Giraffe o'Clock by Kepsert 2022-04-15T09:22:33Z
Will definitely play the post jam content now !
Foon → Ludum Dare Explorer → Users → TheGreenWorm
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥇 | 2021 | 48 | Deeper and deeper | ROOTS | compo | 4.53 | |
| 🥉 | 2020 | 47 | Stuck in a loop | Smells Like Chlorine | jam | 4.53 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2022 | 50 | Delay the inevitable | NOT YET | compo | Graphics | 4.64 | |
| 🥉 | 2021 | 48 | Deeper and deeper | ROOTS | compo | Theme | 4.65 | |
| 🥉 | 2020 | 47 | Stuck in a loop | Smells Like Chlorine | jam | Mood | 4.68 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | NOT YET | compo | 11 | 4.25 | 4.31 | 3.29 | 3.95 | 4.64 | 4.30 | 4.13 | |
| 2021 | 49 | Unstable | TECHNUCLEAR | compo | 13 | 4.18 | 4.16 | 3.80 | 3.55 | 4.01 | 4.43 | 3.89 | |
| 2021 | 48 | Deeper and deeper | ROOTS | compo | 1 | 4.53 | 4.46 | 4.41 | 4.65 | 4.24 | 4.01 | 4.21 | |
| 2020 | 47 | Stuck in a loop | Smells Like Chlorine | jam | 3 | 4.53 | 4.15 | 4.17 | 4.35 | 4.38 | 4.68 |
Will definitely play the post jam content now !
COol puzzles, even if some are a bit hard for my taste! Gave you a lot of feedback in my stream, but I think with a few tweaks to the character controller, this game can really be quite fair and enjoyable ! Thx for sharing <3
I love the Miz ASMR when I loose, very calming
Played all the way to the end. Nice loop, I got the basic concept quickly. My main critique would be regarding sound design, I feel like the SFX were a bit to "violent" or "distorted" and quite loud compared to the music. Still had a fun time playing the different rooms though !
Amazing ambiance, nice gameplay. Great job, loved it !
To be fair, I got stuck. Without any clear goal I didn't know what to do. Camera is a bit weird, and having the "back" button be on the escape key is quite unnatural. I think the game might be more confortable in first person.
I like the simple graphics, and the story is simple but great ! Some platforming challenges felt like I was "breaking" the game trying to complete them (some platforms are slightly higher than my jump, but with some weird wall collisions I managed to get up the construction site)
Lacks polish, and I can't say the idea is groundbreaking, but I still played all the way through ! Some platforms were just high enough that I couldn't jump on them comfortably, and the camera lerping to the start position when you re-spawn is a bit unnecessary (but I get that that's just a byproduct of your camera control code).
I'm really surprised of how many people did a game about a janitor. The environnement is great and there's a lot of detail, but sometime the overall look is quite inconsistent (texture/no texture...)
Something to be expected when you know the guy behind it, but still a good experience. I think you should add some kind of joke that prevent you from dying, as the warmup is quite long. Tons of work for a compo game, good job !
That first part was very fun, but the rest felt unfinished. It's an uneven game with an awesome beginning. The mini game description could be bigger and centered, it would make it more noticeable and important (because it is !)
That meow... Nice story ! Gameplay isn't the most groundbreaking, but it works fine !
This is super solid for a game made by two people! Mood, audio and Art were on point, great job !
I don't think I saw this concept elsewere, simple but effective ! Some sound could be nice. I like the fact that you can experiment with the controls and mechanic during the intro/tutorial. I'm sad I didn't have time to read the entire end message, went by a bit too quickly.
A simple memory game, with a nice premise. My few nitpicks : I think the dialog box tween is a bit too long, and the UI doesn't fit the rest of the game well (maybe a more pixely look would fit in better)
Might be the best art and sound I've seen so far. Gameplay seems a bit simple at first, but get's hard quick (or I have very bad memory...)
Adding some controls other than WASD (arrow keys maybe) could help me beat the game, not everyone has a qwerty keyboard ;) The puzzle game is great in itself and the "0 death" joke gets across. The main thing with me is the "move/walk" sound, very agressive and loud, gets old really quick.
There's some nice puzzles in there ! You should definitely add some indications on your itch.io page so people can enjoy it outside ludum dare !
