FoonLudum Dare ExplorerUsers → ThePelranthean

ThePelranthean

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202557DepthsDirective: Downwardscompo3.063.312.933.434.062.503.35
202455SummoningDungeon on Demandcompo2.251.751.752.752.752.502.252.25
202354Limited SpaceWe Can Haul Itcompo3.253.252.75
202353Deliveryde-Liverycompo2.852.853.503.283.572.572.78
202352Harvest'Arr-vestcompo1133.623.673.223.133.573.303.173.37
202250Delay the inevitableAnother Day in Spacecompo3.122.502.373.003.251.832.12
202149UnstableRuincompo2223.583.503.653.783.343.522.773.19
202148Deeper and deeperDwarves + Dragonscompo3.503.253.753.253.753.503.253.25
202047Stuck in a loopCollective Restraintcompo3.382.963.612.693.922.273.05
202046Keep it aliveUniversal Friend Organization (UFO)compo5903.363.153.313.283.103.313.062.97
201945Start with nothingPangolin in the Skycompo3553.182.943.363.303.342.882.89
201944Your life is currencyDeath by Massescompo2.002.002.001.332.002.832.66
201843Sacrifices must be madeSola Naviscompo
201842Running out of spaceBlockagecompo2233.593.603.693.623.402.612.423.08
201841Combine 2 Incompatible GenresFalling Roomscompo3.503.684.314.093.093.182.272.95
201740The more you have, the worse it isRelykcompo3.082.833.333.403.582.663.08
201739Running out of PowerOn/Offcompo4803.043.003.043.763.041.351.472.54
201738A Small WorldSmall Citiescompo4.002.003.001.003.00
201635ShapeshiftAviaMorphcompo8402.672.603.132.872.5322
201534Two Button Controls / GrowingOver Growncompo24
201431Entire Game on One ScreenScreen Limitercompo14
201430Connected WorldsFractcompo

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by ThePelranthean

LD30 — Connected Worlds

Fract by The Pelranthean 2014-08-25T15:04:00

Thanks. Maybe I'll find time later this week to polish it into an actual game.

Phaser is an awesome framework. It takes a bit of time to figure out how to use it properly, and the documentation is a bit spotty on some specifics (aka. physics engine), but overall, I strongly recommend it as a Javascript game engine. It's rather flexible, so you can program most 2D game mechanics with it.

Concerning IDE, I just used Vim (command-line text editor) and my browser (mostly Firefox). I also ran a local Apache web server to host my files.

Fract by The Pelranthean 2014-08-27T12:59:00

Thanks. I'll keep that in mind.

Fract by The Pelranthean 2014-09-16T06:00:00

Well... no. I don't believe that was intentional. I think space is meant to jump up at this point; I'll definitely check that out.

Thanks for the heads up!

LD31 — Entire Game on One Screen

Screen Limiter by The Pelranthean 2014-12-08T11:21:00

Thanks!

I think I stumbled on a difficulty mechanic with the zooming outward. The only problem is that the character becomes only a pixel or less on-screen...

It is procedural, except I'm not really taking advantage of that since only the middle piece is generated.

Thanks for the comments!

One New Message From Sam by jepster 2014-12-08T11:34:00

I love this game. The gameplay was simple and allowed the player to appreciate the narrative. Also, good job engaging with the theme in a different way.

The lag mentioned earlier was annoying and it would have been nice to see progress on an incoming text (e.g. 'typing' notification).

Also, the green button was a little distracting after the beginning. I'm not sure if it was useful for something, but I kept wanting to push it.

Good job with this

LD34 — Two Button Controls / Growing

Grominows by mattrified 2015-12-15T00:50:00

Hard to control. But awesome!

Good job.

When in doubt...C4 by Divinorium 2015-12-14T02:40:00

Enjoyable.

I liked how you used 3 or so assets to make a game that showed a difficulty curve. For what it's worth, as a design amateur, you have my respect for that.

Would have been interesting to see how a vertical challenge would work. As in, what would happen if you added a second floor?

Gravity Flip by pvwradtke 2015-12-14T04:35:00

Ran ok on my linux machine (Debian). Had to get libsdl2-mixer-2.0.0 though.

Interesting concept. Tutorial text got in the way sometimes, but it was still fun.

LD35 — Shapeshift

Minimalistic Shifter by mukult 2016-04-18T23:53:00

Great game.

Occasionally I got lost since there weren't too many points of reference. But then I'd find a familiar wall, so it all worked out.

Good job!

Tetrik's Cube by Munchy2007 2016-04-18T23:38:00

I have to echo the other guys here - well executed.

It was relaxing to play.

i drew this because i was bored by DragonZBW (SparkLight Games) 2016-04-18T23:24:00

Excellent job.

Good use of your art style to create a setting and motivation for the story.

I flew out of bounds once and I'm not sure how to reset a level, so I had to restart the game after that. Otherwise, very well executed.

I love it.

LD39 — Running out of Power

Azrellian Asteroid Field by KunoNoOni 2017-08-02T01:33:36Z

So... I wasn't in the mood for text when I opened this game. Oops.

However, I managed to get past the opening screen and I really enjoyed the player's ship animation. It made me happy. Those side-thrusters just made moving feel great. I apologize for my odd enjoyment of your game.

Good job making a simple yet solid game. Power felt a little bit abundant, but I'm sure that's just a balance issue. Well done.

On/Off by ThePelranthean 2017-08-01T23:01:28Z

Thanks for the feedback. I've tried to address the clipping problem in a Post-Dare release, but it's still not perfect. Hopefully it makes the game less frustrating though.

On/Off by ThePelranthean 2017-08-05T03:48:14Z

@gonutz, thanks for the recommendations.

I've added a 32-bit build to each of the github releases, so you should be able to play now. Here's a link to the Ludum Dare release if you want it directly: https://github.com/leyarotheconquerer/on-off/releases/download/v1.0/OnOff-Windows-32.zip

Also, I've renamed the zip files so that you can more easily identify them from the many other files that you may be downloading during the judging phase.

Thanks again for your recommendations. Let me know if there's any other way I can help make the game more accessible.

On/Off by ThePelranthean 2017-08-10T01:49:51Z

@cnoble, thanks for the heads up. The link should be fixed now.

@gonutz, I don't have access to a 32 bit Windows installation so I can't duplicate the issue just yet. I suspect I don't have my build settings just right. I'll see if I can't get a VM up and running, but I'm open to any pointers you might have. Also, there's a game log called Urho3D.log that should show up in the same directory as the executable if you want to pastebin that to me. It might help.

Thanks for taking the time to try the game out again.

Exile by yves 2017-08-02T01:08:29Z

I like how this entire game stayed true to the aesthetic of the art. Well done.

Unfortunately, I'm not entirely clear how the power mechanic works, so maybe you could make that a bit more clear. Though, I may just be blind.

But the combat is fairly solid and the variety of enemies is interesting.

Tower of Power by DaragonGames 2017-08-02T00:38:14Z

I agree with @Mik3. You did a good job capturing the classic TD game. I enjoyed how everything came back to one stat, power. That meant that when I was ok, I did really well, but when I started to fall behind, everything came crashing down quickly.

It would have been good to have the ability to upgrade since I quickly ran out of slots.

But the variety of enemies scaling into the later game was interesting, so good job keeping it going. Thanks for making this game.

Pogo Stick Granny by good.enough 2017-07-31T13:21:07Z

I love the base concept for this game; who doesn't want to play a game about a granny with a pogo stick? :thumbsup:

The core mechanic (aka jumping) was great. I would have liked to see an end game stat screen showing how many batteries I collected and how long I survived (and maybe how many times I got run over by a car). In this case, I think it would have given me a reason to replay the game; namely so I could beat my best score.

Regardless, I enjoyed randomly bouncing around your level quite a bit. Thanks for making the game.

Electrical Evasion by Knarfux 2017-08-02T01:19:57Z

Interesting gameplay. I enjoy how you've taken a few different key mechanics and meshed them together in a psuedo-racing/shooter game.

I think I would have a appreciated a little more feedback as I was collecting the orbs since I wasn't always sure how much time I had left. Also the power bar wasn't always very visible when in full screen. It was in the corner of my eye, but since I was focusing on the orbs and the vehicle, I didn't always see that I was about to run out of energy.

However, the game does a good job of teaching you the necessary basics right at the beginning and the art makes and enjoyable world to play with. Thanks for making the game.

solar avenue by wareification 2017-08-02T00:15:28Z

Indeed, this is a good game. I'm terrible at racing games, as this demonstrated, so congratulations at making a not terrible AI to beat me. :smiley_cat:

I found the collision boxes on the inside of the track to be a bit invasive. I was trying to hug the center but was hitting invisible walls which was kind of annoying.

But otherwise, I think you made a solid game with simple but effective mechanics. Good job.

Charged Up by reecer9714 2017-08-03T23:30:56Z

I thought that the placement of the spawning points was well done. It worked out so that I couldn't control the entire level at once, which did a lot to balance the game.

A little bit of music would have been good, as the others have already mentioned. I'm not sure if you want to make it more clear, but I didn't realize there was a charging mechanic until I read this page a bit more closely. I guess I should read the page ahead of time, but it might be good to have some in-game queues for that mechanic as well.

Finally, I just wanted to say I greatly enjoyed the experience of shooting lightning at armies of dogs. Thanks for that.

Fuse Cell by christina-antoinette-neofotistou 2017-08-03T01:17:10Z

Hmm... well I'm reminded how bad I am at these types of games. But I still enjoyed playing this game. The variety of enemies was good and the power fusing mechanic was excellent.

I think the collision boxes may not be where I expect them to be since I died a bit without knowing why. It's probably the same thing that @automatonvx experienced.

But overall, I think this is a good game. It definitely feels polished, and like I said, I enjoyed it even though I'm pretty terrible at it. Thanks for making it.

SolarPower by jesusnoseq 2017-08-03T23:52:37Z

Simple, yet interesting. I think you did well at choosing a core mechanic that you could extend and add variety to within the timeframe of the compo.

I think it would be nice to have a little bit more feedback about where the energy limits are around a star. As @duskpn already mentioned, it's fairly easy to overshoot a star because it's difficult to determine where to aim.

But once you get used to it, it's fun to rocket between stars. I think I crashed more than I hurtled endlessly off into space. Also, pretty lights are always cool. Well done on this game.

Downpour by LuckyFeathers 2017-08-03T02:17:37Z

I love this game. It's simple yet it does an effective job of tying the power mechanic to the story of the game.

My only complaint is that the water in the second level (between the rocks) didn't strike me as water at first, so I kept jumping off the rocks and getting extinguished. Maybe give it a mirroring material? It might be a cool effect to have the flame jumping over mirror-like water.

Either way, I really enjoyed this game. I like games with a story that tell it without any words, and even though this doesn't have a very deep story (or does it :slight_smile:) it communicates it effectively without much prompting. Well done.

Don't Get Fired! by Lazzor 2017-08-03T00:46:58Z

Well done. I think that there's an easy solution once you know the set of controls that are available, but it took me a few tries before I figured out what they were, so I consider this puzzle a definite success.

I would have been interested to see these different variables slowly built up to a final level that combines all the different buttons... but that would have taken a lot more time, so I think the way it is works for the compo.

Also, I appreciated the colorful plant. It definitely improved my experience; quite a bit; thanks for that.

