Soul Sellers by Rakthalekk 2024-04-19T19:56:15Z
Hey I know this one!
Foon → Ludum Dare Explorer → Users → Thomas Gelman
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | Destructive Interference | jam | 228 | 3.85 | 3.40 | 3.26 | 3.44 | 4.70 | 4.23 | 3.47 | 3.78 |
| 2024 | 56 | Tiny Creatures | π₯ | Cordyception | jam | 296 | 3.79 | 3.44 | 3.56 | 4.02 | 4.25 | 4.00 | 2.84 | 3.68 |
| 2024 | 55 | Summoning | π₯ | HELLSPAWNER | jam | 365 | 3.76 | 3.80 | 2.71 | 3.36 | 3.48 | 3.83 | 3.08 | 3.46 |
| 2023 | 54 | Limited Space | π₯ | Rogue Rails: Fractured Cargo | jam | 346 | 3.80 | 3.66 | 3.85 | 4.08 | 3.54 | 3.70 | 3.74 |
Hey I know this one!
Really fun game!! Love the concept. The sprites are good, and the way the game syncs with the music is incredible! My only issue is that sometimes when you enter rooms you're basically on top of enemies and immediately taking damage from them. Definitely can see myself coming back to this one though!
Cool game! The overheating mechanic was interesting and added some cool resource management strategy to the game. Good atmosphere overall!
Very solid game! Reminds me of something you would find on Addicting Games back in the day. My only comments would be that there's no real way to tell what path the character will take until they're already taking it, but otherwise loved the concept!
Really epic game, LOVE the art and music!
Honestly pretty impressive that you made a whole metroid vania by yourself in such a short amount of time! Gameplay was pretty good, although there were some level design decisions such as the placement of certain checkpoints and the fast-moving enemy cycles being a bit cumbersome to play around. Otherwise though, the platforming felt pretty good, and the abilities/integration of the theme was really interesting! Well done!
The polish in the visuals of this game is really good! It was fun too, the friendly fire nature of the attacks led to some funny deaths on my part. Well done!
This was a cool concept! A little variety further down the line would maybe be nice in a hypothetical final version of this game, but I understand that this is a game jam and time is but a fleeting resource. Loved the visuals, and creating the characters was very fun (even though my wrist started to feel it a bit after the first 50 floors or so haha). Overall, well done!
THIS GAME IS SOOOO CUTE!!!! The art, fun, music, and voice acting all fit the vibe super duper well. Love everything about this little gem, great job!
I really like this game! It's a simple and fun twist on the tower defense genre, with cute art and an overall fun vibe! It felt super polished, especially for a jam game. Great job!!
Clever twist on Tetris! Simple idea that is executed pretty well. Surprisingly challenging too! Congratulations on finishing a game solo too, that takes effort. Overall, well done!
Fun little jam game! Especially impressive as a compo entry! The product felt very polished especially considering the time constraint and team size of 1. Sometimes I felt like the camera would benefit from paying more attention to where you're walking/aiming, as sometimes when you wind up anywhere besides south of enemies it can be challenging to get distance and also be able to attack them since they go off-screen. But the core mechanic here is unique and was fun to experiment with. Well done!
Fun little entry! Nice little spin on Asteroids that felt pretty polished both mechanically and visually. I found myself using the bombs a lot more than the gravitational field and I managed to get the game to lag a ton by placing maybe an excessive amount of them haha. Good job with this one!
Super fun game, I hope more people find this one soon! Felt super polished, and the theme was integrated very well. I loved the audio in the game, the use of music and sound effects was very fun. The art was also very good. Overall, super solid entry. Good job!
Cool aesthetics! Love the retro vibe, it fits this game really well. I didn't seem to be able to use the summon abilities in the first level though, the second level was fun to use them with but a level where you could use everything without the tutorials would have been nice, but maybe that was just out of scope for this project? Either way, still very solid product, liked the controller support a lot. Good job!
Pretty cool game! Love the vibe a lot; the visuals and audio helped create a really cool atmosphere for the game. Sometimes I felt that the harpoon was a bit jank, but it never got in the way of the fun of the game. Also the boss fight at the end was sick. Well done!