It's a nice rendition of the tale. My few nitpicks : I think some kind of background would be nice, and I never saw a crow. Also, at first I didn't know you could pick up the rock, so I jumped on it and did the entire level with the rock still at the bottom of the level (witch broke the game once I got to the end).
Nice story, very funny, I like how unexpected everything feel. After a while the game is just some memory challenge, but it's totally worth it to die just to see what crazy story you came up with to make the main character die. On a gameplay standpoint, controls feel a bit weird since you can't press multiple direction keys at the same time and move diagonally, so movement feels a bit stiff. And the guy is working on his own universe, pretty meta !
You managed to make soup making awesome, great job ^^ Love the sound design !
Loved how you managed to do lot of different gameplays in this game. The main "battle" gameplay is a little hard though, but it's forgiving enough that I managed to finish it. Can't find any link to the theme though, but that's fine
Reading through the comments, maybe you could "charge" an intersection, the more you hold it the longer it will stay "open" after you release it. Was fun, clean looks and sounds. Some kind of difficulty curve would definitely improve it.
Love the universe you managed to create in such a short time ! Super clean polish everywhere, and the gameplay loop is solid.
This game has a very unique look to it. Really difficult though, and the player head sometime gets right in front of the camera, occluding everything.
This is a cool game ! And the intro is suuuper weird, love it ! great job !
Simple, yet effective. Some sort of score counter would be nice !
A short little narrative. I don't think the overall gameplay added much, after like 15-20 death i figured the game was going to advance wether I played or not, I just had to wait. Pixel art and text is tiny, makes it hard to read. Sound design and overall mood is great !
Impressed by the amount of sprite work and image effects in this one. The story is great and the little puzzle are always fresh. Great job ! My only nitpick is that there's no glasses on the night stand sprite, so it's not clear where the glasses are, but I got them eventually (and then when you look back into the mirror, you don't have any glasses, but that could just be a surreal effect, it's not that important)
I like the idea, but it's tough ! I think i'd really like it if the "normal" mode was a tiny bit easier. I feel like I need to do everything perfectly to win, there's not much room for errors and I'm always sinking in the lava after I print my first floater. I really like the player model and animation, and sound design is great, but the music is a bit repetitive.
Man, the graphics were superbe, and the music... love the music, you did a great job, so groovy
This is a truly unique game. Some easy levels with only 1 instrument could help understand the mechanic, the first level is quite hard, since there's no tutorial or anything. But I quite enjoyed it, and it's cool that every level has it's own music track !
My only complaint is that it's too short ! Nice graphics and overall aesthetic, I liked the small surprise when you first get the 3 shapes that turn into a key. Good job !
That title screen and the music are soo cool. Lacks polish/feedback in a lot of places (no hit/damage indication beside your health bar going down, no clear objective, you can still move around and shoot when you're dead) You clearly spent a lot of time on the vowel art, but I don't think the top down camera does them justice.
Web version is a bit jittery, but works well. Flew a bit and it was nice, some background music would add a lot !
Quite good for a first jam. I could nitpick on a lot of things but i feel like they've already been brought up by previous players.
The berries fractal was confusing at first, but once you get it it's quite funny ! The main thing that frustrated me is that I was still moving while combining my berries, leaving home and dying of radiation by accident. Some simple sound effects would have been nice too.
This is a top notch "rythm" game. Super original idea, and great execution, art, story. I can tell you're using FL studio, I instantly recognized those Sytrus synth x)
Impressed by the amount of level design in this one, it's huge ! And voice acting was a nice touch. Attack style is innovative and fun to control, but adding some kind of knock back when hitting an enemy could be a nice addition in my opinion. They have basically the same attack range as the player, witch makes it difficult to fight without getting hurt.
Having te re-read every dialog when you restart a level is pretty annoying. The rest is pretty cohesive, and to be expected for a first game made by a single person ! Got frustrated at level 4. My small piece of advice would be to try and make the game easier and add other hazards/platform types. When rating games, your player's patience is very low, so they'll prefer novelty over difficulty. Die and retry game get frustrating really quickly if there's not some amazing twist on the idea or mechanic. Take that with a grain of salt, that's just my unfiltered opinion :) Congratz anyway, you're a jammer now !