Harvest And Extract by Kthulhu1947 2017-08-02T00:59:35Z

The last 15 minutes have been full of peaceful oil harvesting. It was beautiful. Also I found plutonium.

My only regret? Teleporting from the bottom of the map :grin:.

Overall this is a good game. I would have liked to see a little bit more difficulty since I ended up not having to worry about power at all. Though... at the same time that might be what made it so tranquil.

Also, I wonder if background music would have added to this game? Hmm... Maybe I should go for a second round with some classical music.

Either way, well done. It was fun exploring the various biomes and harvesting all the oil.

Hog-Nosed Coon by hijomo 2017-08-03T01:07:01Z

Interesting concept. It was enjoyable to start raking in cash in the early game. So much money :money_mouth:.

I think the game could be improved by giving more choices for what can be built. At the moment it's just about how fast you can click. If the player could choose to build a solar cell or a power storage cell that might be interesting, but you'd probably have to change how the coal plant reductions affect the game (maybe instead of decreasing supply, they could increase demand?).

Either way, good start to a game. And as everyone else mentioned, I liked the harmonica.

Down in the Light Mine by gnerkus 2017-08-03T23:43:08Z

So, I think I just like glowing games. This is a glowing game. It glows; I like it.

Of course, it's too bad you didn't have time to finish it, but good job making it look cool.

Also, I liked how the light mechanic played into the game, stopping the enemies but impairing your navigational abilities. It was intriguing. I'd love to see more levels that take advantage of this.

Fat Jack's Fun Run by kippllo 2017-08-01T23:32:10Z

Good job with this game. It was fun to play, enjoyable to beat the boss, and entertaining to eat your credits.

It might be good to have the sugar indicator scale to larger resolutions. When I played this at 1920x1080 initially, I didn't see the sugar at first (even though the tutorial mentioned it), so I was confused why I suddenly started losing keys. A larger indicator would have made this less of a problem.

Or maybe I should just be better at playing games... :grin:. Either way, good job. You made a good game.

Drain by morphine 2017-08-02T00:05:10Z

I love how the mechanics tie loosely into the story that is being told. The darkness makes the game difficult, but in a good way (my opinion) and it is consistent with the story behind the game.

The doors didn't take 100% power to open; that's not necessarily a bad thing, but since other items in the game required 100% power to correctly function, maybe it would be good to make that consistent. Maybe make it so that doors with less than 100% power automatically close again after some period of time? But that inconsistency isn't that much of a problem.

Overall, I think this game is great. Thanks for making it.

PowerGem Arena by Wizard.Exe 2017-08-03T02:04:56Z

So, I see the other comments talking about the fast enemies and level 2 and such and go "heh... there's a second level?" Just goes to show how bad I am at arcade-style shooters.

However, their comments drove me back to the game and I had a good time being frustrated at how bad I am at this game :grin:. It's a solid game though. Nearly every time I died, it was because I hadn't moved just right, not because of a glitch.

There were one or two exceptions. When I was playing in windowed mode, I accidentally clicked outside the game and the game kept playing in the background, leading to my inevitable doom. Also, when I re-entered the game, my direction key acted as if it was pressed even though it wasn't. Though if I remember right, this may be a Gamemaker engine problem.

Either way, the game itself is good. I'm glad I could play it, even if I never finished level two.

Stargust by eggnog 2017-08-03T02:29:57Z

I think I enjoy playing as a cloud. More games should let me do that. Thanks for making one that fulfilled my desire to float above flowers and magnetically attract missiles.

The instructions are a bit long, but when you have multiple interacting mechanics like this, it can be hard to break up the introduction well. But the gameplay itself seems good.

I actually didn't miss much in the UI, so I'm not sure what more you wanted to polish, but sound would definitely have made it better. A pity you didn't have time to get to it.

Ultimately though, I had fun raining on flowers and being a magnetic floating thing.

Energy Grid by Aaron McLeod 2017-08-01T23:20:47Z

This game is great. Like the others have said, simple and fun. I would have liked to have more building options, but at the same time the flat upgrade sequence adds to the games charm. Maybe making the placement buildings have more of an influence on resource collection so that you can optimize your construction?

Either way, the game is great as it is. I'm just tossing around ideas that might make it better. Thanks for making it.

Skelly Zone by mattmirrorfish 2017-08-03T01:51:05Z

Nice aesthetic. It looks like a great game from the get go.

Unfortunately, the motion blur and controls made moving a bit frustrating at first. If I turned too fast, I couldn't see anything and I couldn't nicely control my turn rate since I couldn't use my mouse. Also, the level was a bit dark so it was hard to get my bearings.

But after I figured out the controls, I was able to have some fun blasting away enemies. So I guess it worked out. And the art is quite fun; the music fits well with the world and the models/particles feels consistent with the theme of the game. Good job on this.

LD40 — The more you have, the worse it is

Relyk by ThePelranthean 2017-12-07T14:46:35Z

@Nammflow, I agree that I bit off more than I could chew this time around. Honestly, I'm just happy I got basic RTS controls semi-working. :)

It's interesting to hear that it isn't much of a "Game." I think you may be right on that; personally, I think it may just be a balance problem - but I'm obviously going to be a bit biased.

Thanks for the feedback.

Relyk by ThePelranthean 2017-12-07T14:48:12Z

@cogcomp, greetings fellow monolith'er. I actually developed this on Windows 10 Pro, so I'm not sure why it isn't working for you. If you find the time, it would be nice to have the log file, if it generated appropriately (it should be in the same directory as the executable).

Sorry that the game didn't work for you.

Parent Simulator by Arputikos 2017-12-04T23:58:43Z

Well done. It's great to play a game where the audio is nearly as important as the graphics. Definitely something I could aspire to...

I wonder if adding another mechanic would make this game too complicated? Like maybe adding baby food. That might be too stressful though.

I enjoyed how the difficulty of the game scaled. It began easily enough, teaching you how the mechanics of the game work and then quickly ramped up the difficulty until my clicks per minute were far too high. Good job on this game.

Eskimonster: Pingus Rising by Arch 2017-12-04T23:45:39Z

Not a complex game, but a good game. I enjoyed punching the Pengu Mafia while hoarding all the fish.

As for what you could improve, maybe add parallax to the background or make entirely new sprites for the **Stronger** Pingu Mafia? Those are just time-sinks though.

I think you nailed the gameplay; there was no point where I was bored or panicked. Or rather, by the time I started to get bored, I won... so you must have play-tested that ending point very well indeed.

My Alien Life! by muromets 2017-12-06T03:05:53Z

It's a fun game, so good job. The difficulty seemed to scale well and the premise is enjoyable.

It would have been interesting to hear some sound as the alien performed human tasks. But understandably, sound can be hard.

I don't generally enjoy clicker games, but I think you did a good job on this game. Well done.

The Gravedigger by Simone 2017-12-06T02:52:17Z

This was a fun game from start to finish. Well done.

I really enjoyed the choice of adding more zombies for more cash. The nights weren't too challenging for me since the mouse controls worked well; but towards the end there was definitely some intense running and shooting going on.

Obviously, the UI could use some work; as others have mentioned how interacting with the driver can be difficult. And from a design perspective, it would have been cool to have a themed UI.

But otherwise, very well done. You kept it simple but preserved both the theme and a good game.

How To War by machrom 2017-12-06T03:37:49Z

I think I must be bad at this game... I spent the entire game with a negative weapon count. Not sure if that was a bug.

I like how the game works though. Good job integrating events above the basic management layer.

Yottaman by Racso 2017-12-06T03:20:20Z

This is indeed difficult, but a well executed game. The graphics were simple but effective and you even managed to get sound in there!

The bullet bouncing was a bit confusing to me and it took two tries to figure out that it was causing damage to the world. Not sure how you could make that more intuitive though. Maybe larger more obvious bounces?

Either way, I greatly enjoyed how your invincibility in the first part is essentially reversed to being really, really, really careful at the end. Nicely done.

LD42 — Running out of space

SINGULARITY by Syrapt0r 2018-08-14T22:14:56Z

Hard to think of anything constructive to say beyond what has already been said. So, to begin with, good job; this game is fun to play.

Variety in planets would have been a nice feature, but you didn't get around to it, and even so the game still works.

Being able to use the wormhole right from the beginning is nice, though it can lead to simply finding the wormhole and leaving the universe without really exploring much. If you grind in the plentiful first levels and then just buy enough fuel, you can get quite a ways into the game without doing much. But the alternative of requiring a certain amount of money does feel a bit limiting (especially in some of the sparse universes).

Overall, I think you did a good job cutting back on features that weren't needed and focusing on what made your game enjoyable, which is ultimately what is important. So well done maintaining focus on this project.

Blockage by ThePelranthean 2018-08-13T02:52:14Z

@croze Yeah, the building method does leave something to be desired. I like the dynamic results of the physics-based cubes, but controlling exactly where they would be placed, especially when a cube overlaps another, wasn't very easy. Definitely food for thought... maybe I'll think of a better way to code that in the future.

@dk5000p Sorry that the tutorial system didn't work for you. I'll have to keep that in mind next time I lay out my starting levels.

@bigbosserndog Yay! I'm glad the theme came through somewhat.

@korso I agree this game would probably be improved by using fewer blocks. When I was originally laying things out, I had the theme "running out of space" in mind, so I may have gone overboard trying to flood the levels with blocks. In testing, I noticed that the game boiled down to a ton of clicking and not much thinking, but by that point it was too late. I should probably have prioritized puzzle first and let the theme show up if it wanted to. Thanks for the pointer.

@ethan-nachreiner Good job beating the game. Yeah... I should probably have an end game screen to reward you for surviving that last level. Since I didn't do that, here's a kitten: :smiley_cat:.

As I was designing levels for the game, I realized that the single color inventory didn't lend itself well to puzzle making. It was hard to prevent each level from just being a simple, "drop all the red blocks, now pick up all the blue blocks." I'm glad you got some joy from cheating the physics system.

Blockage by ThePelranthean 2018-08-13T03:43:01Z

@dk5000p Thanks for the feedback. A range indicator definitely would have been good (... listing that under obvious things I should have thought of).

I've always thought that WASD + Space was an acceptable arrangement, but I'll keep the arrow key problem in mind. Maybe I'll eventually figure out how to set up dynamic keybindings in a 48 hour game... that would be cool.

The levels were manually done. I was able to get the core mechanics sorted out on Saturday, so that left most of Sunday for level design and polish. It's nice when the engine cooperates and you don't have game breaking bugs until an hour before the deadline (I'm looking at you previous game entries...).

@arch Sorry to disappoint your physics breaking expectations. I blame Unreal engine for their superior physics technology. Also, I'm glad you liked the block house.

Blockage by ThePelranthean 2018-08-14T12:21:05Z

@mike-inprinciple I'll have to look into motion blur in the future. Thanks for the tip.

@sita "bring 20 green boxes," eh? How about, "bring 86 green boxes." :smile: Yeah, I probably added more blocks than were really warranted by the puzzles. Good to hear that the mechanics were easy to understand though.

@mikune Maybe if I had put a background to the text and increased the font size, that would make the text more legible. The outline I added didn't do as good a job as I had hoped. I'm glad you enjoyed the game.

