Kinda Deep by sagylel 2021-05-18T19:15:48Z ♥ 1
Whoa! I'm glad I caught this one in time. Very cool, and I see the comments about balancing. I'll be excited to play the balanced version!
Foon → Ludum Dare Explorer → Users → Threeli
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Predincament | compo | 120 | 3.34 | 2.86 | 2.96 | 3.71 | 4.18 | 3.48 | 3.55 | 3.72 | ||
| 2021 | 48 | Deeper and deeper | Unto the Eight | compo | 401 | 3.52 | 3.07 | 3.25 | 2.95 | 3.99 | 3.53 | 3.17 | 3.72 |
Threeli leaves an average of 102.5 feedback comments each event.
Whoa! I'm glad I caught this one in time. Very cool, and I see the comments about balancing. I'll be excited to play the balanced version!
So this is a really cool idea, and it's light and flexible enough that you could really go places with it. I think somewhat shorter challenges could be chained together for a large overall experience. Overall it felt intuitive and the difficulty ramped nicely. The only constructive notes I might have are already written here: more general visual feedback for what was happening, and an adjustable scroll speed.
This is a great entry, and it drank up a lot of my time this morning. Great stuff!
Very cool little game with brilliant visuals. The lighting is really very atmospheric. I see you added a post jam fix already which addresses my desire to see which character is selected. Will you continue working on it moving forward?
Dang! This is genuinely brilliant. I'm mad for the core mechanic here. It only took a second for me to figure it out, so intuitive and I love the thrill of experimentation and exploration you've managed to provide. As some other people seemed to have some trouble, I too would suggest maybe a tutorial-lite.
I really hope you'll expand this, I could see myself getting lost in your little world for ages. Awesome work!
I really enjoyed this.
The sparse piano felt fairly perfect for the vibe I suspect you were going for, and I really like the watercolor visuals. My only minor complaint is that I could only find one of the sprites. I can imagine so many wonderful possibilities for this project. I hope you'll continue to work on it, I played the post jam version so I assume you have future plans for it?
This was a short sweet little experience!
It seems like it's been noted above, but killing skeletons in the undergound leaves a white orb, though I'm not sure if you intended this or not. I also had a few skeletons glitch into existence underground and appear stuck in a wall. I also think the controls feel a little off. I know controls are a very personal preference, but I felt the inertial force on the player was a little too strong - like I was sliding around rather than walking.
The only other minor complaint (aside from the lack of sound, which you've already spoken about) is that it's just too short. I love the idea, and I really hope you'll continue to develop into a big adventure. There's so many different ways you could take this idea.
Great stuff!
Thas' a deep dish. Very slick little sandbox experience. I only wish there was either a goal, or that you'd give these brilliant characters awful things to say to me. I hope you'll continue development!
This is really quite a lot of fun! My only complaint, and this is probably just me, is I wish there were an option for aiming sensitivity. I managed to work around it, but initially it was really impossible to aim the throw because the aiming reticle whips back and forth so quickly. I really like the visuals and how much worldbuilding they bring to the table.
Anyway, brilliant idea and execution.
Simply brilliant work, and I've got to tell you - I'll never get that shopkeeper music out of my head (and did the main? theme have a little goldeneye moment in it!?).
I had a minor immortality glitch (haha) similar I suppose to what was mentioned above? Generally though, this is brilliant and wonderfully polished. I'd just want more and more of it. It could easily be coopted into a large adventure.
The core loop is solid, the visuals are gorgeous, wonderful work!
I have to mirror a lot of the other comments here: the drill was seemingly random to activate, or at least very delayed. I also wish there was some utility to being the mole as opposed to always just wanting to be the drill. Having said all that, I really like the fundamental mechanics you've etched out here. Something about the inventory system just makes me want to muck about in this world more and more. This is a brilliant start, I hope you'll keep working on it!
At the risk of sounding like I missed your vision, I think this would be better served to work as a sort of puzzle game ala Deadly Rooms of Death?
Gnizmuct got stuck on a southern wall and it took me a while to realize I had to do something other than just keep shooting him. I generally think more feedback for damaging and interacting with the enemies would be very beneficial.
The ideas you've got in here really intrigue me, great work so far!
Right at the outset, the soundtrack made me smile. This is a solid execution of a simple but smart idea. At first I was going to say it reminded me a of a game I coded about 15 years ago, but no, this is way cooler. Standing on the top boundary of other levels was a juicy meta moment. I hope you'll continue to work on this, there's so many directions you could take it.
Awesome work!
I too had this dreaded error:
>ERROR in action number 1 of Step Event1 for object MiningIcon: Variable MiningIcon.ClearTimer(100135, -2147483648) not set before reading it. at gml_Object_MiningIcon_Step_1 gml_Object_MiningIcon_Step_1 (line -1)
It happened when placing what I think you refer to as a pylon? Either way I booted it back up and played some more. I think your thought process here is very unique. The fundamental idea isn't that new per se, but the direction you seem to be going with it is very exciting. Generally I think there's an insane amount of potential with this, and I for enjoy the visuals. I wouldn't say this was overly complex, but I sure would like if you took it to a place that was haha. I'm glad to hear you're going to keep working on it. I can't wait to see where you take it!
Drinking brandy as a "young man" was pretty stand out. Only weird error is that sometimes the game-over options just sort of fly off to the right of the screen and if you don't catch them in time, they're gone.
Depending on how much you wanted to put in to this experience I could see the idea being taken pretty far. I can imagine little pop up scenes, and all kinds of interspersed gameplay elements overlaid onto the simple key and door puzzles.
Very cool stuff!
This is a solid start to an experience. At first I though the game's assets were incongruous, but I see what you were going for (sonically and whatnot). I will mirror some of the other comments, that the UI/UX experience could be polished up a little, it was unclear when my abilities were available, even if I did figure it out fairly quickly.
I will say I liked how fluidly it controlled otherwise, I felt like the speed of both moment and discovery were nice. Seems like you've got the fundamental experience and idea down. Do you plan on continuing development after the fact? Either way, great work!
Firstly, I'm not sure how you made such a simple mechanic *feel* so solid. I'm not sure what magic you implanted into those controls, but they work wonderfully. Second, the wonderful 90s rock-guy visuals had me in a permanent smile.
As for feedback, I wish there was more to do see as we navigate downward, and it seemed to get easier as I went further, which feels counterintuitive (unless it's to lull me into a false sense of security for a boss?)
Very cool stuff, I'd love to see where you take the idea in the future!
Hey this is an excellent start to a fun little game. No problem with you wearing your inspirations on your sleeve! I have to agree with @fadrikalexander, I think the screen shake is a little too intense. I also wish there was a little more feedback for when the enemies take damage.
Do you plan on working on it any further? It would be interesting to see where you take it - certainly seems to have a lot of promise!
This ended up being a nice little time sink for me. The controls worked well, and I think the theme is pretty fun overall. I think the only bit of criticism I could offer (besides asking for more content!), would be that I wished the pistol had more feedback when hitting the enemies or even the wall.
Will you continue to work on it post JAM? Either way, great work!
@danmedeiros I'll be really sad if you weren't channeling Perturbator as inspiration for that slamming soundtrack.
For the whole team - this is awesome, I love the speed getting back into the game, never making any failure too punishing. I also think it's brilliant that you watch your character fall for a second after death so you can see what's just below where you were. Always learning a little more about the stage.
I only experienced one minor glitch right off the bat where I would jitter pretty intensely when on the edge of a platform, but that went away with a restart?
I really hope you'll continue development, great stuff!
Nice and simple game with a clearly articulated core loop. My only minor annoyance was that my vacuum would sometimes not suck up the liquid unless I walked away and back toward the puddle? I'd love to see what you do with it in the future!
Okay, so I'm not going to tread any new ground here - this is obviously brilliant stuff. Full product quality, and a lot of love. If I was going to provide any constructive criticism at all it would be this: I wish during the cutscenes I wasn't locked in place. I would understand if the screen was stationary, but I would still like it if I could swim around. I'm sure that's a personal choice, but it made the cut-scenes seem to drag on (even with their wonderful storytelling).