To adress previous comments on "How the f*** did we do this in 72h ???", we used an office Asset pack. The rest is pure game dev magic ;)
@arad-hamidsamiee Ahah, yeah the director's monitor has some broken textures ^^' For the end part, you're supposed to turn around, there's an exit and a little cutscene ;)
@fockx I've bookmarked it, will be playing it tomorrow ! Thanks for stopping by :)
@philstrahl @coleslaughter @omiya-games @justcamh @jordan-kelly @elysiagriffin Thanks to all of you, watching people play this game live was a real treat ! Keep up the good work, and special thanks to Omiya for giving some great criticism. All the love !
@jrevel thanks for the detailed feedback ! The accountant's office location isn't obvious enough, I totally agree. And regarding the corridor, we just wanted to showcase the amazing job Bas Hoogeboom did on the non-euclidian corridor ;) But I 100% get your point !
I find the difficulty a bit too hard towards the end, but I'm not a big platformer fan. Those walls with pike on top and bottom are evil. Still, love the sound and the art is cute and solid ! Really good for jam !
Well, I was about to put my thoughts in this comments, but I 100% agree with @ismael-rodriguez, so yeah !
This is weird, I like it
Nice idea. There's some issues with sprite sorting and overall graphical cohesion, but the sprites are really cute ! The hitboxes are quite unforgiving, and the game starts with a really hard choke point (the hand on the right and the tentacle) wich made me rage quit after my 8th attempt.
Felt really weird to have a "Quit" button at the end of every level. Feels not that challenging because every tile is "swappable". Sound is a bit too loud too. I still finished it, so it's fun still !
Nice concept, played it for a bit. You can get quite good at predicting the actual path of the particle after a while. Love the overall aesthetic and sound!
This is a cool universe you got there, I like the enemy model, and that voice acting is perfect ! It's a good game, even if it's not quite my type. I can't think of anything bad to say.
Quite fun to play, but I think adding a more progressive difficulty curve/more variation could go a long way ! Great polish overall, I like this "wobbly" effect
Well you know this story is kinda based on a true story, and it's quite funny ! Lacks some polish here and there but still, complete and coherent for a compo game. Thanks for making an english and web build !
This is a great idea ! I'd love to see this game with some sort of campaign, like going for a small town election with only a few districts, all the way up to become president of the earth. Great job ! I had to replay because I didn't know I could move from state to state. Adding random texts/names was a superbe idea.
I like it, looks like our game ! Movement and ragdoll physic is fun, particularly impressed by the character animation ! I hit a wall when going through the "weird" rooms, I feel like the only way to progress is by going blindly through every door and memorizing the path, but the low poly environnement and the rotating rooms makes it really difficult. Adding some kind of riddles or environmental hints would clearly make it a very fun experience !
A true brain twister. Overall aesthetic is a little uneven in my opinion, and adding a "ghost" that shows where you'd end up if you pressed space could help !
I'm glad I continued playing ! This game is really funny. To new players, there's more to this, keep playing ;)
Collisions are sometime a bit weird, but the game us forgiving enough. Nice that you put some options for sounds too ! + Extra points for non-wasd controls.
Short game, but the player model and animations were smooth.
The idea is great, and the little comments when you pick up certain objects are a nice touch, makes it a little less repetitive. To improve it, I'd move the man back closer to the left of the screen so you can have more time to see the objects coming, and I'd change the "rotating" animation. Currently, it becomes "thin" right when it's near the man, witch makes it difficult to see.
This game is sooo underrated, it makes me sad. Super effective, loopy, fun to play, clean looking and sounding. Don't have much to say, great job !
Trippy !
Maybe there's a few issues with the WebGL version, or I'm an idiot, but I didn't get it. I managed to record myself punching the red blob to the beat, but nothing more. Adding some kind of tutorial would be nice !
A funny game, difficulty and variety takes a little while to kick in, but I'm glad I played a bit more than what my attention span told me to. Not the most ground breaking experience, but the jokes were quite good
Can't seem to interact with stuff, or maybe I'm trying to interact with stuff that can't be interacted with. Maybe add some tutorial/introduction ?
Great idea, there's some real potential here. I'd change the projectile sprite, right now it's quite unclear where they're headed since they're circles. Good job !
Got stuck at the inner loop part, but the "puzzles" where quite funny ! Be careful with flashy images though, you might seriously hurt some players. Nice music, repetitive but quite clean overall
Great twist on a well known concept ! Overall a bit basic, but it works great !