Blockage by ThePelranthean 2018-08-15T22:01:02Z

@ice-maker Interesting, thanks for pointing out the dizziness problem; I don't think I've heard that before. Was it the FOV? Or was there something else that made it dizzying? If I can fix it in the future, the game would be more accessible which would be nice.

@darkrabbitgames UE4 devs, unite! I previously took a break from Unreal, so this was my "picking it up again" game. It was fun to jump back into UE4.

Concerning the tedious win condition - yes, I agree. My hope is, as mentioned in some of the previous comments, that by reducing the number of blocks required to activate the doors/bridges I can eliminate some of the tedium. Failing that... I guess I could add alien octopuses with lazers! Though that might be a bit off theme. :smile:

I'm always open to new ideas if you have any. Thanks for the feedback.

Ultimate Heat Death by croze 2018-08-14T21:46:07Z

That rocket jump is fun. It would have been nice to know where I was going (often times I just launched myself to the right in hopes that I'd land on something). But hey - if you're escaping from the heat death of the universe, who really needs to know where they're going? :)

That said, zooming your camera, as mentioned by @squirmonkey, might help a bit with the "where do I go next?" problem. Unless that was intentional - in which case, it seemed to work rather well.

It's also a pity the side-climbing didn't work as well as the bottom-climbing. I tended to avoid side-climbing as a result, and that really limited movement. But when I was able to bottom-climb and rocket jump around... that was good fun. Well done and thank you for sharing.

Gravity Well by Arch 2018-08-14T22:50:43Z

Very simple. Very good. I approve of this game.

Now, if I could control multiple ships at a time, that might be even more insane... but then I don't know if I'd even complete the tutorial on a multi-ship version. :)

The puzzle progression was well designed, so good job on the game design front. Mechanics were simple, but that's all they had to be. It works well.

Health and Mana Warehouse - Among other things by superhiro20 2018-08-13T01:18:42Z

The materials were pretty cool.

I was a bit confused about the time requirement. There was no countdown that I could see and I never saw any notification that I had run out of time, so from what I could see the time didn't matter. I'm also not sure why the materials changed from diffuse to emitting surfaces over time.

It could be that I just didn't read the instructions well enough. But I did enter a zen-like state putting colored, pulsating spheres into the appropriate bin. The soundtrack was also quite peaceful. So overall, this game has been a positive experience.

Thanks for sharing it.

Satellites by Bewelge 2018-08-13T02:31:45Z

Sliders? Rockets? Launching things into the depths of space? Yes please!

Great game. As mentioned above, a better tutorial might be nice; but tutorials for something like this are difficult.

For outer orbits, the rocket launch feels disproportionate to the resulting orbit height of the satellite, though maybe I'm just not thinking about the relation of these two trajectories. Either way, even if the animations don't match what I'd expect, the sliders seem to result in the orbits I expect, so it works out.

Alchemist's Apprentice by zachw136 2018-08-13T03:36:36Z

Ambience, audio, and that alchemist... there are many good things about this game. Part way through, I started wondering if I was choosing the right vials. Then I just decided to smash them to make more excuses. Maybe I'm doing this wrong.

Well done on the art. The glass audio felt responsive, which I really enjoyed. It would have been cool to see some of the potions explode (maybe correlating to the type of potion :smile:).

Overall, thanks for the interesting experience.

Viral by BigBossErndog 2018-08-13T03:03:30Z

I saw some pictures of this in the main feed during my delirium of programming. It's cool to be able to play the finished product.

I think the folder names here were key. I'd be navigating after the latest bug and then go "Wait? What? What was that folder I just clicked on?..." Many enjoyable moments there.

It would have been cool to have a pie chart or something similar showing total disk space. File tree charts showing space consumed by each file are one of my favorite things. That would have made a good alternate end screen, showing which unattended folder led to your doom.

Regardless, this game is quite fun and the levity of the desktop environment only helped make the game more enjoyable. Thanks for sharing your game.

Protect the Core by Samuel Kriman 2018-08-13T01:28:15Z

Not a long experience (unless you're better than I am :smile:) but definitely an effective one. Simple mechanics, careful aesthetic, adept usage of the theme, all working together to make an effective experience. Well done.

The balance seems definitely in favor of the growth, so the game seems to be intentionally short, and that seems effective for the type of game that it is. I think I would have liked more weapons in my arsenal (maybe I just feel so helpless with the default peashooter), but that would have required more coding time, so I understand why you didn't add more.

As previous commenters mentioned, nothing seems terribly wrong with this game - so good job.

WHELM by Ethan Nachreiner 2018-08-13T01:00:03Z

This game is a bit overwhelming at first, but eventually I learned to enjoy managing a whole bunch of bullets up in the air. You can add more by firing and take away some by dodging.

You just have to watch out for enemies beneath your haze of bullet fire and manage you location properly and this game should be a breeze... at least it would be if I didn't suck at twin stick shooters. Oh well.

As I went from floor to floor, it would have been nice to see more variety of environment - but who am I kidding. My levels didn't have any decoration at all, so well done on at least making yours look nice and in theme. The music was also simple, but on point with your theme. Well done on that.

One thing that confused me a little bit was the camera movement. Sometimes it would zoom waaayyyyyyy in and I wouldn't see what was going on. Other times it would zoom all the way out and I could see everything (I'll just stand in this corner while my bullets kill the enemies next door). Not seeing the back-end I don't know what caused this, but it was a bit interesting.

Overall, well done on this game. It's not too complicated, benefited from what polish you could bring to bear, and ended up being enjoyable to play (which is generally the purpose of games).

The City Of Forgotten Toys by dk5000p 2018-08-14T22:31:04Z

Interesting game indeed. The music was definitely surprising; in the end, I think I enjoyed it.

As mentioned above, the spawning became a bit concentrated over time, so it became less about navigating and more about dodging. The mayor level was also interesting. I didn't really hear the voiced directions at the beginning, but in the end I was still able to beat it.

It's satisfying to be able to beat the game, so thanks for sharing it. The game world was interesting too, so it was good to be able to play around in it.

Get Off My Boat, You! by Eric Kulbiej 2018-08-13T00:35:38Z

Hmm... sailing over nicely hand drawn seas? Check. Deftly navigating by means of a mouse driven wheel? Check. Running over helpless swimmers who just want to escape? Check. Seems like you hit all the major points of an excellent game. :)

This was a simple, enjoyable game. I'm not sure I understood how the fuel mechanic worked (yes, I lost fuel, but could I ever get more?), but otherwise the game was self-explanatory and easy to get into.

An interesting additional feature might be some variety in swimmers (like, some extra fast swimmers that count for additional points... or maybe dolphins). But the game as it is is perfectly playable and doesn't seem to lack anything major.

The Pit by jelbre 2018-08-13T01:55:30Z

It's always interesting seeing people combine tetris-like behavior with platforming. I'm not sure I figured out the difference between 'P' and 'L', but I was able to move boxes, so I figure that's what's important.

One thing I found a bit annoying was the hit box of the character. More than once, I was just a little too close to the crate falling in the next tile over... many an unfortunate death has occurred from a nearby falling crate. Oh well; that's probably just my incompetent platforming skills at work.

Some of the polish you mention above would have been cool to see, but what you have is an effective game. I haven't worked out the perfect strategies, but it was fun to make more progress in subsequent runs as I figured out what was important to allow me to keep moving upward.

Thanks for sharing your game.

No More Space in Space by Liven 2018-08-13T01:38:21Z

I made a new hight score! Woohoo! That said, nice game.

The bouncing planets and searing stars are a nice touch that really help the simple aesthetic of the game.

Of course, I would have liked to see more lasers, but you can't have everything (and they don't really fit the mechanics of this game... though they might have made an interesting powerup... food for thought).

Overall, good job. As mentioned above, a few of us thought of the idea, but you actually executed it, and you did that well.

Ludum Delivery by Korso 2018-08-13T03:25:55Z

Well, this was definitely a satisfying game. I may have played it far longer than I intended to.

The pace felt a little slow, so speeding it up might increase the challenge. But honestly, I wouldn't have enjoyed a more challenging version nearly as much. There's something joyful about perfectly filling trucks over and over again.

Nicely done.

Floodtown by Sita 2018-08-13T02:11:34Z

I enjoyed the art style of this game. It was super consistent.

Also the mechanics were enjoyable. I definitely needed to play the game a couple of times before I got the hang of it, but then it was quite fun managing my own little flooding town.

The bonuses were an interesting way to prioritize certain regions. It would have been interesting to affect the flood water in some way using something like a dam. But I don't know exactly how that would have worked, and I don't know what your back-end looks like, so that may not have even been possible.

Honestly, the thing that stood out the me the most in this game was the tactile sense of manipulating the board. It really felt like a board game, in a good way. Thanks for sharing this.

Tile League by do the dog.avc 2018-08-13T02:17:41Z

Nice simple game. Too bad I don't have anyone to play it with.

Might have been nice to have alternate backgrounds to choose from, but that might have been difficult to implement.

Mechanically, there doesn't seem to be much to add. This game shines as an example of a simple 1v1 arcade type game. Nicely done.

LD43 — Sacrifices must be made

Sola Navis by ThePelranthean 2018-12-08T03:05:25Z

@peterrior55 Thanks for the feedback. The idea was that you had to sacrifice your current upgraded ship for a better ship that was broken and not upgraded. In retrospect, the link is a bit tenuous.

LD44 — Your life is currency

Wizards Bane by saladon 2019-04-29T12:41:53Z

As everyone else has been saying, this is simple, elegant, fun to play. Thanks for sharing it.

Having the spell type indicators on the bottom sometimes blocks incoming enemies, so it might be nice to have those on the left or right of the screen. And as others are mentioning, scaling difficulty would be interesting. Also upgrading your spells could add an entirely new level of choice to the game.

That said, this is a solid game as it stands. If I may reiterate another comment, the fact we want more from this game speaks to how good the core is. Well done.

Wizards Bane by saladon 2019-04-29T23:39:36Z

@saladon Very nice. I like 2.0. The difficulty definitely ramped up around score 100. :smile:

Breaker by Hasuman 2019-04-29T23:59:19Z

I like this game. I've nearly played it twice through already.

* First off, it's pretty. You chose a theme and stuck with it. * Second, the game play is simple to grasp yet satisfying to execute. * Third, the difficulty ramps up without being overbearing. (Subjective... I'm not usually a very good player, so take my judgment with a grain of salt.)

The enemies on the third level glitched a bit when they started massing, but they were dangerous enough once they got unstuck and came after me. Thank goodness for the AOE mechanic.

I would have liked to see more levels, but the levels you had were fine. To be honest, long games in a game jam can be annoying to judge - though with this one, I don't think I would have minded.

Overall, good job. I noticed your screenshots in the news feed and thought the game looked good. It doesn't disappoint. I wanted a pretty shotgun shooter and that's what you made.

LD45 — Start with nothing

I Have Nothing - If I don't take from you! by Imphenzia 2019-10-08T00:26:49Z

Simple concept, lots of assets, well executed control scheme, has sound, used theme, and had fun while doing it? Seems like you did a good job here. Thanks for sharing your game; it was fun to play.

I don't know that I ever managed to run away from the lady - so once she saw me that was it. However, that just made me more motivated to not be seen, so I guess it wasn't necessarily bad. It would have been nice to recover by escaping into my own apartment though.

Regardless, I enjoyed the game. Again, good job.