Minor nitpicking aside, seriously great work!
Just glorious visuals. I think you've got a pretty finely tuned difficulty curve here, which is surprising given the short time you had to make it! I'm going to be thinking about this for a long time. Seems like there's a ton of directions you could take it. Very cool stuff!
This is a refreshingly unique idea. I love much work you put a single screen and few UI elements to. I've also got to really say the audio hit high marks for me. I would love to know if you're going to keep working on it - I see you said you had more ideas but ran out of time. Feels like there's a ton of potential here, great work!
Wonderful atmospherics, and of course you've already been bombarded with comments about the gorgeous score, but I'll go ahead and add to it: this is masterfully scored. Surprisingly meditative for how dramatic the score can get. Beautiful work overall!
Solid work, I really like your sprite work and palette selection. I feel similarly to @khelian and @crucknuk in thinking the sub moves a bit more sluggishly than I would like, but I feel like you've got a certain mood you're going for. I'll be excited to see the future location and species!
Wonderful, contemplative fun!
There is a little visual glitch where rotating a flower tile through the ocean will switch its graphic to the water shader, but it didn't impact the gameplay at all. Other than that, this is an incredibly polished and solidly designed experience.
I second @yorsh's comment about adding a simple indication that you can double jump, though I did figure it out fairly quickly. You've got a solid core mechanic here. Simple to understand and seems like a challenge to master, though it clearly is possible to master it. I think there's a lot of potential to take this places, great work!
Getting real Epic Megagames vibes here, which I like quite a lot. The sprite work is gorgeous which really helps. The controls felt really touchy on my end, way too twitch for my liking, but that's a matter of personal taste I suppose. I think the only real complaint I might have is that if you try and jump out of the water without first having some momentum it will loop the sound and play the splash effect but you can't actually jump out. I would like it if you either A. could get out or B. the visual/audible feedback was different to showcase that you need momentum to get out of the water.
I wish it were longer, and here's hoping you'll use the engine or world to make a longer game - Great work!
10/10 - would open empty lockers again. Seriously though, this is a great seed of a project that could become something very fun and horrific. I'm not 100% on the vibe you are going for, but I think the zombie divers could maybe use a bit of the Jacob's Ladder treatment (though I do like the retro visual style you've angled towards).
I assume you know what's lacking, but generally I think the biggest thing you need more of is sound. Not music, just more ambience (which I think might detract from the isolation element) and sfx. I can't tell for sure, but it seemed like the shotgun had a much lower DPS than the pistol?
The ride down in the elevator was dragging up some primal fears in me. More of that please. This has great potential and I hope you'll continue working on it!
This was a fun little experience. I really dig the visual style of the guy and the city behind him.
I know you wrote that you purposely left out an oxygen indicator and at first I was torn as to weather that was a good idea or not, but actually I think you made the right choice.
Great stuff!
I can't really put my finger on why, but this is one of my favorites so far. The worldbuilding is fast and cool, and the mechanic works really well. I had some browser issues with sound, but I don't think that has anything to do with your work or design.
The scanning mechanic is one I love in pretty much any game that employs it: I loved learning about your world while also trying to stay alive. Top notch cliffhanger at the end there. I really hope you continue working on it. It's got such (I swear this is a massive compliment) a slick 90s adventure game vibe. I really would love it if you could upgrade your equipment and base and travel from trench to trench.
Anyway, great work!
Like the other commenters here, it took a second for me to figure it all out, but then it ended up being fairly addicting. I would love to see this expanded into a full release, do you have plans to continue it?
(Edit: I love the visuals!)
Very impressive stuff. The only drawback I see here is that it's initially hard to grasp the controls, but you've managed to pack a lot of game in there. Cool stuff.
A simple mechanic but it works very well. The slow-down when you're preparing to fire is very slick. My only real criticism is that (as has been mentioned) the sound is a little too loud. I'll be excited to see where you go with it!
Dang, I really enjoy this one. For sure this needs to be expanded. Just all around polish and the mechanics are simple but keep me engaged. The first time I heard the banging I was so confused until I brought back some resources. Just solid work all around.
The general vibe is wonderful in this. As soon as I saw the octopus I knew I liked it, but the jelly-fish puzzle really cemented it for me. An extremely relaxing game. I think someone mentioned turning it into a mobile game. Either way I'd love to see more like this, great work!
A wonderfully original use of the theme I think, and it controls well. I really enjoyed the rotational mechanic and would love to see it expanded. Are you going to work on this beyond the jam?
I'm a sucker for factory games for sure. I enjoyed the timing element, forcing me to adapt quickly and repurpose old factories. The music was solid and added to the mood overall. Great work getting this work well in such short time!
I have to mirror the control strangeness sentiments of those above me, but that's not saying anything you don't already know. I love the sense of exploration I get immediately upon booting it up and the ghosts were pretty cool. The engine you've crafted has a lot of promise, esp. if you were able to write in just two days. I hope you're going to continue working on it! Really great work!
As everyone else has said the mouse sensitivity precludes my spending too much time exploring the world. Clearly you are working on fixing the issue. I've got to say the atmosphere is genius, even if there was no definite goal or purpose I really enjoyed wandering around and learning about the world. I do hope you continue to work on it, or a similar project. Very cool!
As others have said knowing where doors are is a little hit or miss, but it feels like you've made something genuinely engaging and interesting here. As @simex says I can't wait to see what you can do with this or other projects! Brilliant atmosphere.
(Edit: I forgot to mention discovering a language is a really fun mechanic)
I'm not sure if there could be a more precise application of the theme. The audio is superb. The mood is dense. I hope you expand on the idea, it feels like there's a million directions it could go and not give up the sense of dread and wonder you've produced.
The worldbuilding is brilliant stuff. I wanted to play around in it forever. I have two complaints: I wish there were some sound, and two I really wish it were ages longer. I hope you'll continue to work on it or at least something similar. A little UI/UX polish and you'll have something great on your hands.
Okay the soundtrack is mad and brilliant. I love the visuals. The combat wasn't as hard for me to follow as others, but I think there could be a little more explanation throughout the UI to facilitate people playing the game as intended. Even just some tooltips when hovering over buttons would go a long way to making it more approachable, and you could flood the tooltips with flavor-text as you've clearly got a strong handle on worldbuilding.
I demand you continue to work on and refine this. I need to play this game when it's a complete vision realized. Incredible work.
I certainly hope you'll continue to work on it, it's a fun experience packed with such solid intention. Simple mechanics allow for a surprisingly deep puzzle system and I read that you wanted to add elements like pressure plates. I quite like the backing track, saw you used Ableton and felt a kindred spirit, the only issue being it popped occasionally (but I suspect that's some combination of my browser and webGL).
The only thing I really craved was more visual feedback when moving the blocks, but I loved the use of the kick and snare as audible signifiers for moving them.
Great work!
I really enjoy this concept and the difficulty feels just right to allow for additions. I'd love to see where you all take the idea in the future. I think it would be interesting if there were little weirdos to meet down below.
The sprite work and audio design are both exceptional. I especially enjoyed the sfx.
Awesome work overall!
Okay not going to tread any new ground with the N++ reference here, but I will say more than anything the extremely tight controls made me think of it. I have to ask, was my tiny little guy able to grab on to a ledge and pull himself up? It seemed like that happened once or twice, and if so that's hilarious and awesome.
I'm glad to read that you'll be continuing work on it, I would love to play more!
This is a really cool combination of quasi-basebuilder and lemmings. I feel like this has an insane amount of potential for growing into a full game! All kinds of options: for instance you could make it even more frantic by requiring timbers to shore up shafts or risk them collapsing. I also feel I have to mention the sprite work for being incredible.
Minor complaint: I wish you could click on the tools in the UI, I kept doing it (even though I knew the number keys were they correct way) and then causing hijinks by assigning the wrong tool to a dwarf.
Anyway, I hope you'll continue to work on it. Great stuff!
I was sent here by @pavelc and I'm glad I was. This is a great little experience. I'm going to bookmark this in 'splore' because the mechanic is so satisfying, I know I'll come back to it! This has a wild amount of potential to be expanded: lessening the number of visible future moves, shifting rows right or left after so many turns, and on and on. Very cool experience.