This game has some good visuals! Love the voxel models and the particle effects. I think the minigames could have used some more visual fidelity as well but seeing as you're a solo dev that is totally forgivable given the time crunch. The minigames could also use maybe a bit more variety and be a bit shorter, because they do get repetitive after the first few times. However, still pretty solid overall. Nice work!
This game is actually kind of insane. The level of polish and just amount of level design in this game baffles me, this is so much for 3 days! The art looks good, the audio sounds good, and the game plays super well. Each of the dungeons having unlockable abilities that are necessary to find, and use to solve the rest of the puzzles was really excellent. Honestly I'd love to see this with a few more dungeons and some final polish uploaded to steam sometime down the line! I think my only complaints are that some screen transitions can be a little awkward since you may walk right into an enemy or off a cliff, and as someone else mentioned the player can sometimes feel like they're not where they look like they are, which can make pushing things or walking down thin walkways a bit of a challenge. Overall, this is a fantastic entry, and a serious contender to win this ludum dare. Well done!
Fun little game! The idea of changing your class and upgrading your summons is really cool, and the theme is incorporated well. Good job!
Really solid submission! The visuals were super cute and the audio was fitting. The tetris-like gameplay summoning characters to fight for you adds a little chaos and rewards strategic and quick decision making. Well done!
This is an interesting concept! Hilarious how much you can lag out the game by spamming sumos, and it was fun to find the optimal way to destroy certain buildings, good job!
This is a super solid entry! I am a sucker for good 2D platformers, and this one checks all my boxes! Super simple mechanic that is easy to understand, and hard but incredibly satisfying to master. I also think the theme's integration into this game's core mechanic is very clever and well done. I do wish that the end was a little more clear, there's a lack of finality to this game caused me to run around for a while looking for more when I reached that final room full of collectibles. However, I understand that 3 days is incredibly short, and there was so much polish put into the character and the existing level design that I can for the most part look past that.
And I haven't even *mentioned* the presentation! The art and music are so well done here, this has got to be one of my highest ratings for each of the graphics, audio, and mood categories for how well it suits this game's atmosphere. Everything came together super well, and I'm very very impressed. Great job, everyone!
This seems like a cool concept! Unfortunately the goal is a little unclear though, would maybe have appreciated some guidance on what exactly our objective is and the puzzle mechanics themselves!
Fun little game! Love the visuals, and the detail with the audio getting more wacky the lower your health is. I wish you could restart at the end, but thankfully alt + f4 still works :D.
This is a fun little game! Love the Dr. Seuss esque art style! Felt really trippy with some of the horror elements as well. Overall, good job!
This is a really cute game! Love the little details in the environment like the parallax and the background getting more blue to simulate a misty forest. The platforming was a little floaty and I found myself getting stuck on some walls. Also, loved the different ending screens (the death one got a good chuckle out of me). Good job!
This is a cool concept! I'm not sure if there's something I was missing, outside walking to pick up the souls and building the bridge it didn't seem like there was much to really do/experience. Maybe there was some enemy a-la slender that I was lucky enough to miss?
Either way, the mood of this game is incredible. Love the low poly aesthetic, and the atmosphere set by the lighting and the audio. Good job!
Cute little game! Love the art style a lot, the GameBoy era is a vibe I always have appreciated :D
Cute little game! I had some trouble figuring out what to do, but the idea of the minigames seems cool! I think there may be some scaling issues, at least in WebGL, but overall still had fun :D
WOW. The level of polish on this is absolutely insane. The art is amazing, and so is the music and SFX! The puzzling is unique, and challenging, and fun enough to keep me retrying over and over. I had to stop myself from playing to make this review! This is a serious contender to win this year. Good job! Very well done :D
This is a neat visual novel submission! Always impressed by these because writing so much in so little time is always very challenging, especially due to art demand! And this one delivers on art and atmosphere completely, enough to help me look past some of the jankiness surely caused by available time. Well done!
Super cool and innovative integration of the theme! As a pianist I love it when pianos appear in different games and especially when they are playable in some form. I will typically stop whatever it is I am doing and futz around with it for quite a lot of time to find what I can play, and I certainly did the same thing here. I think that means you did an excellent job, so well done!
Really enjoyed myself with this one! The art was absolutely gorgeous, and the character designs and sound effects were really cute too! There was one time I managed to somehow glitch myself into the Z-axis a bit which was kinda funny. Overall, great submission!