Pangolin in the Sky by ThePelranthean 2019-10-08T00:39:59Z

@shaolin-dave Sorry that the game crashed for you, but thanks for letting me know. The game isn't very optimized, so that's probably at fault. You might be able to get it to work by downloading the windows version instead of using the browser version. If you are using a different platform, let me know and I'll see if I can compile a version for you.

@aconfusedragon Definitely not a bug... a feature. That's a feature. :smile: Thanks for the feedback.

Pangolin in the Sky by ThePelranthean 2019-10-08T00:42:35Z

@purpledartfrog Thanks, glad you liked the egg plant... ! I mean pangolin. :wink:

Pangolin in the Sky by ThePelranthean 2019-10-08T00:43:45Z

@andyp I can think of a few... I mean that soundtrack, right? Thanks though. Glad you enjoyed it.

Pangolin in the Sky by ThePelranthean 2019-10-08T12:07:50Z

@jason-porritt The camera is definitely a weak point in the gameplay. I was struggled to find a good way to add free mouse movement to a third-person camera. My solution was definitely not ideal; I'll have to give it some more thought in the future. Thanks for the feedback.

Pangolin in the Sky by ThePelranthean 2019-10-08T22:52:38Z

@barrier Nice idea. It would unify the control scheme rather than separating it into two modes. Definitely worth considering. Thanks!

Pangolin in the Sky by ThePelranthean 2019-10-12T00:32:18Z

Thanks everyone for playing the game. I hope you enjoyed at least some of it.

@webox Yes, the camera is odd. I think I was fixated too much on having a third-person camera and didn't realize when the game changed beneath me and warranted a different style. I'm glad you think the concept is cool. It might be fun to play with it a little more and make some puzzles that aren't just introduction to concepts.

@gamedesignguy In retrospect, the directional tiles weren't designed that well. The rocks got in your way, but didn't so much add to the puzzle complexity as just made it awkward to get around. I did enjoy how the trees and rocks in the last level came together to make a small forest in the sky though. That was fun. Glad you enjoyed the foliage. :grin:

@captandrey To be honest, I entirely forgot about setting a mood. By the end of it, I just threw together what I had and sent it out. It would be cool to develop more of a history of the world and give the pangolin a reason to go through a thorny gate in the sky. Thanks for the feedback.

@crubeyawne It's good to hear that it was clear. I like to make intuitive games, and it's nice to think that I sometimes succeed at it. And cuteness is an end unto itself - I'm glad you liked it.

@imphenzia Low poly all the way! Actually, confession time, it's my form of programmer art at the moment... However, if I can do it well, I'm ok with that. I'm always open to suggestions that would improve the art. Thanks for the feedback on the camera.

Originally, the camera overview was supposed to be locked, allowing no movement, but it seems that in the midst of coding, I overrode my toggle and things got a bit buggy. Also, you weren't supposed to be able to jump on the orange boxes. But hey, if it works, use it to your advantage. :smile:

Our Glory Shall Not Descend by sbackus 2019-10-07T13:21:52Z

Feels like a good rogue-like. I enjoy the possession mechanic quite a bit. It changes the strategy used to navigate the dungeon more than I expected.

Thanks for making it!

Ichi-Robo by pilly 2019-10-11T23:59:00Z

Solid puzzle design. Well done.

You found a good simple mechanic and then progressively explored it level by level. I try to do that myself when I do puzzle mechanics and it was a pleasure to see you work through it in this game.

As others have mentioned, a longer sound track would have been nice. It also would have been nice to skip ahead levels since dying occasionally causes crashes and restarting a 18+ level game is a bit discouraging. I only made it to around level 15 before I fell off the platform and got the black screen of death.

Otherwise, you seem to have made a pretty well rounded game. The UI isn't lacking much and isn't in the way at all. The robot controls were intuitive. The setting was intriguing and fun. The robots were great.

Overall, I enjoyed playing. Thanks for sharing it.

Helicopter Crash by Shaolin Dave 2019-10-08T01:27:46Z

Hmm... couldn't find a key. The controls were simple, which was good. As others have mentioned, it was difficult to find your way around and unclear, sometimes, where to go. However, actually acting in the world was pretty intuitive, so if you can find a way to direct the player a bit better, you have the good beginnings of a game here. Thanks for sharing the game.

Helicopter Crash by Shaolin Dave 2019-10-08T12:04:52Z

@shaolin-dave Ah, I was missing the second item from the car. Makes sense. I assumed there wasn't anything else since I already had the battery. Thanks for posting the instructions. It would have been cool to have more things in the world to explore, but as always, development time is a limiting element in games like this.

Reboot Royale by Webox 2019-10-11T23:41:00Z

This is a pretty solid entry.

I wouldn't say that the game lacks features so much as progression and task variety. You may have been able to achieve some of that by adding some more dependent steps.

You already have some measure of progression when you revive players and then move them to the lobby. Maybe if you made another step or two? Like:

* Remove the weapon from the player * Move the weapon back to the building, but only after its fixed

Using something like that you interconnect all the tasks and add a layer of strategy as to what should be done first. Also, a player with a weapon might go around destroying buildings, and a player without a weapon might go steal one from the nearest building.

Another possibility would be to force some adversity on the manager by requiring multiple players to be alive at once before they may be sent to the lobby. Maybe they have to return in squads. So you have to revive multiple players, separate them from killing each other, and direct them to the lobby all at the same time.

All of these suggestions would have taken more time, so this being a game jam where time is limited, they may not have been possible. However, it is fun to think about what might make this game a bit more dynamic and interesting to play.

That said, I still had fun, so the game is good as it is. I really enjoyed the sound track; it makes me want there to be a longer version of it so I don't get tired of it through repetition.

Thanks for sharing the game. It really is quite good.

Reboot Royale by Webox 2019-10-12T00:17:41Z

@webox No worries about your feedback; it was fine.

I had to play through your game a few times to get past "the player spawning next to the lobby and becoming unclickable" problem. While I was running through it, I just got a bunch of ideas about what could be improved.

I like each of your feature ideas. It's a pity that time limited what you were able to put in. You achieved a minimum viable product that communicates the basic idea of your game, so I can see how these other features would make it even better.

Wirm by bar0net 2019-10-11T23:07:02Z

As the others have said, nice concept, solid gameplay, good art. Well done!

For some reason, Level 6 wasn't letting me jump or use the boost, even after I picked it up. Other than that, all the levels worked fine. The platforming mechanics were solid enough that it was clear my many deaths were my fault, not the fault of buggy code.

It would have been interesting to introduce the spikes in the last level into a few different levels. I feel there might be some unexplored puzzle potential in the spikes. But then, time limits are everything in a game jam, so I understand why there aren't more levels.

Again well done, and thanks for sharing your game.

Space Scavenger by Mabry 2019-10-08T02:03:21Z

Spaceship! I like it already.

Actually, the art for this game is pretty nice. And one of the great things about spaceships (of which there are many) is that they can be quite modular. I never quite managed to achieve warp (those homing bombs were too much for me) but I did manage to make some pretty looking ships. :smile:

It would have been cool for the different parts to give the ship different abilities, but that may have been beyond the scope of what was possible in the course of a weekend.

Overall, good job. Thanks for sharing your game.

Amalgame by Gnomik 2019-10-08T01:50:48Z

Simple but enjoyable. The game balanced itself well as I progressed and it was interesting that my health was tied to my early game success (i.e. the cells I had already collected).

It seems that the shield cells may not be as useful as I initially thought, since they don't add any benefit except they take two hits rather than one before they're removed. Of course, since the goal is to get as many cells as possible, that's not a bad thing. I guess you just need to find the speed you're most comfortable at and then shield away.

In any case, strategy aside, I think you did a good job on this game. It was easy to pick up and quite fun. As others have mentioned, a UI notification that you have available cells for evolution would be nice, since as you scale out, it becomes harder to see unevolved cells. However, the game works fine without the notification.

Molecular Madness by PurpledArtFrog 2019-10-08T00:12:37Z

Thanks for sharing the game. It put an interesting skin around a familiar concept (agar.io, as other have said) and pulls the LD theme in fairly well. I enjoyed flying my molecule around consuming all others. Good job!

Molecular Madness by PurpledArtFrog 2019-10-08T00:34:07Z

@purpledartfrog Guilty as charged. Though, in my defense, it was meant to be a [pangolin](https://en.wikipedia.org/wiki/Pangolin) from behind.

Admittedly, now I can't stop seeing the egg plant... so thanks for pointing that out. :smile:

Hopefully you don't get too many references to Agar.io as people continue to comment. But on the other hand, you've hit something people like, so that's a good thing.

Stickman Get Stuff by Barrier 2019-10-08T23:05:19Z

Hmm... spiky mine things are definitely very natural. Probably the most natural part of the game. :smile:

Simple but good game. Art style was consistent. Control scheme was intuitive (if a bit floaty). Was able to carry horses and bicycles around - a core mechanic for any game (sarcasm mark here).

Well done making this game!

Rainbow Restoration by CrubeYawne 2019-10-12T00:43:30Z

Simple puzzle with a story. Very nice. I think the exploration aspect of this game really drew me in.

Aside from adding a few levels/puzzle tricks, there's not really anything that can be added without changing the simplicity of the game. Good job making an enjoyably complete game.

Warp Trash Flotilla by GoogleFrog 2019-10-08T02:23:36Z

Beautiful concept. Maybe a bit rough around the edges (the astronaut got stuck a few times), but well executed overall and quite fun to play. Also, set in space; so the theme had me from the get-go.

Adding another astronaut to the mix would be fun. But that would be a bunch of programming work and isn't really core to the game concept. I can't think of anything this game is lacking in its core.

Good job on this game. Thanks for sharing it.

Hunger by Esben Jensen 2019-10-10T23:25:21Z

So when I played it, I got a time survived. I managed about 5 minutes (300 seconds). I enjoyed how as the game progressed you couldn't keep up with your declining health bar. It made me more desperate for efficiency and really played to the game's theme.

It would have been nice to have a bit of sound, but I know that can be hard. There also wasn't much explanation for what you were expected to do and how things worked. A little more tutorial probably would have been helpful.

However, the basic concept is solid and the controls worked pretty well. Thanks for sharing the game.

Dead Again by Joe Bustamante 2019-10-08T01:37:07Z

Hehe. That was great.

Your take on the theme was quite enjoyable. The game's combat was a little loose. For instance, the massed enemies got stuck on each other and most enemies were vulnerable to attacks from below.

However, it was consistent enough to get good at over a few tries and the story was pretty good. More levels would have been nice, but it would be hypocritical for me to realistically expect more. I rarely end up making that many myself in a single weekend.

Overall, good job. It was fun to play.

Soul Corrupter by supercannon 2019-10-08T00:53:55Z

Capturing large groups of innocent bystanders in a swinging pentagram is quite enjoyable. (Listing that among sentences best taken out of context. :grin:).

As mentioned above, character movement was enjoyable and dodging was annoying. I may have missed it, but a mechanism to regain health would have helped me. It does make the game less hardcore, but it makes play sessions last longer, which I enjoy.

Overall though, this is a fun game. Thanks for sharing it.

Soulful by aconfusedragon 2019-10-08T01:15:25Z

I had a very zen playing experience in this game. The music and sound effects work well to set the mood and the art, as others have mentioned, is cute.