The sprite work is top notch. I'm glad this is a proof of concept because I desperately want there to be more. The cave element is wild. I love verticality in rogues and it's so rarely done, and this is done pretty well. I was only initially confused about to climb around. I'm going to keep an eye on development. Great stuff!
Wow, I didn't know what to expect and I ended up enjoying myself quite a bit! The sprite work really kept me in there until the puzzles finally hooked me. I hope you plan on continuing development because this could be really awesome as a fleshed out idea!
This is impossibly good, and polished. I only wish there was more of it, in a similar manner as @simex pointed out. Stunned.
I see a lot of promise in this project. Solid idea and execution for such a short amount of time.
A couple of technical notes, if the lights at the base aren't to be used I don't think I should be able to pick them up? Might just be a simple bug. The other issue I experienced (which might some quirk of Unreal?) is when I crafted something it was fired out of the machine at top speed, sometimes they would just not be on the ground. I'm not sure if the items just clipped through the universe or something. that was rare, but the fact that they fired out and didn't land in the bin was odd.
I think you're very close to getting the isolation thing down. I'm excited to play it as you develop it further!
I know I'll just be parroting other comments here when I say: Sheesh, this is incredible for the time you made it in. The art got me to click. The puzzle design (and beetle) kept me around. The sound design will stick in my head for a long while. Brilliant stuff. I could use a much longer version of this please.
I'm so glad to be finally finding all these Pico gems. This is awesome work. I'm blown away by how much charm and character you managed to pack into this cart.
Really great atmosphere in this one. The sound design is pretty brilliant stuff. Seems like you're aware of the strange collision detection. Also I'm not sure if it's supposed to work this way, but if you press return at the bottom of the window that says panorama (as opposed to higher up) the text is displayed off screen.
I genuinely hope you'll consider continuing work on this or a similar project. I love horror games, and they're not often done right. Great stuff!
How the heck did you write all this in the time allotted?! I thought my game had a foolish amount of dialog in it, but then I found this gem. Very impressed. I'm a sucker for text adventures and I love how swiftly you ramp into the worldbuilding. I also really love the combat system. As others have said, even a little sonic ambience in the background would've gone a long way, but it's hard to complain. Great stuff!
A fellow game about wandering around in the dark, so you know I have to like it. But wait, there's more - a fellow Ableton user? I thought I was just being masochistic booting up Ableton during a 48 hour compo, so I'm glad to know there's more like me out there. This a cool idea. Controls are tight, and so is the track. It very nearly hit D&B there at the last level, which was really cool. Basically I'd like to play more and listen to more. Great work!
I can't believe this is the first PICO game I ran into. I loved it! I did accidentally glitch through the bottom of a screen when I'm guessing the fall mechanic took over a rather than pushing me left or right, but you must have coded for that because I popped right back up a second later.
The fall mechanic is really interesting actually. Ended with a score of only 100, but I did have a good time. Great work!
Nailed it on my first go, but after reading other comments I'm wondering if I was just lucky?! I understand it's RNG based, but it seemed like there were only two rounds that featured unbalanced choices. Again, I may have just been lucky, but maybe that's a place you could look at?
I wish there was quite a bit more here, because I enjoyed the few moments of game I got. Good work!
My only real nitpick is that it felt slow after a bit, but then everyone already said that. Instead let me say I loved the song, really added to the overall vibe. I get the sense that it is to be played contemplatively and is more puzzle than rogue, and I like it a lot for that. Do you plan on continuing to work on it?
I think with a little more time you could really develop this aesthetic into a cool little world. The diversity of content in the levels kept it interesting all the way through the treasure. I would mention the controls being a little sluggish but other people already have.
Keep up the hard work, and keep making games!
(EDIT: I forgot to mention, I really love the background song!)
Cool a little VVVVVVvania (sorry, I had to with the spring to reverse the gravity thing). Seriously though, it really feels like something you should finish - you've got a good sense of design and progression. A minor change you might consider making: holding a key to swim up as opposed to having to tap it a million times.
Really enjoyed it, great work.
(Edit: oh and even if some bits were a little rough, I thought the sprite work was great!)
Debt it is, simulator indeed. I really enjoyed the audio, and you balanced the game well. I know this is going to sound either sadistic or disingenuous, but I really hope you continue to work on it. The map felt a little desolate (which might've been intentional) but I think it could help to further the feeling of isolation. Surrounded by people and buildings and none of them help / offer functionality etc.
Dark stuff, but I liked it. Great work.
What a cool idea. Felt like an old-school game (Jazz Jackrabbit and the like). I'd love to play more of it but a few things I took note of. The controls felt a little too loose for how swiftly the game moves? I know that's maybe not particularly precise feedback, but it's hard to pin down what I mean. That and the hitbox for the spikes feels really punishing.
Additionally, I wish there was a bar, or some other visual indication depicting how much longer you will remain shrunken. I know there is an audible hint, but it would've made it less frustrating.
Great idea and really polished for the short amount of time you had to make it!
Green ribbon winner here, 8 seconds away from being better, but oh well. The visuals and sound were extremely fitting and it was a cool take on an underrepresented genre. My only minor annoyance was how slowly I moved in the air? Though, I actually enjoyed hitting a ring and landing on the ground in the canyon, that was a cool touch and it made me think that maybe you could always offer twin tracks. Make the ground more punishing but faster as a trade off?
Finally, I don't know how impossible it would be to translate to a VR experience, but I kept thing it would be really intense in VR.
Anyway, very cool stuff.
I have to mirror the above comments of @usenrame and @mrpiedpiper in saying this should be a mobile game. I would love to see it get gradually more difficult. You could do something like travel between stations and add interface elements over time. Gave me Spaceteam vibes, and I like that.
Brilliant stuff!
This awesome. I love the visuals, the sound, the design. Just excellent all around. I'll probably be playing this for a while. If you look at my entry you'll see that I approve of punishing simple mechanics. The stacking element of gathering when making camp is brilliant. I really don't have much to complain about other than I wish there were more of it! Great work!
Edit: I'll steal from @wheybags retroactively and agree that the popups do get to be a bit much as you edge closer to death.
A solid rendition of the idle genre, distilled to its core elements. I love the GBAesq graphics and sound. I only wish it didn't pause in the background so I could keep playing it and see how far down I could get! Great work!
As others have said I think this is a cool way to slowly meter out the story. Also I'm a sucker for these 1BPP graphics. I'd love to see what you might do with it if you decide to continue developing it, even just having some other characters to talk to and some places to see would be very cool.
Look, I too want to find the mystical land of Shambala. Excellent work, I really would love to see this developed further - there's just so many directions it could be taken.
My only minor nitpick (and it's been mentioned here) is that I wish there was some background audio. Maybe not music per se, but wind and drips etc. Anyway, brilliant work, I just need more of it!
My only real complaint is hardly a complaint - as @temulgeh said I wish you could up arrow to cycle through previous commands but I read you'd planned it. The only other thing was on my end it didn't auto scroll with new console output and I feel like it should have?
I like the whole vibe, and I'm pumped someone went for a non-standard use of the Theme. Awesome work!
I really like the central mechanic here, I would spend hours playing a puzzle like this. I will be honest though, it took me way too long to figure out what the minus did. Like, it's REALLY obvious, but for some reason I just didn't get it. A slick idea, and a fun puzzle game!
The color palette and sound were excellent. I read above you're going to include a turn-based mode, and that was going to be my suggestion. Options are always a good thing (I think, I know that goes against some folk's design ethos) and I feel like you're starting to design a really cool little world. Basically, I wish I could take my time and read the flavor text. I can't wait to play the bigger badder version. Awesome!
I loved the art, and boy oh boy did I enjoy the combat mechanics. Every fight felt like a frenetic scramble, and it all felt surprisingly tuned. I would love to play a massive version of this, will you be working on an expanded version? Very cool overall, and either way I'm going to keep playing.