I like the bomb mecanic, it has a nice risk/reward feel to it. I'm pretty sure I grappled a bat in mid air. The lead synth you chose is a bit piercing, so the music stands out and does not quite fit the mood of the game in my opinion.
I tested the compo version, and I think the score didn't reset upon death.
The game is quite hard to get the hang of it, but once you know the bomb a bit more it becomes quite fun :)
The overall glitch/virus ambience is there, with the different patches and bugged textures. The difficulty seems quite rough though, with ennemies blasting you in a wall of bullets (that go through walls). The lack of feedback means you have to frantically click everywhere, and the jump isn't powerfull enough to efficiently dodge bullets.
With a bit more attention given to polish and feedbacks, this could be a fun little platformer :)
Saw it on stream, then played the windows version. I really liked the ending, and the art was cool (especially the lemon peoples). The obstacles were pretty close to each other, but it was manageable !
The last level is super hard ! Watching you're walk through, I see that even the dev had problems completing it ^^
The plain green floor makes it quite hard to judge depth when you're in top view. The music is quite strident and repetitive, and the jump audio is longer than the jump (so that felt quite weird).
Cool idea nonetheless, and I liked the character animation, even if it's quite basic, it adds a little polish.
@shnigle-shnagle Yeah sure, everybody started at some point :) I'm glad you managed to publish something ! My criticism is more to give you some ideas of what to improve later on than to discourage you !
A cool hommage to Motherload. I feel like the headlamp and pickaxe heal could be free. I got stuck multiple time, wich is frustrating, even if I'm the only one to blame. Keeping the mouse button down could auto mine, my index finger is getting sore after a while.
This is the best music I've come across so far. Art is simple but super clean. Your levels were hard, but there wasn't many so it wasn't annoying. The story was straight forward but well delivered. Very good entry.
I see a lot of people talking about out of sync notes. I'm pretty sure you're perfectly on sync, the only issue is that you are PERFECTLY on sync. Players will want to anticipate the notes coming in, so if the note is actually on the tile but not "exactly" on the tile, you'll miss it or it will sound out of sync. I played it once and completely missed most of the notes, mainly because I didn't know the song so I had to anticipate. Once I knew the song, it was much easier to play only by ear and by audiating (by singing in my head).
I'd suggest widening your "acceptable press" timing range, and also animating the notes when they do land, this way even if I'm missing them I have a visual feedback of the rhythm and sync up.
The music was cool, could've been even longer ! Here's my highscore :
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@johngames should be up now !
@mrbrainfed gotta go fast
@nestral epic ! I think, with some good rng luck it's possible to go sub 40. Anyway, I'm impressed !
Yo @bas-hoogeboom !! Thanks for playing buddy !
@sebbernery you totally got the reference x)
@maximbegunov Thanks ! I made some maths and balancing mistakes regarding the upward momentum upgrade, so in fact it also acts as a "downward momentum" upgrade ^^
@ariorick the sources are available on the itch page if you want to look into it. But basically it's a bunch of line renderers, and I add new points to them as they grow.
:wave: If anyone's interested in a devlog/breakdown of the game in Unity, like this post and I might do a video.
@danial-jumagaliyev Merci mon ami <3
@one-seed-fruit I like the "previous root staying" idea, I'll try it out and maybe add it to the game if it does not eat too much processing power
@jefvel I watched your video, and yeah I am as frustrated as you, your run was flawless ! I'll look into collisions to avoid that in the future
@lelulagames It should save !
@m1nd0frafa FYI, I didn't make the game fullscreenable by design, as the different resolutions would give an unfair advantage to certain resolutions, giving them a better view of what's bellow/on the side. But these are fair points I'll definitely adress in the post jam version. I'm glad you liked it !
@guywholikesgames if you're speaking about the fastest time that apears once you've reached the bottom, it's actually the time it took for you to reach the bottom for the first time
I didn't really get how to build new buildings until I randomly clicked on an empty tile. Maybe try and add a mention of that on your itch page. Music seems quite random, does not fit the gameplay that well in my opinion.
Clicking another tile could deselect the current tile, instead of pressing esc.
Graphics are simplistic but consistent.
I really like the camera controls.
This was a cool take on the classic "dig and upgrade" gameplay. The art is good and I really liked the "lighting effect" showing the different colors etc.