Another player mentioned that the early difficulty curve was to fast. I should mention that the late game difficulty curve didn't exist. It would be nice if the game started slower and ramped up difficulty to infinity and beyond! Or at least to infinity. I found myself wanting a bit more challenge once I figured out the pacing of the game.

However, I still proceeded to sit here listening to the music and enjoying the game's aesthetic for a good few minutes. It's an experience I recommend. Thanks for sharing your game!

LD46 — Keep it alive

ALIEN RESCUE by Imphenzia 2020-04-22T02:09:31Z

Always a fan of the ragdoll physics. It was fun trying my best to make progress only to watch the alien die horribly in my tracks. The game did a good job adding randomness to what is normally a game about skill and planning. Well done.

Universal Friend Organization (UFO) by ThePelranthean 2020-04-21T01:40:27Z

@rigdonware It's pure blueprint. When it comes to the Ludum Dare, I find the switching between C++ and the editor a bit slow. Since I'm still learning how Unreal works, blueprints are faster for me. I look forward to understanding the engine well enough to write logic in C++. Thanks for asking.

@perfectsquare I agree; the planets could use some work. Glad you liked the UFO though. :smile:

Universal Friend Organization (UFO) by ThePelranthean 2020-04-22T02:04:12Z

@tylla Thanks for the feedback. The controls were indeed unintuitive. I locked them in early in development and ended up regretting them most of the weekend. @defectivemelon Your suggestion to have a visual "in range" indicator might have solved the issue quite nicely. Thanks both of you for pointing that out.

@tylla As to your second point, that's a good point. There isn't a way to exit/restart a level early. I don't think any level is longer than 2-3 minutes, but that's still a long time to wait if you miss one of the early dependencies. Sorry about that.

And for the final point... that's just a bug. I wasn't able to iron it out before I pushed the build.

Thanks both of you for pointing out these problems. I'll have to see if I can set aside some time to make a friendlier build.

Universal Friend Organization (UFO) by ThePelranthean 2020-04-22T02:06:54Z

@technodragon253 Thanks for the compliment. Level 4 was definitely harder than level 5. At that point though, I just wanted to use dirigibles and unicorns. :unicorn: Sorry for the drop in difficulty.

@quinn-patrick Glad you found it fun. I'll have to keep package size in mind in the future. This definitely wasn't my most optimized game ever. :slight_smile:

Universal Friend Organization (UFO) by ThePelranthean 2020-04-26T14:26:53Z

@spacewizardj Thanks for playing! As for deepening the gameplay? Hmm... good question. It would have been fun to add enemies of some type to chase you and make you drop your cargo. Something like space jellyfish would be good. :smile_cat:

It may also have been interesting to have planets that accept multiple types of resources at once to add a bit of choice... that would have enabled me to build more flexible levels with a bit more challenge built in.

In the end, though, the game degenerates into a run here, now run there, now run back again sequence. My main goal in anything I add would be to spice this up and try to make interesting decisions. Thanks for the question!

@clayton-does-things That is an excellent idea. It didn't even occur to me. Thanks for the suggestion!

The Blind Hummingbird by Webox 2020-04-22T01:39:06Z

I have to agree. You can never have enough roguelike hummingbird games! So thanks for helping to fill that gap.

There was a good balance of exploration and resource management in this game. I think I got caught by the food decrease before collision because I'd occasionally lose more food than I thought I should. Maybe I just took to long to move?

In any case, I thoroughly approve of being a hummingbird and sonar-ing my way around a landscape. Also, good use of abundant music. I didn't even notice until you mentioned it. :thumbsup: It's a great tool and it's cool to hear how you've refined it's output.

Club Ludum by bar0net 2020-04-22T01:20:54Z

Interesting idea. The satisfaction mechanic was definitely fun, though I found it difficult to figure out what was going on at first. As the others have mentioned, I think a progressive tutorial would help with that, but to do that in 48 hours is a pretty tall order.

As it is, you did a good job on the graphics and the mechanics seemed to work fairly well. Good job on figuring out a different take on the theme.

Seasonal Survivor by rigdonware 2020-04-22T00:26:04Z

An enjoyable game. There was a good balance between managing the plant and defending it from attackers. A bit of sound would have helped give feedback for your actions, but I totally understand running out of time. (Most of my submissions have lacked sound for that very reason.)

Another extension that might be fun would be to have the plant grow self sufficient over the course of the game. Either that, or add some weather event which overloads the food bar - maybe a fertilizer tornado or something sufficiently realistic... :smile:

Game Jam Brain by PurpledArtFrog 2020-04-22T00:59:03Z

Thoughts whilst reading through the comments: A "lose on purpose" button?! I gotta press it!

I was not disappointed. :smile:

For not being too familiar with tower defense games, you did great. I know my own attempts at tower defense have been... less than stellar. It's been a while since I last tried though, so maybe it's time to try again.

I don't know that I ever used the buy back button, but that's probably a balance issue. If focus had been more scarce, I would have been forced to reallocate resources more during the game. Alternately, adding a build delay may have made me think ahead more since towers wouldn't be immediately available.

In any case, I enjoyed the game, even though the balance may have been slightly in my favor. Thanks for sharing it.

Egg Mother - Keep It Alive! by Barrier 2020-04-22T01:10:27Z

As the others have been saying, this is a good cute game. It does a good job ramping up and the invulnerability button is a nice touch for those of us who are really annoyed by the birds but really want to see baby egg-cats. :slight_smile:

Also, I appreciated how the bug color indicated each bug's intent. It was a good way to signal which bugs were a threat and which weren't. Though, even when they weren't being aggressive, I was always suspicious they might turn. (Innocent little green bugs... I'm looking at you.)

The scale of difficulty between the bird (who you could do nothing about but distract) and the other bugs was a bit stark. It may have been fun to have an enemy that you could still squash, but you had to approach from a certain angle, like the bird. That really isn't essential though.

Overall, good game. Thanks for sharing

Ludum Network Support by CrubeYawne 2020-04-22T01:52:58Z

There may not have been a win/lose condition (if there was, I never found it), but it was enjoyable to walk (read boop-boop-boop-boop-boop) around between houses and then fix their problem (ka-ching!). The sound definitely made the experience. :smile:

One small note on movement. Because you were scaled so small, it was sometimes difficult to click close enough to the doors/switches to collide with them (and turn them green). Often I would accidentally click on the door rather than the floor, which didn't move me anywhere. It would have been good to move toward the door I clicked on even if I wasn't able to start fixing it.

It would have been cool to see the cars and other progression mechanics you didn't have time for. Good job getting done what you did though. Thanks for sharing your game.

Sweet Resurrection by James Shipp 2020-04-20T23:14:58Z

Simple, but good. You definitely nailed your aesthetic, as has already been mentioned. Also, the puzzles were satisfying; I think it was a combination of the visual feedback and the checklist mechanic. The graphics did a lot to sell the experience too.

As a note, I was able to un-flip switches by clicking where the handle used to be rather than where it moved to. That wasn't bad though - it was workable.

A bit more puzzle complexity would have been nice, but given the time constraints I can't ask for more. Thanks for sharing your game!

ZenTuree by wischi 2020-04-20T23:24:49Z

Sent here by an enthusiastic friend. This is a pretty excellent game. It may not be lauded for it's complicated mechanics, but it's very satisfying to watch your tree grow. Arbitrary wildlife would be a satisfying extension, but that might distract from the basic simplicity of the game. Thanks for sharing it!

Life Of Sparky by Piranha 2020-04-20T23:41:41Z

A good balance between challenging and pure fun. It's hard to understate the joy of burning everything in sight, especially to light-hearted music. This game satisfies the inner pyromaniac in all of us.

It would have been fun to have a boost mechanic of some form to rapidly spend energy to leap across obstacles or to spread fire all over an area. But the core mechanic of moving and burning was sufficiently satisfying to make a good game.

Thanks for sharing it!

Your Plant by PerfectSquare 2020-04-22T00:43:29Z

I'll have to agree with the others here. This game is simple but good. It introduces its mechanics gradually, but builds on them until you have to work to win. Good job using a few assets to design a simple but engaging game!

As mentioned above, it would have been fun to see additional challenges to overcome (maybe something in the root system to maintain the nutrition source?). And of course, more types of plants would be cool too.

For the plants you had, each one seemed to have its own character. For instance, the cactus didn't really need that much water, but later plants just couldn't get enough. :slight_smile: Overall all, well done and thanks for sharing.

LD47 — Stuck in a loop

Looper Cooper by Imphenzia 2020-10-05T01:39:32Z

I greatly appreciate the explosions in this game.

When the game first loads, you have a nice, beautifully aesthetic, low-poly world waiting before you. What better to do than run head-long into it and explode? Of course, it's even better when you re-spawn, looking at the conflagration of your last death, only to do it again. :grin:

Suffice to say, this game brought me joy.

I found the controls a little to touchy for my own tastes, but then I'm a terrible at games like this, so I'm not a very good judge. The graphics were well polished and I'm curious to look into your code for generating circular levels.

It would have been interesting to introduce other flying things like dirigibles, but I guess, since you have floating presents, that works too.

Thanks for sharing!

Collective Restraint by ThePelranthean 2020-10-05T13:33:22Z

@aarimous Unreal definitely gives you a leg up on making something pretty. Unfortunately, I'm not that practiced at it, so I'm slower than I should be implementing gameplay. Audio would have been an excellent addition; I'm never sure how much to prioritize it. I should probably re-evaluate my development process. Thanks for the feedback!

@doomerismo Thanks; Unreal definitely has graphic potential. That's what keeps me coming back to it. You're right though, the two levels don't really do the mechanic justice. Thanks anyways for trying it.

Collective Restraint by ThePelranthean 2020-10-06T00:08:29Z

@p0l4r and @sinusquell Sounds like audio is a must then. :smile: Thanks for the feedback!

Hoop Knight by lectvs 2020-10-05T01:47:34Z

Hear, ye, hear ye! This game art an noble introduction into the ways of royal hoopery. Harken now and playest thou this game for great good!

When I saw the title of this game, I hoped it would be good. I was not disappointed. Thanks for sharing your game!

The controls were awkward at first, as they tend to be when you do something new like this. However, by the fifth level, I felt I could reasonably well control my attacks.

If you were to spend some more time extending this concept, you could add hazards to the level. Endless pits or lava would make you a bit more cautious where you step and add an interesting dimension to the game. However, the existing levels are more than enough for the compo. Well done.

Overall, I think this game lived up to my expectations and gave me, at long last, fulfillment for my desire to wildly gyrate around a castle with a hula hoop.

Looping Condor 3000 by Quinn_Patrick 2020-10-05T02:43:51Z

Once the acceleration and turning mechanics are figured out, you can settle down into a Zen-like state, circling around touching stars. Quite an enjoyable experience.

I appreciated the level of control this game gives. It also does a good job presenting one challenge at a time through a level, giving a tangible sense of progression.

At first, it felt a bit generous that I could easily avoid the orbiting orbs by flying above them. However, as the game progressively got more difficult, I became glad for the larger hit boxes of the stars and the small hit box of my Condor 3000.

Well done on this game!

It Is A Loop by Aarimous 2020-10-05T02:49:24Z

I appreciated the cleanliness of this game. It felt simple and polished; wasn't hard to grasp but scaled in difficulty as you played.