I quite liked the character art, and the chiptune as well. I wish it were a bit more difficult and I'm not sure if the last phase of the boss was supposed to fight back, but it didn't for me? Anyway, I'm glad you're going to continue working on it, I'm sure it'll be a blast!
Brilliant. I loved figuring out what was going on, and then trying and failing a ton to find my way. Hilariously I didn't realize you could use the mouse to look around at first, so basically I played two different games, one that made sense and one where you had to no-look strafe down halls! There is so much potential with this project, I really hope you develop it further. (Also, the audio is exceptional... the mood in general is awesome).
Not sure if I'm too dense, but I couldn't figure out how to use any of the tools in the UI bar at the top of the screen? Didn't really impact the experience as presented, but it did feel a little off.
As others have already said - there's a lot of potential here. I got the tiniest taste of worldbuilding in there and I really want more. That said I'm glad I saw on you're itch page that you're developing it further! Keep up the good work.
Not much I could say here that at this point wouldn't be something you either already knew or a retread of the above comments (I would really mirror some of @the-neon-shark's ideas)
I'm having a blast, and the mechanics speak for themselves once you get the hang of the controls. I would wonder if there wasn't a way to make the controls more contextual to simplify that part of the experience. Obviously I would love to play an expanded version of this. More stuff to see down lower, and maybe you kind-of add on to your platform over time. Anyway, very cool experience!
As others have said, it becomes an open-ended nightmare later on, but I really enjoyed it while it lasted. Do you have plans to expand it into a larger experience?
Many of the comments already addressed the slight issues here so I won't retread. I've got to say, the art is perfect and I love the song in the background. I would love to see this mechanic used and adopted into a larger game. A few people have said the experience was fairly relaxing so, maybe some kind of space tourist thing, with a risk-vs-reward mechanic. Great job!
Brilliant stuff. I'm really very impressed with the level of polish you managed to pull off for a compo, I felt like it was right up to the wire. Do you plan on continuing development?
Anything that reminds me of Knytt Stories is going to get a solid rating no matter what, but this is an excellent work in it's own right. The only issue, (which I suspect is beyond your control, I'm blaming the browser maybe?) is that the sound is extremely choppy. Seriously, love the worldbuilding and the art.
I think the RNG is weighted a little on the unfair side, but I've gotta say: this is a really cool idea, and a fun experience. I'm going to be poking around on the little island for a while I expect.
Brilliant stuff. I love the ASCII jump animation. I have a feeling I'll be messing about with this one for a while - there seems like so much world to explore.
This is a fun little crawler, but lets be honest. I had to leave a comment and rate you up just for that dang walk animation. Serious, I loved it!
Brilliant visuals, and the mechanics are soundly designed and intuitive! I really enjoyed the shape mechanics as well, but the game did occasionally shut down with no apparent reason or warning (must be a stray key press as indicated by @seanarooni). I think my only feedback for the expanded version might be to tame the size of the enemy projectiles. They can be insanely large early on which felt odd. Maybe also a mechanic that rewards a slower paced play as well, some kind of bonus for nailing more enemies as you go rather than just hurtling downward?
I very much dug it!
Whoa, this is strangely beyond engaging for me. I'm really into the presentation, as simple as it all is (the sound design is phenomenal) and I found the mechanic of dialing worked really well for propelling me forward through the story.
Unfortunately, no matter what I did or how many times I restarted the game there was no way to get past 4 calls (including the obligatory first police call) and having to close and reopen the game (even in the downloaded version) to try again was frustrating. Hopefully I'm just too dense to figure it out?
Okay I'm a sucker for turn-based-puzzle anything, but I really enjoyed this one. It's a very clever premise that kept me trying again and again. I've also got to say, you might not have designed the sound yourselves but it was all wisely chosen. My only complaint is: it's a little short for how swiftly the difficulty ramps up. I'd love to play more of it. Awesome stuff!
Very slick overall and I'll probably sink some time into it (excuse the pun). My only minor complaint is I kind of wish there was occasionally an upward arrow card, and to repeat what the other people said some sound would've been the cherry on top. Awesome work!
Hail friend! I'm in love with this. That worm though. Wow, I really hope this gets expanded. The writing is awesome. Graphically it feels a little unfinished, but dang do I love the characters. Shoot, even the constant water pouring sound works somehow.
Okay - it's going to sound like I'm laying it on, but I genuinely liked this a lot and I would love for you to continue developing the idea. Firstly, it might just be my machine but the scroll wheel to select the tool was wildly inconsistent which artificially inflated the challenge. The ability to build where the mouse was instead of being limited to just where my character was felt wrong somehow (but that might just be me). I misplaced things a few times before I figured it out, but it's not as if it really hampers the gameplay. I also wish the graphics were a little less inconsistently themed.
Like I said though, I really enjoyed playing this. I would love to see it further developed!
Some really brilliant tension and atmospherics are begging to be brought to life here. The controls and camera are a little obtuse but I'd love to play more of this if you decide to continue work on it or something like it. Strong vibe overall!
I think it's an interesting idea you could expand up on further. I understand the limitations of the Jam mean it's not going to be a totally polished product and with respect to that the sound design threw me a little. Especially given the Animal Crossingesq FX in the "real world". I'm torn on how I might the mood of this, as it's kind of inconsistently themed. In the end I decided I liked the mood and would like to see where you take it if it's a game you'll continue to work on.
Wow, the visuals are iconic. I really love the worldbuilding the limited writing accomplishes and despite my complete inability to predict which way the fish might move, I forced myself to beat it without the code. I need more experiences like this - really vibing with the world.
Okay, this was a blast. The visual and audio design work blew me away. This is really stellar. Controls feel so solid, and I love the general atmosphere. If I had any complaint at all - I wish it were longer! This is nuts given the time you all made it in!
(please just tell me if you want me to remove this image... but it really was my favorite bit)
I might just be overlooking the obvious, but I had an issue figuring out how to get past the third area (I attached a picture). I wish I didn't have this problem though, because this is a game I would like to play to completion. Hopefully you'll tell me what I'm doing wrong so I can get back to it. Wish you had some audio, but the graphics are really great for the time you had to do them. I hope you continue to run with this project.
I would love to spend some more time in the underbelly of Cloudworld. As the scope of the worldbuilding continued to expand, I just wanted it to go on and on. Very interesting little experience. No real complaints to speak of, I only hope you'll continue to work on it and expand it!
Okay, this is pretty great all around. I'm smitten with the audio and visuals. I'd love to see this expanded into an exploration through the chakra realms or something. Stunning work with an off the charts vibe.
You fell down from space :'( is the saddest message ever! I too really like the music, (it's still running as I write this message!) Controls could use a little tweaking, and this is totally a personal critique, but it feels very floaty and I wish the gravity felt a bit more unforgiving. It's not an intuitive comment but I actually think it might make the game easier to play and enjoy. Anyway, very cool!
I have to parrot @candlebird and ask you to continue working on this as well! I really like the idea and it feels like it has a lot of potential buried in the ideation. Without repeating what others have said here, the audio was choppy on two of my machines for some reason (HTML5 version), but other than that the presentation is pretty slick given the time constraint. Hope to see you keep working on it!
Best so far is 256 and here I go assuming I'll be playing this for some time to come. I have to mirror the comment made by @aevek would've like just a graphic representation of which tiles I can dig, as opposed to a cursor restriction but other than that I love it. I obviously haven't gotten very far (so there may be more) but I would love it if there were strata to get to. Even just little rooms to find or things to see as you get further down. Anyway, very cool idea!
I knew I had to play this as soon as I saw the screen shot. Such a brilliant vibe. I really enjoyed the decision making with regard to the audio production. If I were to have some minor complaints: the controls feels awkwardly selected on the keyboard, but that's probably just me. The only other thing you might consider changing would be the lack of feedback when taking damage from enemies. Overall, brilliant mood and atmospherics.
This is a fun little gem (please forgive me for starting off with such a horrendous pun). Took me a second to figure out the mechanic, but it's a very nice take on adventure or maybe puzzle games. As soon as I realize things scrolled I suddenly got really into it. Very cool all around!
