idea. Nice work.
Highscore of 154. Juicy. Really nice work. I'm impressed.
Really creative and fun. I don't the levels showed all that could be done with the mechanics, but thats a pretty good complaint for a game jam.
Nice music and art, and game controlled well, but the levels seemed to mainly involve waiting. I think you should have leaned into the panic of reaching a platform or maybe the puzzle elements. Nice work, though.
I had fun. Monkey brain liked setting off massive explosions. Got to ~1800.
I agree with all the feedback given. Bullets and dogfights felt a little off. Personally I felt that dying when I hit the planet was a little harsh too, but maybe I'm just an idiot. Nice work.
Nice work. Kinda nice to experiment and figure out how things work. I became rich. Washing the dishes after bringing them back seemed a little excessive, especially because the dishwashers were my cooks.
Clearly not a finished project, but your systems all work. Looked good, and didn't find any issues. Some transitions would be nice, and some arcadey music.
Funny. I wish I got to see the aliens.
I concur with a lot of the commentary above. Lives are little harsh, and the game is difficult. Nothing wrong with being difficult, but the level design did irk me. Some of the levels were easy to clear with over seconds to spare, and some I'd fail all three lives at just pixels away from victory. Framing this as a high-score game seems weird to me. I'd say it would be more fun as a straight platformer, with each level on a 10 second timer. The high score thing didn't seem to mesh well with the level-based design. Maybe organize the levels into worlds, three lives per world? I enjoyed the gameplay, sound, and the look of the game, but the framing felt like it needed work. Nice work.
Yeah, no itch.io link, but I got the download link working. Nice work.
The howling was cool, and I beat it once, but the second time it seemed like I outran the monster too much, and I just wandered around looking for the door and couldn't find it. Could do with more consistent games. Nice work.
Red squares were a bit of a pace-killer but the game was nice. Pacing in general would have been nice to speed up.
Jumping felt a little odd, like the placing of the jumps was just a little off. Second level was really fun, and the pixel art was all nicely done. Nice work.
Crazy good. Beat the whole thing. Nailed it. Only issue is that it wasn't clear at a glance if there was a hotdog bun on a plate or not. Could have been clearer.
I was entertained, but the steering levers didn't work for me so I was at the whims of the drifting. I wish I was in this timeline...
I got to 28 hearts. Reading the dialogue fast was neat. Some of the lines didn't make sense.
Just played a similar game. Check out [this](https://ldjam.com/events/ludum-dare/51/no-time-for-love)
Funny, but hard to tell if what I was doing was right. Some more platforming would have been nice, as well as more guidance. Great work though, I had fun. Art was nice too.
Beat the boss. Had fun. Wish the controls felt a little tighter. Also, HUD was a little messed up on a 21:9 monitor, but that true for lots of games. Nice work.
Really fun, but a little chaotic. I think more predictable 1-ups would be nice, or less knock back just so the game was easier to track.
I reached 61528, but the density of the arrows just went through the roof and I couldn't keep up. I think 180 bpm is the mark. Felt a little sudden for a difficulty spike, but I'm not a rhythm guy. Didn't like the feeling of when the arrows could be pressed. I think that something that says how you did compared to the ideal timing would be nice after each button press. Despite that, I had fun, the music was nice, and the game looked nice.
The Pac-Man with a timer is a good idea. I had fun. Wish the walls weren't so sticky.
Art was nice and I liked characters, but music isn't my thing. Only solved two puzzles...
I got a 3374. Some of the later times seemed impossible. Good work.
Great atmosphere, storm/rain noises sold it. I found that the lightning ended up being the most helpful. Big fan. A single shark fin and it would have been horror.
Nice concept. Wasn't sure what the yellow stuff was supposed to be, and it would have been nice if it was easier to thread the needle with the boxes. Funny baby voice lines good.
Timer seemed like it shouldn't be there, but that was a nice simple game.