Granted, it's not a complex concept, but it was executed well. Good job on this.

I like the recommendation from @dinosire to add additional rings. That would bring an interesting dimension to the game.

I found that the single failure-and-you're-done nature of the game to be a bit abrupt. It might have been nice to have a lives counter to allow you to miss one or two... but then maybe I'm just lazy and don't want to move around that much. :smile:

In any case, well done finishing this game and thanks for sharing it. It is fun.

One Day at a Time by PerfectSquare 2020-10-05T01:55:51Z

I appreciated how you were able to reinforce your theme by game-play. The repetition of the days was something you felt because of the repetitive things the game asked you to do. The first splash of color I found surprised me in a refreshing way, again reinforcing the theme of the game.

This game does a good job sending an encouraging message. Thanks for sharing.

Lonely Blob by SinusQuell 2020-10-06T00:18:18Z

You did a good job capturing the theme here. And not only that, you built a bunch of mechanics together well, making it enjoyable to connect all the dots.

It would have been nice to have a bit more sound feedback as the white blob moves around. But the music was enjoyable and it's far better than having no sound at all.

I found this game quite fun, so thanks for sharing it. :thumbsup:

LD48 — Deeper and deeper

Dwarves + Dragons by ThePelranthean 2021-04-26T22:29:33Z

@blaster391 The speed up mechanic was a last minute addition because I got tired of waiting for the dwarves to catch up to my next move. Unfortunately, I didn't also figure out a way to speed up the dragons. Glad I was able to remind you of Lemmings though. :thumbsup:

@twoshoedlou The link should be fixed now. If you still can't get it to work, use you can find the download in the Releases section of the source code link (as @blaster391 suggested). Thanks for letting me know about this!

LD49 — Unstable

Kinetic Space Mining by seurimas 2021-10-05T01:07:57Z

The tractor beam really was fun to use. The game does a good job establishing its core mechanic and giving you a chance to figure it out.

It would have been cool to have ship upgrades or to be able to switch out ships to increase speed or have a stronger tractor beam, but if you included those features, I didn't get to them.

I think the concept stands well on its own and I enjoyed playing it. Thanks for sharing!

Ruin by ThePelranthean 2021-10-04T02:27:17Z

@adan1032 Thanks for letting me know about the problem. For what it's worth, I promise that I'm not trying to hack your computer or otherwise distribute malware.

I'm not sure why Norton has a problem with the executable - if you have more information about why it's identifying a threat, that'd be really helpful.

Otherwise, I'll have to see if I can do a rebuild that disables unneeded features from Unreal. Maybe by turning off unneeded plugins/features I can avoid triggering Norton's alarms.

Ruin by ThePelranthean 2021-10-05T00:04:16Z

@neverwinsthegame The movement controller doesn't like unstable foundations, so when there are a bunch of unstable blocks beneath you, it can get confused and you get stuck. I'm not sure the best way to prevent that problem, but thanks for pointing it out. Maybe I'll have a burst of inspiration at 2am. :smile:

@falcondance Clearly that is the best part of the game. I will admit being distracted by block physics many times during development.

Ruin by ThePelranthean 2021-10-05T04:03:17Z

@potkirland I do tend to make levels that require too much work, so I'll definitely keep that in mind in the future. Thanks for the feedback!

@ukulelefury Why would we ever want to do anything else indeed. :smile: Mapping the cursor position to the phantom-block was definitely a hack. I basically just projected the cursor into the scene and then hard-coded the y-coordinate to zero. I'm not surprised it didn't map exactly.

I was kind of split on that though. I liked how it limited the effective area you could place a block, even when you zoomed out. But I disliked how it broke your perceived control. In either case, I should probably figure out a less hacky way to map cursor movement to the block. Thanks for bringing that up!

Ruin by ThePelranthean 2021-10-07T02:34:19Z

@mathiouza Mouse inaccuracies are indeed a problem. I'll have to play around with different solutions to see if I can find one I like. Thanks for the feedback.

@hotaloca Glad it was relaxing. The puzzles probably could have been more difficult, though I'm sure you found exploits I wasn't even aware of to make things easier. :smile:

@dent I found a larger variety of solutions than I expected too. It's good that you were able to acclimate to the controls. Thanks for the encouragement!

Ruin by ThePelranthean 2021-10-10T01:44:30Z

@chris1919 Excellent point on the mouse control. In retrospect, the block movement could have been much more refined. I'll have to keep an eye on making core mechanics feel smooth and intuitive. Thanks for the feedback!

@pkzinpo The jump was definitely too uncontrolled. I learned a bit about the Unreal character movement controller this time, but it looks like I could still improve on this front. Thanks for pointing that out!

@caudatecoder It was really helpful to see you working through the game. Your play-through brought home the point that the game very easily gets to a point where it's difficult to progress because the blocks got in your way. Combining that with the awkward jump mechanics and the poor block placement, it was easy to get frustrated. I appreciate you sticking to it for as long as you did and I hope you at least enjoyed throwing blocks around. Thanks for recording and sharing your play-through!

A bad day to harvest by Webox 2021-10-04T04:11:00Z

Exploding crops? You have my whole-hearted approval. :thumbsup:

This was a solid implementation of a card driven strategy game. The choice between movement and net placement provided a good level of tension. In addition, the next card I needed was always absent from my current hand, bringing just the right level of frustration with fate.

The overall scoring mechanism and resource counting wasn't obvious to me, so I don't really know what winning or losing the game looks like, but I enjoyed harvesting (i.e. exploding) my crops as I got the opportunity.

I really want to sleep! by bar0net 2021-10-04T04:33:37Z

You did a good job crafting intuitive tutorial levels. I enjoyed being able to step right into the game an see how it works. Being able to quickly retry a level also helped because mistakes allowed me to learn.

It may have been interesting to have the Mood Board change over time, though that may have been too complicated.

The music reacted well to the different emotions which really helped sell the mood of the game.

Overall though, this game felt very complete. It had a consistent level size, a reasonable difficulty curve, and an interesting mechanic that was played out well across the levels. Thanks for sharing the game!

Cloudlands by Infraxion 2021-10-05T02:22:25Z

This game clearly delivers on its promises. It is definitely not over-hyped and I'm sure it will be the game of the year.

With multiple game modes and a variety of content, it has something for nearly any player. While it may be a little unpolished, I feel that DVD Project Blue® has clearly lived up to their reputation.

I eagerly await the release of the main menu.

(Well done; that was great!)

Bad Buckets by PurpledArtFrog 2021-10-04T03:09:40Z

Looks good. I appreciate the super realistic graphics. :smile_cat: Actually, the graphics were consistent and established a good aesthetic - they aren't bad at all.

I think the mechanics were fairly good too. Movement felt a little floaty, but it wasn't too bad.

Because the buckets spawned pretty fast for me, I lost focus on protecting the customers and went into survival mode, just trying to catch any bucket that ran by. I would probably have benefited from a slower spawn rate, but I suspect that varies widely based on player skill (my skill is very low in this case).

I enjoyed the way you integrated the theme into this game and I found the story of the game to be fun. The music helped establish a good mood and the frantic paint wrangling kept me engaged. Thanks for sharing!