I really like the central idea, and without adding anything new to the conversation I do agree with some of the other comments. I would love to see the idea of obstacle avoidance as you fall down levels further developed. The only real annoyance is when, as @jeffez says, the ball falls behind a block.
LD58 — Collector (99)
Blackmail.exe by ildfuglen 2025-10-18T22:21:05Z ♥ 2
Right off the bat I love this, speaks to some design choices which (as @heytherewill said) might actually be better suited to a larger, more feature rich version. It took a bit of messing around before I really ascertained what I was doing, and even then only had a tenuous comprehension. Visually it's excellent styling, if a little cluttered for my tastes. Any plans to keep working on this? I for one would love to hear if so, great effort!
[I had hoped my rating would put you over the 20, but it seems like someone failed to rate in all the categories so you might need one more -> @littlegamer, if you have a second maybe try to figure this one out?]
Stamp Collector by grid96 2025-10-18T18:10:11Z ♥ 3
I'm with @yvanor and @littlegamer, release the details, I'd be very interested to know more. As for the project itself it's pretty unique. I have a little trouble cutting precisely at the moment due to an ongoing injury but the game seems to be fairly generous with what counts as accurate cutting. I also hate to sound like I'm just parroting other people here but @cobear25 is right, at first I wasn't loving the clutter but then I realized it actually adds to it and was a interesting little choice. Great work!
The Cult-lector by Vhalenn 2025-10-18T18:03:54Z ♥ 0
I was pleasantly surprised as this one went on. Visually it's pretty incredible, but when the villagers began to bar my way I was fairly hooked. I think the only complaint for a jam game is that sometimes the pathing was a little difficult to navigate (i.e. crossing the river.) This has a great atmosphere and the narrative worldbuilding feels like it comes from a strong place. Great effort overall!
Spaceship Scrapdown by jabzey 2025-10-18T17:44:50Z ♥ 1
I played a few games (two others I think?) with a somewhat similar mechanic, but this might be the most engaging one I played. I actually did play it pretty early on and rated it, but I guess my post didn't take or something. Either way, excellent execution. Any plans to continue development now, or is this a one and done?
Curious Collectors by Tobius 2025-10-18T17:41:58Z ♥ 2
A little clever trade up like game. I managed to get a good bit of the objects despite having some trouble with the UI itself. Really great work building up a strange little world to play in, and it's clear a lot of effort went into the aesthetics (including the VO?) Great job!
Serial Cleaner by 6Knowledge 2025-10-15T05:31:09Z ♥ 1
Moving was difficult for me at the moment (the controls are slightly awkward and I'm dealing with a hand injury), but I think I can see what you were going for. I'll probably try again in a few days but there seems to be a good amount of effort if the game over screen is to be believed. You really took the theme to its maximal conclusion. Good effort!
Hottentottententententoonstelling by Wouter52 2025-10-15T05:25:47Z ♥ 1
Okay I love this dearly. I have a bit of hand injury at a moment, so I couldn't play for the duration - but even just the audio is brilliant (I left it running!) This is extremely clever and a brilliant use of the theme. The spacing of the audio prompts kept me on my toes and guided the experience wonderfully. Sorry for just being all positive here, but I have little in the way of other feedback. I'll come back to this when my hand is healed up a little! Incredible work!
Call Hector by Crak 2025-10-15T05:15:20Z ♥ 3
@loiclegrosfrere -> #82 UgACmuI065EGgtSHGQ, #83 UwAIkEFkAx4EqSvZxQ (I think, I can't reprint them myself right?)
Wow, this is so cool, I love the aesthetic, the overall mood, and even the cards are just generally cool Extremely clever idea and I really enjoy how you handled the trading aspect. Great stuff, one of my favorites in the jam hands down.
Hex to the Max by Beebo Studios 2025-10-15T05:04:22Z ♥ 5
Brilliant work here! I think you've got a hit in the making. If you decided to continue working on it I might suggest a hold spot, separate from the tile choices you offer each turn (à la something like Tetris) so you if you know you'll want a collector soon you can hang on to one. I recognize this might require massive rebalancing though. Maybe a lock/freeze option instead then, since you'd only get offered two new tiles in that case. Either way I loved the aesthetics and the amount of strategy you can get going here is brilliant. It works so much better than if it were pure chance. Great job everyone on the team. I hope you'll keep working on it, I'd snap it up in a second!
Dinging da dung ! by Roroto Sic 2025-10-15T04:54:13Z ♥ 1
I really didn't want to let all my children down, and so I rolled. I think I understand where the friction comes from as I believe players (esp. those accustomed to sokoban) will need more coaching where the twin-grid system is concerned. I personally think it makes it feel imprecise though it makes sense after reading that was your design. I do think the decision to allow smaller balls to merge to your detriment is a clever one, and overall I really enjoyed it. Seems like tons of work went into this and maybe you're thinking about a post jam version? Great stuff!
WYP by DGo 2025-10-15T04:46:49Z ♥ 1
Okay, this is maybe one of my favorites here. There are few minor graphical issues, but I expect those could be ironed out quite easily. The only real questionable issue might be the data not resetting if you refresh the page, as you get to keep all the watches you've found so far. What I wrote on itch is true: "Honestly, please continue to work on this post jam. I want to explore a whole word via my little bus! Great effort, just a surreal little bop!"
This is such a fun little sandbox, and I just had a fun time. I could see this going in a ton of bizarre little directions. Right up my alley, loved this!
Last walk in the forest by LooksLikeSomething 2025-10-15T04:38:49Z ♥ 1
Firstly, very pretty overall and you absolutely nailed the aesthetics and atmosphere. I have a good time on my stroll but I had a similar experience to @good-enough. I think maybe I don't have a critique so much as a comment on the design decision to have the monsters be approximately screen sized and unable to be dodged. If that was the intent then I can get behind it but if not, I'm left a little confused. Either way though I like the implicit worldbuilding and esp. the sinister moon! Great work overall!
The Collector by Kazuren 2025-10-15T04:23:53Z ♥ 2
Let me open by saying, the little clouds are insanely adorable (and I liked how the slimes were animated!) My only gripe is really that the ending was kinda telegraphed with the ... uh stuff in the house (trying my best here, haha.) I liked the overall vibe and for people who have little or outmoded Godot experience this is solid overall. Just a solid project!
Marble Trouble by mooyett 2025-10-11T04:10:23Z ♥ 4
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Hands down one of the best I've played. Incredible aesthetic (both art and sound) decision making which strongly balances against a very polished, very fun gameplay loop. My only question is are you planning on keeping up work on it post jam? You should, brilliant work all around!
Tiny Museum by Keith Wang 2025-10-11T04:04:17Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I fell for this game pretty hard! I love the pixel art immensely. The setup is pretty great all around, though I have to second the criticism leveled by @nomelu. I think, as there's no real pressure for time here maybe you could solve this by having traders / merchants travel in different spaces or even have to go elsewhere to find them. Having said that, given the time constraints you were under here brilliant work! Loved this one and you for sure deserve more ratings!
Gibberwave by yiwai 2025-10-11T03:48:23Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Beautiful aesthetics, but even more so quite the clever and original idea. I really enjoyed what I saw, and I think I can understand why people say the timing is a bit tight, but I feel like it's close to perfect. There's just a ton of polish here and it's clear the team put tons of effort into the project! Great work all around.
Fallen Leaves by Sceef 2025-10-11T03:43:03Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
What a relaxing little game. I'm not sure how you managed quite so much polish but it's all very well done. Aside from the odd leave being pulled toward my leaf-blower (which was easy to work around) I didn't experience any bugs. @jaco-van-hemert took just about the only suggestion I was going to throw your way, so I won't rehash. Very calming, great work!
Implovisation by WilloXs 2025-10-11T03:36:56Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
You deserve more ratings than this for sure. It's a little hard for me to play with my current injury but even still I can tell it controls like butter. The sound design is excellent and matches well with the aesthetic. Now, the best part, it plays well and I like the fusion mechanic. Feels infinitely expandable, any idea if you'll continue to work on it post jam?
Either way, great work!