This was a fun game! The idea is interesting for sure, and I had fun checking out what all the different summon classes could do. I wish things like mana were a little more accessible or that your player could fend for themselves just a *bit* more, but still overall very well made game. Good job!
This game is really cool! And WOW is it gorgeous! That art is seriously fantastic, this is a seriously strong contender for the graphics category. Would have liked a few more sound effects for things happening in game but overall still very good aesthetics and gameplay. Good work!
Fun little visual novel! Love the general aesthetic, and this game has a generally good atmosphere overall. Especially impressive as a compo entry, good job!
This game is very well made! There are some small things regarding UI. In particular I think the tool-tip/pop-up transparency should be more opaque as it can be kind of hard to read the text, and similarly tooltips can occasionally be displayed off-screen, but overall this doesn't really harm the experience that much. The gameplay loop is spectacular, I honestly could have kept playing for another hour! The tactics are kind of simple, but there is much possibility in that simplicity, and I found it super engaging to get paid, upgrade my fleet, and get paid again. The audio and artwork is also incredible, great work all-around :ok_hand:.
@merb1000 Thanks for your review! There actually is a charge attack! you unlock it after defeating the Hell Scourge boss. Similarly, you also unlock an dash/dodge from the Lich and a small AOE that slows down enemies from the Frost Warden. I wish we had more clear UI in game for this besides the icons on top of the health bar, but the controls are in the description for now at least :D.
@zoeluci Thanks for your review! One of my favorite pleasures in video games is a challenging boss rush haha, hope the difficulty options helped you out!
@profundity Thanks for the review! One regret I have is definitely the lack of telegraphing, so thanks for the feedback about that. Certainly adds to the challenge of the higher difficulty options though!
@mnemosynevl Thanks for your honest review! Balance was definitely a bit of a struggle because many of our developers were strapped for time due to a combination of end of semester and illness, and we had to work within the scope of how quickly our character artist could create animations for things haha. But regardless I totally agree, and a hypothetical future version of this game would balance charge shot better with their basic attack outside of just when bosses are not able to be hit otherwise.
@custodi Also thanks for your honest feedback! The intent was more that things were reactable rather than predictable because you have a projectile and attack from farther away, but I do wish there was some more telegraphing on some of the enemies abilities that are harder to deal with as well.
@delauraen Thanks so much! Developing this was fun because the more I worked on it the more I just kept leaning into my own mega-man nostalgia. I originally hoped to have a little more in that secret level but the intent was always to make it a sort of fake-out due to the scope of this project. Glad you enjoyed!
@biemorth Thanks you as well! Glad the difficulty options came in handy, we decided that would help create an experience that fits more kinds of gamers than just the insane ones (me).
Thank you both for playing :D
@val-ociraptor Thanks for the feedback! I agree that a little more gameplay/player feedback would have been nice. Also, technically the player character himself is controller compatible, but since setting up controls for Menu UI is more challenging than simply supporting controls in combat so for time reasons we pivoted towards keyboard and mouse for the game (also, for accessibility reasons). (I did forget to mention this in the description though, so thanks for the reminder!)
@maxthedoom Thanks for your review! One thing that was set aside for scope management reasons was a little cutscene showing you what you unlocked after you defeated the boss, but we elected to still have icons over the player's health bar. A hypothetical post-jam finished version of this game would have those!
@denismarasan Glad you found the difficulty selection good!
@brainles-etertainment That is the winning screen! Originally we wanted to have more of a fake-out boss at the end, but due to scope we were left with my all-nighter 7AM cutscene idea haha.
@lllarso Thanks for playing! Glad you liked it :D. And thanks for the feedback about the backgrounds. Our artists were a little pressed for time due to end of semester, but that is definitely something for our possible post-jam improvements list!
@voidsay Sorry you struggled with controls! We thought left-clicking to shoot and space to jump felt more intuitive from our testing, but I appreciate the feedback nonetheless!
@jqnox Thanks for playing! I really like doing arcade style games and mechanics, there's a certain charm in their difficulty that I love capturing in game jams.