A Solar Disorder by lovetocode999 2021-10-05T00:36:38Z

Agreed with Alice_02, the game liked to crash a bit. Here's a stack trace if it's helpful.

``` Error

main.lua:361: Box2D assertion failed: bd->position.IsValid()

Traceback

[C]: in function 'newBody' main.lua:361: in function 'init' main.lua:696: in function 'init' libraries/hump/class.lua:79: in function 'Fire' main.lua:561: in function 'update' main.lua:471: in function 'update' main.lua:205: in function 'update' [C]: in function 'xpcall' ```

On the other hand, I really liked the gravity you implemented. It took me a little while to figure out a good strategy, but once I did, it was quite fun. I'm glad to spend a bit of time participating in such a time honored profession as zooming around space, blowing up asteroids.

Thanks for sharing the game!

Ping to Mars by CaptAndrey 2021-10-04T03:23:21Z

This is a really cool idea. It may have been nice to have a quick reset button so that you could recover from mistakes a bit more quickly than it takes for the battery to run out. Overall though, I enjoyed the puzzle of choosing a good trajectory and predicting where the signal would be weak.

It would be cool to see additional extensions on this basic concept. For instance, maybe the robot could place its own repeaters. Or maybe there could be a mobile repeater.

In any case, this is a good simple game. Thanks for sharing it.

The Stone Giant by UntilDawn 2021-10-05T03:25:25Z

It took a few tries to realize that I had to click and drag the stones to fix the giant, but once I figured that out, the game was really intuitive.

I enjoyed putting the giant together in all sorts of configurations and the occasional odd block added a lot of flavor to the game. The art, overall really held together well, so good job on that.

It would have been fun to see different part give the golem different abilities (like an energy shield or an auto-heal), but that might have made him too powerful.

As it was, I think you have a reasonable balance to the game. It kept me busy, didn't overstay its welcome, and was enjoyable to complete.

Thanks for sharing your game!

Don Muchacho: Vigilante by javi7 2021-10-05T01:56:30Z

So demure!

Juxtaposing music, dialog, and visuals, this game is a pinnacle of cultural achievement. It challenges your prowess with finely tuned levels designed to evoke exquisite joy.

It will leave you saying only one thing: "Gertude! My investments!"

(I may have had too much fun with this game... :smile: Well done on this!)

Unstabled by neverwinsthegame 2021-10-04T03:44:42Z

I enjoyed your walking animations, particularly for the player. Did you use a special program to create it? Or did you just freestyle it with a paint program?

This game did a good job of keeping it simple. You laid out the level so that certain paths were blocked, requiring the player to figure out the best way to get each horse to the exit. While I'm sure it could be expanded/improved, you succeeded in making a full game. Well done!

Unstable Memories by potkirland 2021-10-05T02:35:23Z

Well done making a playable game. I was even able to reach my family, so I feel rather satisfied. :smile:

I had to play a couple times to figure out how the various systems interacted, but since it was fairly easy to restart, that wasn't too bad. For whatever reason, I didn't understand how the lever interacted with the orb, so that part had me confused for a while.

In the end though, the contextual messages gave me enough information to figure things out. Thanks for sharing the game (and for fixing the bugs... that's always nice).

Split by Zeit 2021-10-05T01:27:28Z

Agreed on the character art. Well done. Playing through it a few times helped clarify the game's story though.

Simple game, but interesting concept. Good job making the game!

RoughTrain by Dogez 2021-10-05T03:09:09Z

It's unfortunate that the bugs caused the instruction text to malfunction. I greatly enjoy the environment you created and the interactions you made at each station seem to work well, at least the first time I visit them.

What you have is pretty amazing; I'd love to see it polished up. Good job making this game!

Circumgyration Destabilization by Adan1032 2021-10-04T02:49:42Z

Nice simulator! The gravity interactions seem reasonable and it's fun to see what is possible using that mechanic in various ways.

Sometimes, when spawning a new object, it jumps away from where I clicked for no apparent reason. That makes it a bit difficult to predict what a given action is going to do, though on the other hand, it has led to a number of "happy little accidents."

I also appreciated the music; it really helped establish the mood of the game.

Thanks for sharing your game.

@devparty It looks like you just need pygame. I've pull requested a requirements.txt if you want to try again.

Snuker by Matt Blake 2021-10-05T00:53:52Z

I had far too much fun with this game. I wish there were more levels.

You did a good job choosing an appropriate art style and the mechanics were both interesting and fun.

It would have been fun to see different types of elements or maybe some molecular interaction (like binding valence shells or something like that), but that is clearly beyond the scope of a 72 hour game.

Also, I would have liked some sound to drive home some of the impacts - maybe excited chalk scratching? :smile:

Overall, I greatly enjoyed this game. It's simple but fun. Thanks for sharing!

DIE: Doomsday Intervention Enterprise by Cor.3 2021-10-05T00:45:45Z

Excellent use of screenshake. And as everyone else is saying, nice music; it really is quite good.

Knob was a bit hard to turn, but otherwise worked very smoothly. It definitely ratcheted up at the end to a good bit of player panic. Well done!

LD50 — Delay the inevitable

Another Day in Space by ThePelranthean 2022-04-06T02:33:31Z

@loligxp Holding down the mouse button is a great idea. As it is, the game is a bit "exercise" heavy. :slight_smile: I'll have to see if I can figure a quick way to program that so I can integrate that input method in future games.

@purpledartfrog Glad you thought it was simple - that can be a hard goal to reach and it's comforting to hear you mention that.

@esayitch Explosions and sounds would have helped a ton, I agree. I usually underestimate how much a bit of sound and polish can help make rudimentary gameplay so much more enjoyable.

Thanks for all the feedback!

A Thousand Islands, and One by esayitch 2022-04-06T02:59:38Z

I enjoyed looking through your content generation code. You put a good amount of work into it and it's fun to see the results as I played through island by island. Thanks for sharing the game!

Space Death by loligxp 2022-04-05T03:41:39Z

The variety of weapons made this game rather fun. It was nice having simple enemies so that you could focus on managing your weapons and flying around them in endless circles.

As mentioned above, lag got real as the game went on, but for me it felt like things really just sped up and I had to be more precise.

In the end, my death was inevitable, but I enjoyed delaying it. Good job making an fun game!

Snowmageddon by PurpledArtFrog 2022-04-05T03:52:42Z

I enjoyed saving what snowmen I could. Alas, the summer did come and the killer whale did eat. But I, the humble lumberjack, have done my duty.

The corruption was an interesting mechanic. In general, I had enough time to avoid any consequences for it, but it definitely kept me moving around.

Also, I enjoyed how subsequent plays kept many of the same stats, so as you replayed, it started warmer and warmer until eventually it was permanently summer and you would lose all your snowmen whenever you pressed play. Not sure that was meant to be a feature, but it definitely felt inevitable.

Overall, good simple game which played well to the theme. Thanks for sharing the game!

Box Blocks by CaptAndrey 2022-04-05T04:10:25Z

Simple, sweet, well executed. Well done.

I found it less than obvious if multiple blocks blocked the lava more effectively than just one. My conclusion is that you only needed one.

I also didn't realize the significance of the refresh button until later in the game; however, discovery really is part of the game, so maybe that was a feature?

It may have been interesting to add colored blocks to the mix with special effects somehow.

I enjoyed this game. Thanks for making and sharing it!

LD52 — Harvest

'Arr-vest by ThePelranthean 2023-01-10T02:51:40Z

@bosco Rogue-like? I reckon ye 'ave high expectations fer me genre. But thank ye. May yer skill at sideways shootin' ne'er leave ye!

@bloodfin @torban Thank ye fer yer kind words. I be glad ye had fun.

@pianoman373 An audio bug? Shiver me timbers! Sorry to 'ave missed that scallywag. Yer advice be much appreciated.

@kymakesgames Aye, the price ye paid was a dear one. But ye kept goin', so well done. I salute yer shivered timbers 'n yer flaggin' graphics card.

@t-c Yar! A whirlin' death machine indeed. I be glad ye enjoyed yer wheel o' destruction 'n I hope yer hand survived as well.

'Arr-vest by ThePelranthean 2023-01-12T02:40:17Z

@roberto-romao Ay, me matey! What be a ratin' worth when ye be cavortin' at sea? Thank ye mighty much.

@diego-teran Sorry fer the audio issues but I be glad ye got yer cannons.

@coldays Pullin' in loot would 'ave been an excellent idea 'n holdin' down the mouse button be a clear improvement. I be glad ye enjoyed even wit' its flaws.

@owca 'tis mighty satisfyin' to see yer enemy's sails sink beneath the waves. I be glad yer harvest was bountiful. Thank ye kindly fer yer compliments.

My Little Piece of Shelby by Roberto Romao 2023-01-12T04:05:53Z

The core harvesting loop of this was pretty enjoyable. And the return on investment... well that was nice too. There's something enjoyable about having thousands of crops... even if the unit of measurement is a bit undefined. (I harvested thousands of grains, I tell you. Thousands!) :slight_smile:

I may not have explored all the mechanics but I would have enjoyed seeing other types of farming vehicles. Especially if you could hook the money into an upgrade system. I may just want to enjoy a crop duster using your mechanics... but I think there are other cool things you could do with it too.

Overall, I enjoyed my visit to the mystical land of Ontario, Canada. Thanks for inviting us to play with your game!

Tyranozilla 2 by blaster391 2023-01-10T00:56:06Z

Yeet!

I mean... good job! An excellent work of art.

It is doubtful much could improve the experience. The small amount of health I had was somewhat debilitating (despite which, I managed to make at least $2), however, one can understand the fragile nature of a peace-loving creature such as Zilla.

Alas, I did not live long enough to discover whether or not the foes might have sent such wonderful companions as tanks, helicopters, and even mechs. Ah well... at least I have these flowers.

:sunflower: :dragon_face: :sunflower:

Village of Plenty by p0l4r 2023-01-10T02:02:43Z

It took a few tries but I finally found a combo that works!

firefox_2023-01-09_20-00-00.png

I appreciated how the game functioned like a puzzle, asking you to optimize your way to a result that worked. The population growth mechanic was a bit unclear to me, so it may have been nice to project what would happen next turn given your current food levels.

However, the game was a good amount of fun. Thanks for sharing!

YO, HARV! by KyMakesGames 2023-01-12T03:32:40Z

Can verify. Definitely the Harv-est.

While I myself am not very Harvey, I appreciate the voice of my inner Harv to which this game introduced me.

The ragged vest was a solid addition to the experience. I regret that I did not achieve sufficient Harv-ness to realize further achievements. As such, I do not feel I have sufficient expertise to recommend improvements to this game.

This game, having achieve peak Harv, stands as a pillar to all Harv-kind.

Asteroid Rush by Aarimous 2023-01-10T02:15:09Z

Can recommend a minimum of two play-throughs. First, actually try - I mean, you gotta give that sun some cookies. Second, just blow everything up. As @aarimous says, it's just more fun. (And at least earth is clean now. :slight_smile: )

Ideas for extension might be some antagonistic comets that come through and steal your asteroids.

I generally approve of any game in space. And this isn't just any game.

Thanks for sharing it!

What must be done by Diego Teran 2023-01-10T00:40:45Z

Having done what must be done, I look at the path I traveled. Was it worth the cost?

Yes.

The cost was worth it. And having paid the cost, though somewhat ashamed (of how many times I died) I find myself satisfied. :slight_smile:

Good job! This is an enjoyable game.

Adding a few obstacles to the map would have been a fun addition, possibly making each level of the dungeon even more different. But as it was, you used the enemies you had effectively to increase difficulty over time and keep the game interesting.

Moon Harvester by owca 2023-01-10T02:36:35Z

As everyone else is saying, very chill. You nailed the mood in this game. Well done.

Having keyboard shortcuts for everything was a definite must. There was no way I could switch between mouse and keyboard for this game. Though... I do have trouble splitting focus, so that may have been part of the problem.

Colliding with the crater wall is very punishing. It's frustrating to lose an entire run because you're a few degrees off of your desired course. However, I do appreciate the integration of snake mechanics in general. The upgrade costs combined with the snake mechanics did a good job of regulating the difficulty curve.

Also, seeing all the crystals grow was very satisfying.

It seems to me that you did a good job executing the simple concept in a way that was engaging and enjoyable. Thanks for sharing your game!

Worm Harvester 3 by Bosco 2023-01-10T00:23:11Z

Sending wormies to Valhalla has never been so fun. Or so effective... I mean, how many times have you heard about demon-eating wormies?

I encountered the Firefox error too, but it looks like this has been an ongoing issue for a couple years: https://itch.io/t/1719746/implementation-of-sharedarraybuffer It looks like Chrome (or another Chromium) is the solution for the moment.

The balance of the game was kinda fun. The wormies were super effective at killing demons, so I had an abundance of money which translated to even more wormies, etc.

As always, it would have been cool to see more animations (who doesn't want to see epic wormie attack animations?), but I think you nailed down the basic concept. As others have already said, an end game condition would have been cool - something to work toward. Or maybe we just missed it :slight_smile: .

Thanks for sharing your game!

LD53 — Delivery

Air Delivery by pianoman373 2023-05-02T02:56:31Z

Satisfying metroidvania game loop. The progressive unlocking was rewarding and the dialog brought vibrancy to the game world.

I'm not sure there's anything obvious that needs to be added. As others are stating, more level would be nice, but what you have is really sufficient for the scope of this project.

Good job on making an enjoyable game that really feels complete. It was a pleasure to play.

de-Livery by ThePelranthean 2023-05-02T00:35:12Z

@fnelix Thanks for trying the game; sorry that I didn't make movement more obvious.