The Internet Collector by YibiRabbit007 2025-10-11T03:32:00Z ♥ 3
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
An extremely original and clever idea (at least for the games i've rated)! I loved the goofy narrative backing, and the proto-mix of simulation and puzzle solving. There's clearly a lot of work on display here and it's a pleasure to explore in this little world. Solid effort all around, and your team should all be proud!
BulkUp by naru 2025-10-11T03:00:40Z ♥ 2
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I mean the asset work alone is incredible, sound and art, both brilliant. Solid effort all around!
The Collector by Split82 2025-10-11T02:55:22Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
What a great experience. Right off the bat the level of polish is phenomenal, the art and sound design are both wonderful. I love the tension that comes from deciding if one should spend an orb or just make a break for it. Just a solid game all around, and incredible effort for such little time!
Collector's Coast by Liquid 2025-10-11T02:49:05Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Very relaxed vibe, and everything seems to work. Can I just say that what impresses me the most here, aside from the ambition of it, is that you clearly balanced the building sizes vs cost vs output just right. Great effort all around!
Shape Collector by rhewid 2025-10-11T02:35:01Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I cannot play this for long at the moment (pain and all that) but wow do I want to. I fully agree with @funbanan, I think will some polish and maybe a little expansion you'd have a real fun experience on your hands. Brilliant work, and either way I'll for sure visit this again.
#1 Card Collector by Jvdwijk 2025-10-11T02:31:04Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Let me start by saying I'll be coming back to this one later to fill out my collection. I really want to see all the cards, but sadly the only job I can even kind of do at the moment (without too much pain) is the jumping one and that gets a little tedious pretty quick. Overall I like what you've done here and I'd love to see more! Any plans on developing it more after the jam or is this a one and done?
The Collection Machine by gamesplusjames 2025-10-11T02:23:47Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
As I am late to the game many of my thoughts have already been echoed here, esp. by @yarkin. Allow me to say though, that the gameplay is surprisingly compelling and I feel like it could be expanded in all sorts of interesting ways. I really did like the tension between the bright colors and the creeping sense of doom across the implied narrative. I'm a sucker for games with skeuomorphic design, and this is no exception. Great work!
The Grande Concoction by Artificer 2025-10-11T02:16:19Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
It seems like the discourse is mixed when it comes to how the movement feels, but honestly I like it quite a bit. The running particularly has a solid feel and I like how it syncs well with the audio. I'm blown away you made this many assets for the Compo, just a ton of effort all around. Solid work!
Trip to the Teeth by Braulio_JG 2025-10-11T02:08:07Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I really like this. Games which are all about exploration are my bread and butter, and while I see you didn't finish in time, I'd really like to see where you take it. The art is great, and the atmosphere is wonderful. I followed you on itch to hopefully follow its development. Congrats on getting this much done!
Interstellar Collector by Baluj 2025-10-11T00:46:40Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Clearly a ton of work went into this. Not to rehash, but as a few others have said here, the ship controls a little awkwardly. Having said that, it didn't really get in the way of my fun exploration. The first thing I accomplished was getting a sunburn, and I knew I liked it. Tons of little details I enjoyed. Also, I liked the track you chose here, and the visuals work in a charming way, overall great work!
Eccentricity by Lefinno 2025-10-11T00:36:00Z ♥ 4
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Wow, other than a few visual bugs (overlapping tooltips, weird draw errors) this is exceptionally solid. Seems like tons of effort went into this, no idea how you had time to playtest! Very fun strategy, well explained, pretty, great audio... just exceptional effort all around. A blast to play, I hope you're considering a release at some point, I would for sure pick it up!
Rocky Mountain Marbles by ZungryWare 2025-10-10T23:35:36Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I'm blown away by the amount of work you put into this. Genuinely no idea how you pulled it off. One of my favorites in the game. I echo @rewzu's sentiments here, it feels very complete. I have no critiques, I only wonder if you've considered expanding and releasing it?
The Reload by Artalasky 2025-10-10T23:28:28Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
There's an immense amount of work on display here and I really liked figuring it out. This visual theming and style is rad, and right up my alley. Bullet construction is great, everything seems to work well... this is just solid. Any plans to work on it and/or release it? What you've got so far is very satisfying, great work!
A Stamp-Stealer Postman by Pimeko 2025-10-10T23:21:07Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
First off I have to agree with @schu, navigation wasn't the end of the world and graphically I understand why (I think) you chose this route but that orientation changes made it feel a bit discontinuous. Now, that out of the way, what a great idea! I love this silly little world and the narrative elements. I'm drawn to getting all the stamps and exploring every inch. There's just a ton of work in here and it shows. Any plans to keep working on it after the jam is over? Either way amazing work. One of my favorites!
Cave Packer by Tommeh 2025-10-10T23:11:39Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I'll start with a critique, the controls were a little frustrating. Firstly having to press 'e' to get out of the inventory rather than esc, and the jump felt a bit off. Now for the rest, this is brilliant and I hope you're considering working on it further. There's already so much, but this could be expanded in many different ways. With just a little polish you'd have a solid and pretty fun experience on your hands. One of my favorites this jam for sure, excellent work on this!
Hoarding Keys by TimeLost 2025-10-10T23:06:10Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I like the visuals a lot and really enjoyed that the monster and I were competing. I didn't really find any challenge in it, but conceptually I found it pretty interesting. Any plans to keep working on it?
ScrapheapSprint by sketchycode 2025-10-10T22:58:13Z ♥ 0
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
This is a very clever juxtaposition of control and mechanic. I tried over and over, and never did very well, but I was driven to try quite a few times. I think my only note for this is that the time felt just a little too punishing. Overall though, brilliant concept and I think there's tons you could do with this idea!
Derailed by rynti 2025-10-10T22:15:20Z ♥ 2
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I mean, wow, this is a ton of work in such a short time. Just a lot of little details that really showed how much effort went into this. Almost feels like you could (or maybe will?) turn it into a full blown simulation project. Great work!
Fair Trade by Puuukich 2025-10-10T22:10:13Z ♥ 3
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I mean this is clever, pretty, and just a solid execution. This is one of my favorite projects in the jam. Really no complaints, any plans to keep going post jam? I'd love to see this universe expanded upon!
Gobblin' Günther by Crygos 2025-10-10T21:59:40Z ♥ 3
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Firstly, great work, I really like the idea of having to do inventory management in real time while also navigating. I think though, I do agree with @dining-philosopher, it seems really easy for a single loss to become a complete loss. Maybe there could be layers of pack that fill up and then are kind of locked in some way? I use packs a lot and older ones had sections you could tie off at various depths, so perhaps something like that? Overall though this is great work, any plans to keep working on it?
(Edit: forgot to mention I love the artwork!)
Colorfull Collector by Flokami 2025-10-10T21:54:18Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Great working building up a fairly solid amount of tension here, and within such a short amount of time. I actually liked that not very much of the presentation was overall overt, even if the narrative elements were as such. There's clearly a ton of effort in here given the timeframe, and I think you took the theme in a clever direction. Excellent work overall!
Spider's Meal by Pancu 2025-10-10T21:25:47Z ♥ 0
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
I here for an extremely unconventional control scheme. I had an injury (two days ago) that makes this one hard for me at the moment, but it feels well thought out and I'll definitely come back to it in a few days. I was able to get through the first few levels without too much trouble and I have to say I really like the idea! I agree with @trusty that A / D is maybe worth workshopping as a better choice or at least offering as an option. It's all in all a very clever idea and I hope you'll keep working on it if you have plans to!
The Garbage-Man Of New Trash City by kenevil1 2025-10-10T21:19:26Z ♥ 4
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
This is the type of project that begs for more attempts. I loved the atmosphere, and the vo was priceless (though I wish it was skippable after the first time, only because my page refreshed an I had to start over.) Only real complain was that the turning radius and the street width (as others have mentioned) seemed to not be conducive to solid movement, and took away from my desire to use the boost. Generally though, this is an awesome project, great work!
Collectorogue by HappySealGames 2025-10-10T21:12:02Z ♥ 2
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Great idea, and I feel like it really has a lot of room to grow and expand. I agree with much of what @binarydiv and @protohere had to say - I feel like there is too much going on at once to have much time for decision making. Phases, or even just slowing down elements would work wonders. I also felt like putting things on the table was a bit wonky and having the cat knock everything off at once seems... unbalanced? Nevertheless the concept is excellent and I think it really has legs! Are you considering working on it further post jam?