@animawish @muhyrla Thanks so much! Mega man was definitely a massive inspiration for this one. Originally the idea was more similar to Hollow Knight/Cuphead boss mechanics but as we continued to work on this we just kept leaning more and more into the Mega Man side of things.
@yopin Thanks so much!
Glad you all had fun :D!
@chonibi @nathan-muckler @maverickmiddleton Thanks so much for playing! Glad you all had fun :D
@blazejmg917 Thanks for playing! Balance as always is tricky on such a small time-scale, but we tried to make it fair-enough at least for the normal difficulty with the time we had. Glad you had fun, and good luck if you ever continue trying to do hellspawner mode!
@maxededo Thanks for the feedback! Better telegraphing is definitely something I'd like to add if we continue development on this, as right now you kind of just have to be standing far enough away to be able to react in most cases. Thankfully, that is still viable since the player has a projectile, but ultimately is absolutely something I'd plan to address in the future.
@hatmajaster Thanks for your feedback! Currently there is actually variable jump height in the game! There is a slight bug with how it interacts with jump buffering (another thing that I put in to try to make it feel nicer), that causes you to jump the whole height of the jump rather than for how long you pressed it, but in general you can short hop and leap to your heart's content (up to a determined max height)!
@captandrey Sorry you had trouble with controls! We tried to accommodate different play-styles by supporting multiple control schemes (either WASD with Mouse to attack, or Arrows with C to attack) with space to jump, and shift, z, and hold-click being reserved for the unlockable abilities, and also supporting gamepad when in combat, which are all described in the description. If there was any particular aspect you had trouble with, please let us know!
This is a very epic game! Really impressive given the time-limit. The characters are super cute, and I love their animations. Can't wait to 1v1 some more people in the future!
This is a quite fun game! The system of fusing cards into stronger cards is very unique, and intuitive, and I had a lot of fun seeing what different fusions would create. I love how adjectives keep getting added to the really strong ones, it was very funny! Overall, very much enjoyed my time with this one. Good job!
Fun little puzzle game! Love the mechanic of drawing to cast your spells, but sometimes I did feel as though the drawing step didn't always behave exactly as I expected and I had to start over. That said, still felt very rewarding to come up with solutions to the puzzles. Good job!
Really cool visuals! Maybe this is just my color-blind eyes, but I have trouble seeing the spikes against the background. Some more contrast on those may be worth considering. Summons were cool though, the theme was integrated very well! Overall, nice work!
This is a cool game, and WOW is it gorgeous! The atmosphere set by by the visuals, lighting, and audio is really top-notch. I had some trouble figuring out what to do though. I read about a bottle that I would need to find but I swear I couldn't find it anywhere! maybe some tutorial or a guide for those who get stuck would be helpful! Still though, nice work.
Fun little game! cool that you get to decide when the waves come, so you can pace yourself however you feel like you need to. Ended up spamming right click just to see what would happen and I couldn't be happier with the amount of enemies on screen at once! Good job!
This game is super cute! The character art is really good, and the music fits the vibe pretty well also. I think the map is a touch too spread out though, there's a lot of empty space that could probably be reduced. Otherwise, still pretty fun!
Cool little game! Love the time-management aspect. I do wonder if keeping the game locked to a grid was strictly necessary for it, as it adds a little clunkiness to the game feel IMO. Visuals are super cute though, and the atmosphere is pretty good as well! Good job!
This is a cool concept! I think some of the text during the tutorial could be more clear, some of the buttons did not behave how I expected given their descriptions. Really like how the theme is implemented with the summoning circles. Good job!
This was a nice polished entry! I managed to get around 15k before loosing, but I can see this expanding to a more full app store application at some point! I found one (bug?) where you could drag blorbs out of the box they fall into, which resulted in one early loss. However, the simple concept, chill lo-fi vibes, and pleasing visuals lend themselves to a fun and relaxing time. Good job!
This is an awesome feat! Crazy that all this was accomplished in 48 hours! The atmosphere was awesome, love the graphics and audio design! The visual feedback on all of the assets was really satisfying, and the mechanics were really fun too! The dice game was simple to understand and easy to get a hang of, combined with a rogue-like deck builder system of granting dice made this feel unique and fun to play. Excellent work!