One improvement I'll suggest is adding a small "bottom light" so we can see the ore we're currently harvesting. Took me a while to understand I was supposed to be on top of the ore to harvest it.
UI wise, it's pretty clean, but I'll suggest adding a "quit' button in the inventory, since every interaction is "mouse only" in this menu, it felt pretty weird to use the E key to close it. The "max depth" your hull can handle could be displayed under your current depth, as health go down very quickly and I didn't have enough time to react.
Overall, cool little game !
That's a really cool idea ! Unfortunately, can't play for very long as using a non qwerty keyboard with this kind of gameplay/control scheme is really hard ! Going in the tutorial does not provide a clear way to go back to the menu (with some digging around i found out you could press the esc key to bring up the in game menu)
The idea is nice, and having a first person dodging game is quite uncommon. The only thing that holds me back is the fact that the levels are quite simple and the entry invisible, it feels like searching for an invisible needle in a haystack (and I personally find this more tedious than fun)
Cool idea but the puzzles were way too simple and repetitive. But I did spend a good chunk of time just going deeper ! With some kind of cool story this would be a very cool puzzle game
The animation adds a lot to the simple doodle art style ! The game is fun and backtraking still presents some challenges. I would suggest changing the player's bullets to distinguish them from the ennemy bullets. Also, the upgrade choice is interesting, but having random "downgrades" + the fact that you have no idea what your getting makes the "pick red or blue" choice completely random and without any thought given. Still, fun game that packs it's fair share of content ! Loved the sound design.
The physics are great, I loved it when I blew up a mine with a box.
The plain background, physics controls and narrow field of vision combined makes it nearly impossible to judge velocity. I felt like I would've enjoyed the game more without the narrow field of vision. The drone rotor sfx gets old pretty quick, but the other sfx where great. Good job :)
Just killed the boss, here are my thoughts: The overall atmosphere/sound design is great ! The cell shading looks great, but it often glitches, and makes ennemies hard too see when in pitch darkness The first puzzle is quite cryptic, I kept shooting at the signs instead of the "braseros" above. Not that intuitive of a target. Lacks a bit of an ending, it was quite abrupt. Overall, I still enjoyed it, simple but efficient experience!
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I love how the player controls, super snappy and with the hold, wall jumps, double jumps... Very well tied to the bat design. Pixel art is crips and legible. Great job !
This was pretty cool ! My favorite part was the scroll texts obviously taken from showerthoughts, but very funny ! This game is really polished for a compo. The main thing that lead me to stop before the end is the fact that the level feels huge, and I don't have the patience to look around everywhere to find every scroll. Maybe this would benefit from a smaller level (at least horizontally). But hey, you've got lots of feature and polish, and even a start cinematic.
Really cool for a compo, great job !
I got the controls right the second time. The main issue I see is delayed feedbacks. The animations are pretty slow, or at least not quick enough right from the start. Faster animations (especially on the claw) would give more punch to the controls.
At first I didn't know if I was freeing turtles or killing them, since they were disappearing.
Very cool that this is a non violent game (it's even the complete opposite).
Played until I got stuck out of bounds. The dev jokes where nice, the gameplay as well even if it lacks polish on the controls/direction and variety of gameplay elements in my opinion. The music is quite repetitive, other than that the sfx and voices where very funny ! Overall I feel like this games lacks cohesion. I don't quite get the link between the jokes/japanese art and digging gameplay, so the entire things feels more like a patchwork of ideas than a well rounded story.
This feels like an emo Undertale. The movement during combat leads to unexpected strategies. You've done a lot of work on combats and it shows !
This is a very "deep" game, I'm impressed by the amount of game rules you managed to make for this game. There's a lot of content packed into it, and with some UI work this could definitely become a very good card/management game.
Good job !
I like the natural & non violent mood in this entry. Digging felt quite laborious and slow, even with upgrades, but maybe that's just me being impatient. The music and sfx were nice ! Cool idea, could be improved by more juicines while digging/new level etc, but as a proof of concept it holds up perfectly.
This is definitely a game you should put on pointlesssites.com (not that it is pointless, but it's exactly that kind of weird web stuff that I love seeing there). Very innovative ! This could go a long way, with different ennemies/hazards.
Collisions seemed quite random, and yeah the scrollbar spoiled the ending a little, but at least i knew I wasn't that far from it.