Dropseed by azahara 2025-10-10T21:03:19Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Solid atmosphere, and though the idea is simple initially, the resultant plant leaves lots of room for expansion (just noticed @beebster-games said largely the same thing!) Great work!
Rujum Jare by Yoav Kagan 2025-10-10T20:59:27Z ♥ 1
Sorry I'm late to playing your project, today was the first day I could get back on the computer, but I'm here now so let's go!
Extremely compelling, the aesthetics were very cozy and I really enjoyed the interplay between the tension and the relaxation! I live for the little *ding* sfx. Just great work overall!
(i'm gonna work on the secrets when I feel better, but take it as a compliment, I played for way longer than I allotted time for!)
Jars for the Collector by BlackCat508 2025-10-07T06:30:38Z ♥ 1
Gorgeous pixel art, pretty solid levels of polish, and the biggest SNIIIIIIIIIF. Really neat atmosphere and I like all the little aesthetic choices you made along the way. I want to know more about this freak and why he is this way. Great stuff!
The Collected by Tetramollaxx 2025-10-07T06:07:55Z ♥ 2
This is great in basically all the departments. Visuals are cool as heck, audio provides a tense ambience, and I really liked the narrative element. I think it could've been a little more challenging but honestly this is exceptional work. I'm fully aware of how much often gets left on the cutting room floor for these types of jams - especially in the COMPO dept. but wow there's so many places you could take this. Do you plan on continuing development after the jam?
(also, the ending cracked me up)
Ashveil by FunBanan 2025-10-07T05:50:55Z ♥ 1
Wow, this is excellent! I dunno, this feels so expandable, but even as it is I'm having a blast with it. Just a very clever idea and a solid execution!
Dirge of the Sleeping Bell by Jiffy 2025-10-07T05:45:13Z ♥ 1
Not just being out here, dropping a doppler effect for the intro... Like @jalimco-beach said, great work in the audio department. Feels like something I'd keep playing for a while. Interesting, but never punishing. Great work!
Tiny Expeditions by bwalter 2025-10-07T05:30:54Z ♥ 1
Forget my thing, THIS is a bug collecting game! That you pulled this off by yourself and in 24 hours is nuts. To echo what @she-wrote and @sharky3188 said I'd like a little bit more feedback, but honestly I just want more of the world to see and roam in. Great work!
Enter the Cardgeon by Placeholders 2025-10-07T05:17:54Z ♥ 3
Wait you did all this work by yourself?! Brilliant job, I was pretty hooked through until I won. I could see this post jam (with a few tweaks and a bunch more stuff to see and find) cleaning up on steam. Amazing work, love the sfx and sprite work. Really excellent job, hope you'll keep working on it.
Dust Collector Testing Facility by Jcourt 2025-10-07T05:04:50Z ♥ 1
Ok the toggle between the original version of the songs and your... inspired take on effecting them made me laugh (honestly I think you should've opted in to audio for your versions haha.) The level select screen being in-world was a nice touch. The fake-out (unsure if it was intended or not) in C2 where you go down the [first] long hallway and it's not the end was awesome. Pretty solid effort all around. If you ever work on it more I'd love to play it or help test!
Greedy Collector by José Bonilla 2025-10-07T04:45:17Z ♥ 1
Hey this was a simple but fun little score attack game. I mirror what other's have said about the dash, but I did find myself using it to try and shortcut through the middle more often than not. Solid effort!
Submerged by MorePixels 2025-10-07T04:41:32Z ♥ 1
For some reason I found this game very compelling, and I played through till the end (where I had a bug: as I picked up the treasure I moved under the ground and was stuck.) I loved the visuals and the different type of fish, I actually wish I had explore a little more earlier because it was only at the end I realized how much more stuff there was to see. Great work from everyone on the team!
Florence Memories by MrBamboo 2025-10-07T04:30:07Z ♥ 1
Extremely chill game. I really like the core idea of it, and your included design philosophy. Very unique in this jam. Great stuff!
Crypt Of Collection by Theothervc 2025-10-07T04:26:21Z ♥ 1
As others have said, this is pretty challenging but it seems like I was getting better with practice. Challenging isn't bad and I think your visuals have a ton of charm, plus the central mechanic is fun. Any plans with regard to developing it further? Either way, great work!
Acorny Business by Theo Ratkin 2025-10-07T04:21:46Z ♥ 1
Okay I'm torn on whether or not I think being able to hold space to gradually fly up would be an improvement. I think your current controls work better here in the scope of a tiny little experience here for the jam than would otherwise. That sounds negative, but I don't know how to write it better, this is a great project. I like the audio-visual work you've done here, and honestly I'd like to explore more as this bird, maybe after the winter is over. Very impressive job overall!
Collect or DIcE by Flinge 2025-10-07T01:46:21Z ♥ 3
I'd love to keep playing in an expanded version... The art is exceptional and I love the overall mood and world building, plus the gameplay is exactly my vibe. Just stellar work all around!
Nebula FM by Chariot 2025-10-07T01:39:29Z ♥ 1
I rated what I could given the elements which are not working, are you planning to continue development?
Aster by fueki 2025-10-07T01:31:35Z ♥ 2
Pretty cool game with pretty great pixel work. I'm amazed you managed to squeeze this out of just a few days. I see there's no third ending yet, but also that you plan on continuing to develop it now that the jam is over. I'm not going to complain about the bugs, because I think other people have already pointed stuff out and you're working on improving it. Great work!
Marble Sky by Zathnic 2025-10-07T01:27:38Z ♥ 1
Hey this is pretty fun! I'm always leery of marble games, esp. in jams because the physics really make or break the enjoyment of the game. I think you pulled it off and honestly I love the visuals. The whole thing has this classic late 90's feel, which I dig. Any chance you'll keep working on it post jam?
Goblin Lord's Dream by Ira Baciu 2025-10-07T01:22:10Z ♥ 1
Yeah the first mini-game (ghost game) kicked a null exception of kind each time I played, but the other two worked just fine. So much effort to make wholly different games in such a short time and the framing is pretty funny. Over all a ton of effort in such a short time. Pretty clever overall!
Seven-Day Bargain by Megurt 2025-10-07T01:12:31Z ♥ 1
Wow, this is awesome. The only issue I had was before I made it go full screen it was kind of random as to whether or not the 'play' button would register my click. Honestly hope you'll keep working on it, I'd buy a maxed out version of this in a heartbeat. Brilliant work!
Dragon, the collector by Aleksey Salion 2025-10-07T00:58:45Z ♥ 1
@kantona already said what I might've, the UI feels a little convoluted, but as soon as I figured it out I was off to the races. Love your visual theming, and the game itself was pretty cool. Any plans to continue working on it?
Bug Driver 3D by Reaktori 2025-10-07T00:51:21Z ♥ 2
I know you said we both made bug games, but you [and your team] made the REAL bug game (did that bug call me a 'mother bugger' haha?) As others have said the driving felt good, very high quality over all, and I love the visuals. Not much to critique here other than the web version is a little jank, but that's to be expected. Incredible effort all around!
The Raven Job by MeowMeowLitClub 2025-10-06T19:56:11Z ♥ 1
FYI, and maybe it's just me, but I'm getting a 404:
"If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
404 Not Found"
Hopefully it is just needing to rename it?
The Crossing by IndigoWolf 2025-10-06T19:33:06Z ♥ 0
I do wish there was a little more to the entry, because the idea feels like it has lots of potential. The point is you got something done, it works, and it's enjoyable for sure!
Grand Collector by Alex Mulkerrin 2025-10-06T19:28:11Z ♥ 1
The only real comment I might have would be handling the hold to move in a slightly more graceful way? Polling over time and only allowing movement every few ticks or something. Generally though this game speaks to me, I liked how all the characters had ... character about them and how much you packed into such a small space. Excellent work!