This is a neat concept! I like the idea of a cellular automata submission a lot, and this one shines with ideas. I do wish there was a bit more control/predictability of some of their behaviors, I wasn't able to find a way to get the purple guys to avoid going on the hot tiles in the second level and they kept dying because of that, which made the level hard to beat. I think some more nuance in their behaviors to be able to control them better with placements of other drooplets would serve this game very well. That aside, the visuals were also pretty good! Overall still a nice entry, would love to see this more fleshed out.
Also, as an aside, I totally managed to lag out the game in the 3rd level. I love exponential growth! Screenshot 2024-10-10 153318.png
This game has some interesting ideas in it! The core mechanic reminds me very much of specter knight from shovel knight's ability to home in on lanterns, and the mechanics are introduced in interesting and clever ways. However, I think that especially the earlier level designs start off too difficult, and demand a bit too much precision from the player. I think giving them more space to use the mechanics and get familiar with them would encourage them to stick with the harder levels as they come in later. I also think that the controls could be a little better, mainly in that space is very commonly used for jumping in other games. This isn't a huge issue, but something I thought I'd note.
All of this said: this is an impressive amount of level design and mechanics for a compo entry! The aesthetics are pleasing, and I enjoy the level resetting effect of everything smoothly moving back into place rather than the standard screen-wipe we see in other games. Some music, even royalty-free (if that's allowed for compo) would help this entry, but nonetheless this game still sets a good mood.
Nice work, would love to see this polished up some day!
This is a neat entry! The graphics are really good, and solid idea all around. The music and lighting helps create a very strong mood for this game and its environment. However, I found myself being confused a bit by the movement in this entry, which held back some of my enjoyment unfortunately. The heavy gravity, sluggish acceleration and rapid deceleration of the character make it really hard to input jumps correctly, and the jump/double jump being so much lower than the wall jump added further confusion. I think tuning the player to be a little more snappy and have higher jumps would make some of those tighter jumps feel more consistent to pull off. Also, as others mentioned, coyote time, buffering, edge snapping, corner rounding are all nice features to have in more movement focused platformers, which this level design seems to be intended for. I did find finishing the game and its challenges very exciting though, and I could see myself trying to plan optimal routes to each of the creatures in a full release. You've created a very strong base here, well done!
Fun little tamagotchi game! Very simple and fun. As others mentioned, some variant mini-games for the different actions would serve this game well. However, that isn't too much trouble considering the well-polished state of the game as it currently is, as well as the fact that this is a compo entry! Overall, job well done :thumbsup:. (Also, happy to see a PICO-8 submission!!)
This is a neat concept, and I can definitely see it being fleshed out further! I think there are a few things it could do better in its current state though, which I understand are probably only absent due to the nature of this being a compo position. Namely: I think attacks from enemies could be better telegraphed. This reminds me a lot of Crypt of the Necrodancer without the rhythm game aspect, but similar attack telegraph states before launching an attack to make it clear that you should get out of the way would make the experience of combat much better in this game. Additionally, feedback on attacks and taking damage could be increased, as it is somewhat unclear whether you hit enemies or not, or similarly get hit.
All of that said, the graphics and audio are pretty good! Impressed a lot that this was programmed in Monogame, which I know must have been an extra challenge for Compo. And, again, cool concept in general. Would love to see more!
This game is *fun*!!! I had a blast learning the schmovement in this game. It reminded me of Neon White in all of the best ways! You can really get a ton of speed from the grappling hook, and the aiming felt generous too. One thing I would say is I think the enemy placement could be more interesting, sometimes it felt like they were placed somewhat randomly. However, that did not affect my enjoyment too much. I had a blast trying to get through the levels faster. I'm having to stop myself from optimizing this further. The visuals are simple but effective for this type of game, and the breakcore loop works pretty well! Although I do think that the audio could be improved a bit. For a team of two I'm very impressed. Great work, would love to see more! Screenshot 2024-10-10 133320.png
This is a very neat entry! The art is super good and cute, love the limited palette and the bright colors with harsh lighting. The morgi creatures are adorable as well, and it was cool to see a text adventure submission in general! All around solid work here!
Awesome vibes from this one! The mood was insane. Art, audio, and gameplay nailed that old tamagotchi vibe super well, and the added horror elements really added to the atmosphere. Probably the most unique game i've come across yet! Nice work!