Really unique, great job !
This is a cool twist on snake, and I love how you decided to shrink the planet to increase difficulty, very clever ! I also really liked that you technically have a clear goal, but once you've reached it the game keeps going. I'm wondering how you did the snake, is it realtime mesh deformation ?
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My god this game was stressful. The music does wonders ! Took me a while to get how you go down with the hammer, I just started hitting monsters thinking that it was the main feature. Maybe start with an empty room, and make the hammer the 1st weapon ?
It's classic Danfps, but I'm still trembling
Played for a while, didn't manage to repay all of my debt. This is hard ! (at least for me). There's a lot of things to keep track of, and the fact that the level design is big and the art not that legible makes it harder. I think I would have enjoyed it more if it were a bit easier. I don't have the patience to die and retry on the same level until I get good enough.
On another subject, I loved the death screen and voice acting
Quite simple game. Please think of non qwerty keyboard users, wasd isn't as universal as you might think :) The very fast player and tiny platforms makes for a challenging descent !
Checkpoints get triggered by corpses ! The swinging need to be faster imo. The animations where great, and the rope physics looked great ! I feel like having to press "R" to restart is a bit unnecessary, the game could restart itself after a second.
Really innovative, I had already seen games kind of like this one, but the fact that you can go forward/backward adds another level of complexity. Sound design is minimal but efficient. There's a good amount of polish for a compo, and the game feels complete
It could use a bit of a smoother difficulty curve. At the start I wanted the game to go slower, but then when I got to the maze I was used to the controls. The mazes were very challenging ! The fact that you can't see the entire maze makes it very difficult.
Got hooked, you really nailed the atmosphere. And man that ending… Just awesome. There were some typos hre and there, and I think the beginning could have taken place in the "office", so there's stuff to look at. I really enjoyed it, I still have the chills !
This is hard ! This might not be as relevant as in other games, but not everybody has a WASD keyboard, so the control scheme makes it quite difficult to play on my keyboard (I have to play twister with my fingers to jump and move at the same time) But props on making it compatible with controllers !
Art is minimalist but cute, I especially like the player character design !
The main thing I would suggest is adding some names and action types under your cards. Pixel art can be misinterpreted, and the cards aren't affordant enough to know what they'll do. The idea seems cool, but it's hard to know what the choices in front of me will end up doing.
I definitely shouldn't have played it before going for lunch. That sound design just killed me !
Went about 150m down, my thoughts:
Spiders are way too fast/takes too much ammo to kill. I got hit every time I saw one before I could do anything to prevent it from attacking me.
Jump is a little too quick. I also got stuck multiple time on the terrain (on slopes where you can stand between a rock and a mine cart)
Graphics and sound were ok
I like the gun animations
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Played all the way through. My main feedback is to zoom out the camera, most of the time I could'nt see the entirety of the puzzle I was trying to solve.
There were some good level design ideas, you managed to do a lot with those doors !
This is insane
Not sure if it's the game's fault, but I'm so sad my webpage crashed while I was playing. This is a really simple but effective game. The amount of level design and subtlety you achieved with this kind of limitations ("hardware", gameplay, 2 types of tiles...) is really impressive.
I might retry it later, very good job !
I'm using chrome, on a Windows 10 PC
This was pretty chill ! And I found a secret ! Level design was a bit rough to back track trough at the end since I could go everywhere, but the exploration puzzles were pretty fun and the mechanic was very intuitive. Sfx were minimal but clean ! Great job !Capture.PNG
Very short, but full of plot twists ! "breaking" audio was super loud.
A very moody walk down a cave. Sound design was good, rope physics was nice and playable. I like what you did regarding health, adds a lot of challenges, forces you to be gentle and think about your route. The only lacking part is art, maybe add a background image and some props to dress up the cave. Also, the first tutorial UI appeared under the HP hearts. The ending had a nice twist ! This was fun !
This was much more than a simple flipper ! I love the fact that you've made something new with such an old mechanic. And a lot of level design elements to, even a boss. Congratulations, this was very fun and innovative !
My only nitpick is audio wise, It's good that there's at least some sfx, ut the overall sound "musicality" is a bit lacking.
Otherwise, very good job !