Movement is restricted to buildings you've captured, so unless the bar above the building is blue and says "Player" you won't be able to right click to move there.

Thanks for the feedback!

Contraband Crackdown by PurpledArtFrog 2023-05-02T02:37:12Z

The game worked pretty well for me. I admit, I don't have a ton of skill at running around bashing everyone, but I did end up clicking a lot and things seemed to work out.

The penalty for letting a prisoner escape probably weren't high enough. But, on the other hand, I appreciated that because I was actually able to finish the game. :shrug:

It looked like different contraband gave boosts to different stats (i.e. security vs. happiness). I'm not sure I noticed any difference in the scoring though.

In the end, I think you executed well on a simple game concept. You included music (which is better than I normally do - also, what did you use to make your music?) and you even made it possible to win the game.

As "Head of Institution" I pronounce that good!

Pedal Panic by fnelix 2023-05-02T02:11:21Z

@fnelix I enjoyed the classic arcade feel until I ran out of coins... I'm going to need a new stack.

I appreciate the simple goodness of this game. The multiple ways to score added some good variety to the game and left the door open for all sorts of additional mechanics (if you wanted them - I for one am in favor of a jump through a ring of fire :fire:).

I'll admit, I didn't manage to get run over by a truck, but I enjoyed the many other ways you gave me to terminate my delivery run early.

Thanks for sharing your game!

Space Delivery by owca 2023-05-02T03:08:31Z

Eh, you may not have finished it, but it is a basic game. It has the basic collect and refuel mechanic. You even have functional enemies.

Sorry you didn't get as far as you would have liked. Good job getting it to a point where you could deliver it.

LD54 — Limited Space

We Can Haul It by ThePelranthean 2023-10-03T22:43:40Z

@bmacintosh Nice score! Glad you enjoyed the skidding. The repetitive gameplay was baked into my early game concept, and I don't think I did a good job of introducing interesting decisions to solve that problem. Good to hear it didn't overstay its welcome though.

@fifut This game is all about "realism" :smirk:. I just realized I had checked the exact inverse of the scoring options I meant to choose. Should be fixed now. Thanks for the heads up!

Thank you both for the feedback!

LD55 — Summoning

Dungeon on Demand by ThePelranthean 2024-04-15T23:01:41Z

@ugly-robot The audio is sample derived. So no, I don't have a trumpet (😢).

Admittedly, the audio for this submission is skirting the edges of "derived content", so I'll go ahead and disable scoring for audio. Thanks for the friendly double check.

Dungeon on Demand by ThePelranthean 2024-04-15T23:07:33Z

@manabreak I love 3d too! Now that I've started, I find it hard to go back to 2d. The movement mechanics definitely had a rotation glitch; I didn't have time to chase it down though. Thanks for giving it a try!

@mertol One of these days I'll have to figure out a Mac build for ludum dare games. I'd you have any suggestions for a Windows user, I'd love to hear them. 🙂

@coderaurus Definitely lacking meat. 🍖 I'll have to add more of that in future work. Thanks for the ideas.

Dungeon on Demand by ThePelranthean 2024-04-17T00:22:13Z

@mertol I'll have to take another look at that then. I'm using Unreal Engine right now, and I believe they disabled their webgl build target a few versions ago (4.6 perhaps?). Thanks for the recommendation!

Dungeon on Demand by ThePelranthean 2024-04-24T23:26:57Z

@themaskedman Yeah... it is kinda weird.

I wanted to play with the idea of a dungeon where you summon the monsters, but needed a reason for you to do that. (After all, who likes goblins?) Opening doors seemed like one of those good, old, timeless gamer motivations - so I used that. :slight_smile:

Thanks for trying it out!

LD57 — Depths

Directive: Downwards by ThePelranthean 2025-04-08T02:56:08Z

@michael-parrish Thanks! I'm glad the models turned out ok.

@vakarsson In the last two hours, it was a choice between two more levels or sound. I chose more levels. Sound really would have helped though. You make a good point.

@jovialknoll Group activation really wasn't executed well. There should have been some visual indication which buttons were tied together. Definitely more work that could have been done. Thanks for trying what was there though!

Face Your Fears by CodeRaurus 2025-04-08T02:40:33Z

It definitely took a bit of time to figure out what to do with the buckets. But once I figured that out, and how the rocks worked, the rest of the game flowed smoothly. I enjoyed playing through the game.

Trying to figure out what more you could add is difficult. I'm sure you have plenty of ideas, but you appear to have covered the obvious needs. You have a back-tracking puzzle, multiple pick-ups with different abilities, a changing theme song according to mood, and sound effects for basically everything. My only remaining ideas are a few different items, like a shovel or maybe a toy truck.

I also appreciated that you told a story with how the game changes when you pick up the toy. Overall, I think you did a great job.

Subconscious Abyss by ugly_robot 2025-04-08T02:24:05Z

Not too much to do but echo the praise above. Good job with this game.

I wasn't quite good enough to beat the game in crisis mode, though perhaps after a few more tries. Thank you for defaulting to an easier mode to teach the mechanics.

An interesting extension might be to uncover a hidden fear mid-session, adding an entirely new level. Maybe not accurate to the therapeutic method, but could make for some interesting gameplay.

You took a physical game and turned it digital in a very natural way. By the end of my time playing, I didn't feel like the controls were getting in my way which is a wonderful thing.

Thanks for spending the time to make and share your game!

Hole Punch by Michael Parrish 2025-04-08T01:38:21Z

I appreciated the increasing tension as the jump sound effect got progressively higher pitched over time. Minor things like that help a simple challenge become even more intense.

It'd be hard to add to the game without ruining its simplicity. One idea would be to give the player a choice between two keys, and power up weight vs height - with different effects in the resulting hole. But honestly, I don't think that's an improvement.

Overall, the simplicity pulls the game together and makes it a joy to play. Well done!

INANIS INANIS by Samilon 2025-04-08T02:04:33Z

Interesting concept. I definitely had a hard time figuring out how to solve errors; your explanation was sufficient, but it took a few rounds of experimentation to figure out what to do. I found the zero-g movement hard to master, especially when I needed to be close enough to controls to be able to interact with them.

That said, I enjoyed watching my ship blow up. The slight pause before everything exploded was perfect. It gave me a moment to contemplate all my mistakes before the end.

I think I would have preferred a bit more hand holding to make sure I knew what I was doing before all the timers started. But I think you have a good concept here. Thanks for sharing your game!

LD41 — Combine 2 Incompatible Genres

Falling Rooms by ThePelranthean 2018-04-24T22:33:17Z

@Vinterskog, thanks for reporting the error. Unfortunately, I don't have a ready solution for you.

I've gotten a few reports of crashes, but no specifics about why they might be happening. The main error reporting method I have are the game log files, which aren't being created since the game isn't starting properly. (The log should be called `FallingRooms.log` and be located in the same directory as the executable.)

My machine was running Windows 10 Pro (Version 1709, Build 16299) when I built the game. I'm curious if there's a version discrepancy or if I'm failing to include all the necessary DLLs. If you notice any useful error messages, those would be a great help.

Falling Rooms by ThePelranthean 2018-04-25T03:12:32Z

Thanks @bryyrt and @WojWorks. It's good to hear that the idea is good.

My original concept had to be chopped down to a minimum viable product due to time (that's what I get for picking a lofty goal), but I'm glad I was able to deliver something playable. The original idea was to combine Tetris and a rogue-like, so yes @byyrt, you assumed correctly.

It is a cool concept that would be fun to finish (adding in more rogue-like elements, etc). I make no promises, but Lua gave me a hard enough time this weekend that I might just take a second stab at it using the knowledge I gained.

Thanks again for the encouragement.

Falling Rooms by ThePelranthean 2018-04-25T03:15:56Z

@incobalt, thanks for helping me debug this problem. I don't have a solution yet, but this gives me something to work on.

I tried getting a Win 8.1 VM installed, but it's not running for some reason. I'll have to troubleshoot why that is so I can try to duplicate the problem you're seeing.

It's always annoying when you see a game you like the look of but can't play it because of some incompatibility. Also, as a result, I miss out on any feedback you might have had, so it's a loss for both of us. Sorry that the game isn't working for you yet.

The Sparrow Served Danger by incobalt 2018-04-26T01:09:17Z

As everyone else has mentioned, feedback as you're working on a task seems to be the major missing component. The overall game loop is solid; you have multiple (four) tasks to manage simultaneously (if you're going to get them done, that is), and there are various locations so that you can optimize your time spent in each place. But since you can't see your progress towards a goal and you can't see what you're doing as you're doing it, it's easy to get lost.

Though... it has the side-effect of making this a memory game. :smile:

Either way, this is a good core for a game. And it's playable as far as I'm concerned (if I can win/lose, it's playable, right?). It's too bad you didn't find the time to polish it more.

Thanks for sharing.

Litur Teningur by Vinterskog 2018-04-24T22:39:49Z

Like the others have been saying, this is definitely a relaxing game. I spent a good bit of time trying to optimize, which led to me just looking up and down through a maze of colorful cubes... very serene (the music helps, of course).

I notice that there doesn't seem to be any regeneration of blocks. On one hand, that makes the game difficult. But on the other hand, it makes climbing impossible after a certain point.

Also, because you are limited to the first person perspective, you only have the options immediately around you. That's part of what makes the game unique, but it also means that, if your immediate surroundings are sub-optimal, you're stuck, and may have no option to progress upwards away from your inevitable death.

I guess I'd have to spend more time in the game to figure out if these are game-breaking problems, or if they're just initial annoyances that I encountered.

Either way, you're implementation looks solid, from a player perspective. And the simplicity of the game is a wonderful thing. Good job with this game.

Colossal Cat Adventure: Maze of the Elder Gods: Lazer Turret's Revenge Part 2... by Arch 2018-04-23T23:20:45Z

This concept is excellent; and your execution is pretty solid too. Well done.

I ended up missing the conveniences of modern terminals (`Ctrl`+`C` to clear the current command, and `Tab` completion). Though, admittedly, that might make this game far easier than you intended.

One possible change - you don't clear out the command buffer when the player dies. That might be a nice feature since they probably won't need the existing command once they respawn.

Also, I'm sure that "Camo-Teggle-Terp-Twotah" sounds amazing in TTS.😄

Twin Stick Runner by utoxin 2018-04-24T01:59:15Z

Heh. Interesting concept. Actually, it started to feel a lot like asteroids, but speeding up over time.

As a keyboard user, I probably got a sub-par experience since I couldn't see where I was aiming except when I was shooting... but since I was shooting all the time, it turned out OK. :smile:

Good job with the input remapping menu. That's pretty cool to see; I haven't made one of those yet, so it's cool to see you do it.

I may have missed it if it was there, but it would be cool to see a greater variety of weapons in the game. Like a bomb instead of a shotgun. Or maybe a penetrating shot, like a sniper, that would hit boxes through other boxes.

Of course, those are not really necessary to your core experience here. Good job with this game.

Pacifist Terrorist by bryyrt 2018-04-25T22:49:51Z

Interesting concept. It actually reminds me of a small scale bullet hell, not because there's tons of bullets, but because scoring in this game requires you to dodge bullets and get as close to the enemy as you can (at least, that's the strategy I'm currently using).

Also, congratulations making a game with music (that's always the last step for me). The bullets seemed a bit too numerous and fast for me, so I rarely killed more than one enemy, but I spotted at least two different types of enemies, so that was cool. I would have liked to see more varieties of traps (like one use pits, etc.), but feature creep never helped anyone develop a game quickly.

Good job on making a playable game.

Card Coded by Pixelhurricane 2018-04-24T01:44:27Z

For what it's worth, I approve of this game. The concept is well done and it plays very well.

Granted, I'm terrible at platformers, so my performance wasn't helped by the controls changing under my fingers as I executed each command... but that's one of the charms of the game, so I posit my failure to my inability rather than blaming the game. :smile:

As mentioned previously, a reset button would be nice since I could definitely tell when I had no chance of finishing the levels. That said, good job with this game.

Turn-based Talladega by WojWorks 2018-04-26T01:20:10Z

Nice and simple - also, quite fun. I approve of this game. It sets out to create a turn-based racing game, and that is what it does.

Some feedback about where your wheels were facing relative to your steering wheel might have been nice, since that would help predict your trajectory (without fully giving it away by tracing the trajectory with a spline or something like that). But, to some degree, the ambiguity added to the game's challenge, so I think that was an acceptable omission.

Interestingly, I think I crash about as much in turn-based racing games as I do in real-time racing games. Thanks for helping me find that out.

PLYDRIDIE - Multitasking Racing Flappy Game by GUI 2018-04-25T02:09:32Z

Nicely done. The game is very well polished for a weekend build.

It's too bad I'm terrible at multitasking or I might have been able to get a non-zero score... though that's just my inability, not your game.

From what I saw, I enjoyed the environment. Too bad you weren't able to merge all the other art and sound. That would have been cool to see. An in-game explanation of controls and goals can often be helpful, but since the controls of your game were simple, that wasn't really a problem (though it might have helped find the phone earlier).

Overall, well done. Thanks for sharing this game.