Great art, funny mouse. I liked the feeling of being an old wizard up to magic shenanigans way past the age when he should be doing magic shenanigans. Concept isn't entirely original, but I liked the way you made using the upgrades together work. No checkpoints was brutal and I gave up after few attempts at the last shadow section (pre-update version). Having a hard unintuitive section happen over a pit that resets the game was just too much. Then I tried the post-jam version, and I'm not sure you understood the issue entirely. As a puzzle game, it wasn't fun to restart the level at all. I already knew how to do it, and doing it was simple and not fun after I had the fun of solving it. Even adding checkpoints, I still struggled enough on the last section that I had to restart the level several times. Never managed to beat it. While I'm complaining, the stun spell really didn't do much once I realized that after the teleport I could just walk through enemies. Not a big issue, just something to comment on. This is now probably the longest comment I've left on someone's game this jam. I mean that as flattery, btw, even if I'm mostly complaining. I did like the game. It looked nice and it played nice it was cool to solve most of the sections, I'm just a bit peeved that you didn't execute it quite as well as you could have. Really nice work regardless.
...Turdus merula? Nice work, although your keyboard detection is clearly flawed because it says I didn't type it right when trust me I really did I swear.
Liked the art style, and changing the skybox in the corrupt bits was a nice touch. Issues with controls as above. I got 14 rescues.
Nice work. I feel that the controls or the level design need to change. No blind jumps either way. The acceleration was so high that going down thin spiked pipes was frustrating. Either widen the pipes or change the movement. I was also a little peeved that walking into a mushroom did a different sized bounce than jumping on it, which messed me up a bit. I'd want that a little more consistent. Great work, though. I did beat it.
Yeah, no way to rate it. Let me know when I can. I got to a read heart and I think I won but I don't know for sure.
Pretty easy, but I liked the setting. Goofy. Had to say no to going to a penguin birthday party to win my first round and the guilt is still with me.
I like the spell casting. Good use of the theme. Sleep didn't seem that usefull, too short a duration. Otherwise pretty fun.
^^^ Having a similar problem I suspect. When I click to play the game on this site it says
> Uh oh! > > If you're seeing this error, it means I can't find your index.html file. > > This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
> See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
I'll play the download in a little while.
Great work. Loved the art. Seems like a missed opportunity that the timer is green bar instead of a clock. I'd recommend taking a page from the book of this guy: [You Have 10 Seconds](https://ldjam.com/events/ludum-dare/51/you-have-10-seconds-1), who only started the timer of his levels after the player started moving. Worked really nicely. I'll also say the level design after you introduced the +5 timer seemed to be really harsh, and seemed to require me to nail some jumps without bumping my head or overshooting into spikes in ways that were just no fun at all. Forcing me to make little jumps and navigate through cluttered levels is just everything I don't want in a platformer. Totally personal opinion though. Early levels were still fun, and this was a great showing overall.
So first off, I think this is the first world-switching game I've played that had a smooth transition between the worlds. Great work there. The level itself got on my nerves after the first couple of coins, because I felt like my switching-timer was out of sync with where the moving platforms were. As with other level-switching games, this does have the issue of forcing the player to wait to retry. I just played a game where each level was on timer (no world switching) but the timer didn't start until you moved. I wonder if you could add something in the same vein for this game to alleviate such issues. Maybe stop the timer after each death, then let the player start the cycle manually, so the section was always in sync with where the player wanted it to be. Just an idea, having played some games like this. Nice work regardless.
Really neat mechanics. Music wasn't my thing. I hope I can buy an anti-apophon watch from my own local bass pro shop.
Didn't seem like incinerators were good, seemed to just doom you to smog. Also, I was clicking a bunch and sometimes missed the end of the game. I had fun though.
Really funny to get the message "The floor is nothing" and just fall into a different section. More games need unexpected comedy like that. Clearly simple, and the controls could use some tweaking, but I was entertained. Nice work.
I thought the prices for abilities were way too much, only ever saved up for one of them, but the game felt nice to play. Unfortunately I had a lot of fun when the rabbits got squished. The train effects, the sounds effects, it was just the more satisfying option than saving them...
Got mad at the section where you have to follow the hidden poles over your character's head. Interesting gameplay up until then, and honestly the puzzle of where to go there was neat, but the margins were just way too low to be fun. Best part was a little before then when you had to remember where a solid thing was in the light because the darkness was trying to trip you up.
Felt like the walls were sticky, and the deaths were a little unfair. Had fun, and having the player disappear when they lose was a really nice touch. Sp00ky.
2nd Dating Sim thing I've played. You should check out [10 second dating](https://ldjam.com/events/ludum-dare/51/10-second-dating). A bit chaotic, and sometimes it felt too simple. I just smiled at the hobbies of a few folk and it worked out. Nice work though. Art was really good.