Fun, simple, and engaging. Not much to criticize here! The 1-bit visuals were great, the mechanics were easy to understand and the leaderboard motivated me to try to compete a little! I could see myself playing a full version of this some day. Would do great on mobile! Great work!
Fun game! I had some moments of confusion but once I realized how OP you can make yourself the difficulty curve between levels started to make a whole lot more sense. I would say, however, that the boss level is a fair bit easier than the one before it, which made it feel a little underwhelming. That said, I can see how this could be fleshed out and expanded, and the vision behind it pretty clearly. I had a lot of fun with it. Well done!
Pretty interesting game! Wondered when I'd see a pikmin-like 2d platformer haha. Felt a little like I could just spam my way through most levels but it was still fun seeing the fleas respond to eachother. Nice work!
This game is awesome! Love the graphics and audio, helps create a really solid mood for the game. Not much to complain about, gameplay is simple in a way that is easy to vibe with and intuitive to follow. Well done!
Interesting atmosphere, and fun to play around with! One small note I have is that it's a little strange having the character always spawn in looking the wrong way. Fun to wreak havoc on this small civilization!
This game is awesome!! The visuals are outstanding, the audio is excellent, and the fake language adds so much atmosphere to this game. It's simple to understand what to do, and fun to execute. Honestly I can't think of too much wrong with this game, and I'm beyond impressed at how quickly this was thrown together! Excellent work!
This was certainly an interesting game. Not entirely sure I see the theme being expressed through this game, but thankfully that isn't technically necessary for a Ludum dare submission! The MMO-style combat is something I haven't seen much in game jams before, so it's certainly neat to see someone try that! One thing I wish was that the hitboxes of attacks were a little more clear, sometimes it was hard to tell that I wasn't successfully attacking the enemies, and similarly hot-keys for the different summons would have been nice instead of having to click them (or maybe there are some, and I just couldn't figure them out!). All that said though, still very impressive to make a game in such a short amount of time, and this is a fair few levels too! And there seems to be good thought going into the mechanics and level designs, I'd love to see this polished up a bit in the future. Good work!
Impressed to see a more narrative-focused game in a jam! The 2-bit visuals fit the vibe well, and the occasional palette swaps served the story well. This has a nice atmosphere and is a cute entry!
The puzzle system is really cool! It was fun to come up with solutions for these sometimes kinda open-ended puzzles. The graphics were super cute and the audio helped set a good mood for the game. Good work!
Really cool submission! The gameplay was easy to understand, and the strategy was fun to figure out. I loved the visuals too, and the situational humor that comes with a rogue-like duck (π) builder. I'd love to see a full version of this some day!
This is a neat game! Love the rogue-like elements, the music banged and served the vibe well, and the visuals were quite appealing as well. Honestly this game reminded me of Cobalt Core in some very fun ways, but still feels unique enough to stand on its own! The positional element of the game was simple and easy to understand, and lends itself to interesting encounters. Well done!
Nice VFX work! I can tell a lot was put into the shaders and it really helps create a neat atmosphere for your game. Also impressed to see a more narrative focused entry coming out of Compo! I'd like to come back and find some of the other endings some day, and look forward to future work from you. Good job!
Nice chill idle game! Cool that Godot is capable of something like this, and definitely something I could see myself sinking untold hours into in between working on other projects. Good job!
This is a neat game with a cute atmosphere! I think it's a neat idea to make an idle tower defense fishing simulator game haha. I noticed you opted out of audio, so I won't let this affect any scoring but I did think the music had maybe too short of a loop for this game. Something longer and more chill would fit the vibe a bit better I think. I also thought the progression was a bit slow, but perhaps that was intentional for the idle-ness of the game. The graphics were great though, love the 2-bit visuals with the CRT filter on top! Ultimately, easy to understand and a fun idle game to have running while I do other things. Good work!
@loveschach I just want you to know your comment absolutely made my day!
@jonaso Thanks so much for the review! Sorry you had trouble with the movement, it could definitely be tighter in general and in our attempt to accommodate both WASD users and Arrow Keys users we may have unintentionally created some confusion about controls. If we had more time I would have loved for our UI to swap to reflect which control-scheme you were using!