Went all the way to the ocean ! I didn't know I was into typing games, but this one fun ! If you want to improve this game, I'd suggest adding some kind of reward when you manage to type the words quickly. The fact that te words got longer when you go to bigger water bodies is a clever way to make a difficulty curve !
Ok I got 28, not sure if I can beat the current record ! Cool idea, the fact that you have to eat to keep going leads to some very tactical decisions. That chips sfx is crisp, but the scream one if a bit of a screamer. Adding a pool of sounds that gets played randomly could help the sfx feel less repetitive. I'm in love with tato, it loves potato
The music is great ! Gameplay is simple but effective. Lacks variety / difficulty curve to be a really fun 2 player game.
The phd joke was pretty funny actually ! And it was a nice way to end the game ! I liked the different ores, the game felt balanced and upgrading felt good, even if the "speed" one isn't that useful. Maybe add a background underground, so it feels more like I am underground. The fact that I could drill rocks once I was powerful enough was really cool !
I went all the way to the 2nd house. The tree, house and music is cool. Gameplay wise, this lacks some kind of challenge other than "knowing when to turn back" (made pretty easy by the energy bar), the game gets quite uneventful after a while.
A pretty simple infinite runner. The fact that you can't move up & down make some situations really difficult ! The fire fx could be improved by adding some downward velocity, it feels quite weird that it makes a straight horizontal line when you move. Music is very repetitive. Art is pretty good though !
The game was quite criptic, and the itch page didn't explain the goal pretty well, but after a while I understood how to play. Consider adding arrow keys control, as QWERTY keyboard isn't universal (so WASD can be quite uncomfortable for French players for example, witch are used to ZQSD)
Some people's highscores are unreal, I can't get past 200 x) I guess meditation isn't my forte.
This is a simple game but totally complete. The mood is calm and relaxing, the notes and ambiance work also toward that. The gameplay is simple but this is the kind of agility game where there's a lot of mastery involved.
Great job, congrats, I really liked the mood of this one.
This twist on tetris just bent my brain. Very cool idea ! Sometime I felt like my pieces were stuck and i couldn't move them left & right, not sure if it's a bug or a feature.
This is a great game, and the overall progression felt very good, with a new concept introduced every time. The level titles and descriptions where useful hints. There's a lot of polish on the transitions/movement. I think that youy can remove the Z/X buttons and simply have a single button, having 2 different inputs felt unnecessary.
I got 11000 ! Nice shmup, i like how the difficulty ramps up over time
The overall execution is on point, especially considering that you made everything from scratch. Design wise, the lack of obstacle/hazards means that I don't have anything to come challenge me, so the game gets repetitive quite fast, without any reason to go deeper apart from increasing my score. Loved the music !
This was... weirdly unique. The way the artstyle changes, the nonsensical events. Could definitely be improved with sound design. I loved the ascii octopus !
That was pretty funny ! Loved the different twists, and the overall "art". It would have been great to go to a different spot after you already picked one, but since it's a fairly short game it didn't bother me that much. This was an enjoyable experience, good job !
The ship controls felt very good, fast and just smooth enough. Audio wise it would have been better to have the sound when the ship gets hit be different than the enemy being hit. I think having other types of ennemies would've helped the game feel less repetitive, but hey, this is compo !
Overall I had fun, good job !
This is hard ! The fire is going so quickly, and since there aren't many branching path this becomes more a game of procgen luck than a game of skill. I like the different choices, like going a different path to get irons or potions. But the fire is spreading so quickly that I often didn't have the choice to go elswhere than to the exit.
Scrolls could have their number written on them, I tried picking up a scroll I already had without knowing that I couldn't (or even that scrolls had numbers)
Overall, good idea, but a bit hard !
I also found out you could moon jump, if that helps ! Simple idea with a nice artstyle ! Movement is a bit fast, but I'm not that well versed in platformers (and I was playing on a non qwerty keyboard, making it extra fiddly). Not sure what the "I've slept XX% of the night" means, I got 88%. Level generation works well, and I like the number of different platforms you created.
Sad this is so short ! The end felt really good when everything opens up. The fact that the tutorial panel is also used for dialogs confused me, and I accidentally skipped a bunch of dialog because of that. Level design at the start could use some unique landmarks (a funny rock, an algae patch…) to find your way back more easily.
I really liked this one ! Sure typing is quite tedious, but it got me invested in "my side" of the story. I think with a bit of clever interaction design this concept could go a very long way !
This title was cool ! I liked the narration, humor and "puzzle" design. One recommandation I'll add : unlit flat surfaces are quite hard to comprehend in VR. Adding a simple noise texture to it would greatly improve depth perception. Otherwise, very cool !
Played this game for a couple minutes. Quite cryptic, the lack of instructions/clear goals really confused me. I'm not sure what I'm supposed to do. Sometime I destroy enemies and stay in an empty scene for a few seconds. Sometime the scene just changes while I'm fighting baddies. Sometimes hitting the top of the screen kills me, sometime not. Background art makes it quite hard to read the information present on screen.
Good artstyle, especially impressed by how the sfx time length matches your animations. This is very polished, and the character felt good to control.
The camera is a bit to low when going up (as we can see in the gif in the comment just above this one) Most of the gameplay elements/obstacles were displayed in the first level, wich lead to a pretty hard first level, delayed first reward/win and made the game feel repetitive in the next 4 levels. I think the overall difficulty curve would've benefited from simpler 1&2 levels, with few obstacles.
Let's finish this sandwich comment by a compliment bun : Good job !
I've played up to lvl -8, my thoughts:
Adding building prices to the main hud could help understanding their cost The game is quite slow and lengthy, a "fast speed" option could be useful Graphics is very clean, but I feel like turrets could stand out more Audio is great, love the soudtrack. Mini turrets sfx can be quite loud and in the front, making it quite annoying after a while. The explosions feels rgeat though !
I had fun, but I don't have the patience to go to level -100 ^^
@bernard-bumblebutt you can customize it in the "Template Data" folder of the webgl build
@escapade it bounces to the beat !
@cinar completely intentionnal, it's so everything syncs up with the beat :)
@hermeses stay tuned, I'm currently working on a full release with 100+ levels, new soundtracks and more :D
This game is sooooo weirdly awesome. I loved the "I hate this game more than you" comment, priceless
I liked the diversity in number of people at each table, and the fact that you can plan your route ahead to optimize the number of glasses you have to carry. The movement didn't felt frantic enough in my opinion. The "flip tray" animation wwas a nice touch !
Cool game, but I would have liked better feedback on what buttons and different UI elements do, I was a bit confused at first. The art is really cute :)
Cool game, nice that you had time to make music and sfx. At first I thought the game and puzzles were pretty straight forward, but you introduced some really cool ideas down the line ! Not sure about how it fits the "Unstable" theme though.
Great game, I love the drawing style ! The variety in levels and objects was a nice touch.
Great game, but got too hard at lvl 10 ! This game could use a mouse look sensitivity slider in the settings ! This is quite satisfying and it's a cool skill based challenge. The tables does not stand out form the skybox / the other floating tables.
Fun game, with a surprising amount of features ! Everything is super polished. It's just a tad hard ^^
Cool puzzle game, the levels felt a bit repetitive at first but the introduction of the glue item really added variety to the puzzles. Audio andd art was clean. Having to hit the spacebar to activate "glue mode" felt a bit weird, I think the controls can be simplified (just click to glue ?)
Une cheville très musclée le monsieur
The ending was a bit weird ^^ I liked the game, but I find that I waited a lot for a certain state, espacially when I only needed to kill OR push boxes.
This could've be imprved with music, helping telegraphing the state change.
I liked the "distortion" effect
This is a really chill multiplayer experience, very impressive for a compo !
Rage quit at lvl 5, but i relaly enjoyed the game. Everything is minimalistic but cute and well done. The gameplay could vary a little more, with birds that do larger arcs or something. Great job !
I didn't like the music at all, very off-putting. I didn't understood I had to wait a minute for changes to occur.
I'm not quite sure I got it, maybe indicate what are the different turns in each round on the game page ? The amount of sprite work is impressive !
The "go study" keywards doesn't seem to work, but I enjoyed looking (or reading) around in this house, picking up bananas and emptying trash cans ^^
This is awesome, the fact that you added a minigame in your game is priceless. So many good jokes, I love it. / on Humor for me !
I loved the parrallel universe thing, even if I had to read the game's description to understand it. Maybe add a list of valid words ton the game page, the puzzle are a bit hard and frustrating if you don't know what counts as a valid word. The soundtrack change is a nice touch. I tried typing "DAN" and nothing happened, sad !