@zomk thanks for the review! Sorry you had trouble with the controls, the intent was to support WASD with Shift, J, and K and Arrow Keys with Z, X, and C, but since both can be used we may have caused some confusion. Appreciate the feedback! Glad you like the Audio :D
@alexascher Glad you had fun!
@andriana-mantidfly Glad to hear you enjoyed!
@senso Thanks for the review! I'm really happy with the way the visuals turned out too! And glad you like the music :D
@eklbirifine I know right! Our artists absolutely cooked with the assets.
@damien-black Thanks for the review! Glad you like the audio :D. Sorry you had trouble with the platforming though, I imagine you're talking about the stone here. That's a mechanic I wish we handled a little better personally. Appreciate the feedback!
@silas-reinagel Thanks for the nice feedback! Glad you enjoy the music :DD
@ellearx @ethernal-tech @nazariglez Thank you so much for the kind words! Glad you enjoyed!
@joshua-reumann Glad you had fun!
@calcopod Thanks for the feedback! The stone was meant to kill you if you were only standing on stone, so if you are partially standing on dirt you're safe, but if you're on the edge of stone hanging off a ledge it kills you, which definitely could have been used and communicated better overall. Glad you still had fun!
@ladybenko @glaciereclipse @paulhocker @euler-moises Thanks for playing, glad you all had fun!
Neat game, the art is super good! I enjoyed the sprint ability, it made it easy to stay out of danger haha. Good use of the theme too. Overall, cool entry!
Fun game! Was a little tricky getting the hang of the moovement, but once I got the hang of it I had a blast! Some of the levels were kinda tricky, but boy can you send yourself flying haha. Good work!
Cute and fun Tamagotchi! Pulling the item into the top was a cute mechanic for this type of game. Love the little fella, the visuals, and just generally the presentation was on point. Controls were intuitive, and the little narrative was fun as well! All around, well done!
This is a fun little idea! Sometimes I forget that desktop pets aren't all viruses! Also, I can't believe this is possible within Unity!!! Wish there was a little more to do with them, but watching them eat images is fun. Good work!
This is a neat concept, would have liked to see it fleshed out maybe a bit more. Was a little hard to tell what to do, although I imagine that's mostly just because of some missing assets where I imagine shoe-making stations are meant to be. The music was pretty good!
This game has fun physics! Honestly the movement is super fun, and the idea to give an astronaut a grappling hook is super innovative and makes for a unique movement feeling, especially for how fast you can go! The music is awesome too, I'd love to see a more fleshed out version of this some day!
This game is super cute! It was fun pushing this game to its limits. I either got it to crash or triggered some infinite loop, so I guess that means I win!Screenshot 2024-10-08 225238.png
This is a cool game idea! The music was pretty good, although the sound effects could use some better balancing. I found the strategy to be a little too easy, the only place that made sense to place skeletons was the very front, and once there were enough placed the enemies couldn't really do anything about them. Some better game balance would serve this idea very well too, with some combination making more enemies come in, making enemies stronger, making them drop less bones, making skeletons more expensive, and having them come in from more areas than just the front. Impressed to see a 3D entry though, and thought the models and environment looked nice! Overall, still a fun entry and one I'm happy to have played!
Cute game! It took me a few tries to figure out what my objective was. Funny that the game "crashes" intentionally, but it is unclear to the player that that is happening. Absolutely love the music and visuals! The music changing when you enter sausage form was really cool. I also think some better indication of controls in-game would do a good job at teaching people how to play. That all aside, still a real neat project. Nice work!
This game is pretty cute! Loved the visuals and the general mood of the game. I thought the mechanics were a little confusing at first but the guide in the description proved helpful! Sometimes the cats got caught on things when it would seem like they weren't necessarily supposed to, some better path-finding would serve this game really well. Overall, however, still a good entry. Nice work!
Super fun game! I loved the little critters, and the arcadey feel of this game. I also love the adaptive music! Super impressed to see that level of thought and execution put into a compo entry. It compliments the gameplay really well and oh boy is that an addicting combo. Well done!
The attraction/repulsion mechanic was cool! I wasn't sure what the goal was, but it was still interesting and funny and kept me entertained!
The camera panning down to show the entire map is a nice touch, and there is pretty a good base here. Reminds me a lot of Getting Over It and other Bennett Foddy works. I could see myself spending far more time on this than I did if I let myself haha. Good work!
This is VERY good! And Super polished! The gameplay was intuitive, and easy to grasp, and I had fun trying to strategically place characters to ricochet shots off walls for a maximum combo. Honestly not much I can say other than that it's a very solid entry, great work!
Cool and charming game! Had fun playing it, took me a second to get the hang of it but once I did I had fun playing all the levels! My only real note of feedback is that it felt somewhat strange whenever it started on one of the patterns instead of one beat ahead of them. That may just be me, but it was something I found a little troublesome in my playthrough regardless. Other than that, solid game. Good job!
@sebastianscaini Thanks for the kind words & feedback!
@stealthorc Thanks for the awesome feedback!! You bring up some great points, these are things we've been thinking about particularly after we submitted haha. Particularly with the chords where you need to press both icons, the readability could be improved a fair bit, and if notes all had a bit more space between them (tap vs/ hold) it would be easy to maneuver around. Also, the dodge is particularly intended for the white noise once that spawns in, but is also meant as a way for the player to have an easier time dodging if their gain meter gets too high. Hope this all makes sense!
@antti-haavikko Thanks for the super detailed feedback! Great to get a big rhythm game fan leaving commentary on the game haha.
You bring up some great points. Particularly for the controls, admittedly, the scheme for controller was thought of based on the PS4 inputs due to them mostly lining up perfectly with the waveforms, and the xbox scheme is just the matching button positions on that controller which is just handled automatically by the engine. But the colors lining up would be a great thing to leverage! There *might* be a good way to detect Xbox vs Ps4 in godot but in the time-frame we had it just didn't quite happen.
Also, the songs do play fully even without your inputs, the SFX for each note is just the same waveform matching the pitch which is why it sounds louder. Hope that makes sense! There was an idea to replace each part with a recorded part on another instrument but we ran out of time for that haha.
Thanks again for the feedback!! It's very insightful and hits a lot of great points.
@railnof Thanks for playing and giving it a shot! If you were having trouble with timing not syncing up properly, and you were using the web-version, try downloading one of the desktop versions and see if that's easier!
@irkar Thanks for playing! Holding two at once is a little confusing, you basically want to press each note once it would cross the bottom bar above the player. So if two notes are at the same time in the same lane, you press both buttons at once. Hope this helps!
@digital-bacon Thanks so much for the kind words!
@venomousmouse Thanks for playing!
@bumble Thanks so much for the kind words! Yeah the idea came from audio signals / waveforms, which led us to create this rhythm game hah.
Pretty solid entry! Good job re-creating a windows desktop environment, it really helps with the game's mood and immerses you into the mindset of a decrypter. Solid amount of content too. My main note is that it gets perhaps a little repetitive, but it's still fun regardless. Good job!
This is a good game! I love the art style and the idea. The main piece of feedback I have is that it was hard to tell what to do at first, and took me a while to figure out exactly what to look for/how to place towers/how to properly angle them towards each-other. But once I got it it was pretty good.
I think the best way you could improve this would be in the beginning segment, where there's just one enemy. If there was two or three towers instead of one, showing how they had to be angled towards each other & how to kill enemies, I think it'd be easier to pick up.
Great work still though, doing a roguelike tower defense is super ambitious. Good luck!
Pretty fun game all things considered! Was a bit confused how to use the abilities at first, when I found out some of them autofired it made a lot more sense. The aesthetic is pretty solid, and the atmosphere is good with the ambience of the sounds, but I do think it could have used something in the music department (nothing crazy melodic or anything, still leaning into ambience, but something to fill the void a bit). Perhaps I missed something, but I found myself wishing I had a sort of dodge ability when there were a lot of enemies charging at me, and that the freeze ability didn't last as long as I would have expected. Regardless, for a jam game this is definitely solid and I had a fun time!
It took me a bit to really figure out how to play this game, but I had fun once I did! I think the idea of having to do rhythms for moves in a turn-based game has a lot of potential, in a sorta-similar way to undertale using bullet hell sequences for their RPG battles. Would totally be interested in seeing this concept a bit more fleshed out, but impressive amount of work done regardless for a jam!