Lunar Burden by Iluvatar 2025-10-06T19:22:35Z ♥ 2
Felt like a Sierra classic, if a little short. I would love to keep playing in the world, feels like this game exists on the edges of a bigger space, which is a testament to your worldbuilding here. Brilliant stuff!
Unpacker: The TCG Collector Simulator by R4ndomThunder 2025-10-06T18:15:39Z ♥ 2
I wont repeat any of the critiques here as it seems like you're already burning through them and making quality of life improvements / bug fixes left and right. What I will say is the team packed a ton in here and it didn't just phone it in. I feel like I could become full invested in amassing a huge collection without going broke -> any plans to polish it up after the jam?
Flight Terminal Assistant by Benjamin Gare 2025-10-06T18:09:50Z ♥ 1
It took me a minute to figure out how to get it back to the customer but I think that's less on you and more on me for not trying something obvious. It was nice to play something pretty out there for a minute and I got into a rhythm after a bit. An interesting little idea and I did feel like I had to get my 9-5 done workin in the 90's haha.
Fartnite by osh.studio 2025-10-06T17:58:33Z ♥ 1
I'm surprised at just how intuitive the controls felt. After only a few seconds I was zipping all over the place, and you know I'm going Blib every time. Great work for only 10 hours, and somehow very charming despite being a game about farting your way around!
Sewernir by plastus 2025-10-06T17:53:09Z ♥ 1
This project (and others on your itch) showcases that you have some conceptually cool ideas when it comes to telling stories. I did have issues with the rope's attachment not happening many times despite me being next to a hook and mashing the key, so it just feels like they might be a little too precious where the collision shape's (etc.) sizes are concerned.
As for bug-fixing, per the rules:
"Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players."
Fun little entry though, and like I said I love the worldbuilding!
Clear Skies by Nash 2025-10-06T17:37:34Z ♥ 1
Wonderful all around. It's just extremely clever, and a perfect use of PICO-8. I don't have much to say that others haven't already said here and frankly I'd just like to see more. Extremely impressive entry, and one of my favorites!
Stamp Collecting on Planet Q by cassowary 2025-10-06T05:15:54Z ♥ 2
I mean, this is brilliant. Feels like a finished product - there's so much to love. Solid puzzles, great world-building, and an awesome visual theming. Almost no notes here... Excellent.
Rock Collector by Cobear25 2025-10-06T05:08:47Z ♥ 1
I got the same issues and errors as @cobear25, seems like some null references and an issue with rock placement causing some kind of duplicate instantiation. BUT, aside from all that, something about the idea and the charming aesthetic really grabbed me. I'd love to see something further developed out of this in future. A pretty adorable and very-nearly addicting game! Great work!
The UUG by Wolforce 2025-10-06T05:04:52Z ♥ 1
I did laugh at the title, but despite your claims, I feel like there's something cool here. I like the idea of a TD game where it's (a) stepwise and (b) you can make adjustments to placement per turn. It's almost less like a TD game and more a tactics game. Unfinished as it is, there's still something here and I hope you'll work on it more. (Also do you have an itch or only a github.io?)
Tarnos Quest by SHAKIROVICH 2025-10-06T05:00:33Z ♥ 1
Let me start with the critiques: as others have said *between here and itch* there are quite a few bugs, and I also got the four walls no way to play bug twice. (also the quit button doesn't work, there is no new game button, it's not clear what does what, etc.) That said, I feel like you've got the bones of a very interesting idea and world here. I adore these Plastiboo like visuals. I also see you say you'll continue working on it -> I followed you on itch so I can watch the progress. Great effort so far.
Reap What You Road by ugly_robot 2025-10-06T04:54:15Z ♥ 0
I said it on a few other projects, but only because it's true: I'm a sucker for solid simulations. I really like the core idea here. There's a few little bugs (new buildings causing lag spikes and dropping into unhelpful areas) but nothing game breaking that I saw. The path drawing is a clever move. It feels like an old Bullfrog game and I really like it. I do hope you work on it some more, maybe even develop it more in the sim direction - but get some sleep first!!!
Dragon Hoard by pres2300 2025-10-06T04:31:39Z ♥ 2
Feels really tactile, which is cool given how minimalist it is. That little 'disappointment' sound that plays when a baddie takes a gold away will haunt me for weeks. Honestly I agree with @bad-fetus - I could see this being developed out in a few different directions but yeah, there's even a world where you do a kind of active TD meets Roguelite meets ... keep the baddies away from your mobile hoard. (also I just love the expression on the little baddie's faces)
GHARK - Soul Collector by yaz_protzz 2025-10-06T04:19:33Z ♥ 0
Wow, feels like a ton of work to get this much done for the Compo. I'm crazy about your sound design choices. I think the only point I could make at all is there feels like a few points where there's not as much feedback as I might like - but again it's wild you got this much polish in there. I hope you'll keep working on it because I would buy/play it for sure!
Life of a Mayor by Dean James 2025-10-06T04:08:02Z ♥ 1
The music really did it for me. It added this like, contemplative aura to the experience which reminded me of old Origin games. I'm a sucker for anything simulation and my only real complaint is that there wasn't more. I do though, recognize how little time there is to get a whole idea put together, and you did that solidly. Great stuff.
Fluff 'n Roll by CamComDuck 2025-10-06T04:03:22Z ♥ 1
I mean, honestly, I love the use of primitives to develop the shape of things. Im all in on the wiggling little grass cones. Nice foley work too haha. Not going to say it was easy getting them into the pens, even felt a little random, but I love the implicit worldbuilding and the overall design. Solid effort!
Attic Thrifter by Sthor726 2025-10-06T03:53:50Z ♥ 1
Hey, excellent work developing out so many micro-ideas. As @john-gabriel and @jacobwinters said: I could easily have played a ton more. The audio work was particularly nice too, minimalist but very fitting. Was this a one and done or are you considering further development? Either way, very fun!
The Pink Operator by Geckoo1337 2025-10-06T03:48:02Z ♥ 3
Right as it was getting good it ended, which is how I know when I've found a fun demo for a puzzle game! I hope you will continue to develop it, there's many places you could take it and I found that the speed with which I could play it was really comfortable (i.e. resetting was fast, punishment free, and the puzzles weren't very difficult but satisfying) Great work!
Far Fetch by bad_fetus 2025-10-06T03:08:35Z ♥ 1
I'd post my scores but (a) you already played my game and (b) I don't want to embarrass myself... Silver on 1 and 3 so far, I feel like this one will stick with me. It's got that classic, "just one more try" feel. It takes a second to get used to but the feel is pretty solid and I suspect I'll play it some more after I get an evening of sleep. Great work, esp. for only using half the time!
LD58 - Space Crystals by Endurion 2025-10-06T03:01:40Z ♥ 0
Pretty addictive little loop you've come up with. I was so incredibly bad at the start, that the second I had some success I slurped up all the dopamine left in my brain. How difficult was it to work within the constraints of C64? I'd love to know something about the process. Solid effort for sure!
Pollen Pusher by Quail Weaver 2025-10-06T02:53:22Z ♥ 1
Wow, this is slick as heck. After a second the controls became second nature, and they work really well! Great audio work as well as the visuals. Just the right amount of quirk. Brilliant stuff, and I'll keep messing with it. It has a very addictive quality (for me as it were)
Catlosia by neowhoru 2025-10-06T02:49:53Z ♥ 1
I actually love the aesthetic of this project. The music and off-beat vibe are great. I think it moves a bit slowly for my liking, but overall this is excellent work. Any plans to expand it or make something similar? It's got almost an adventure vibe to it...
Chaotic Containers by Dis0rder 2025-10-06T01:49:43Z ♥ 2
Hey, did you just hack me?! You have to tell me if you did! I've never gotten so many warnings at once for a download haha.
Solid work, something about this really captures me. The little song, the slick visuals, and tactility of having to lug around the boxes yet nothing felt overwhelming. I want to explore a whole little world in this style. Excellent work!
Bone Collector by Antti Haavikko 2025-10-06T01:40:14Z ♥ 1
I love every second of this. Honestly kind of blown away you made this complete feelin experience in the length of time you did. The only thing I can really say is I'd love for this to be made into a larger experience. Brilliant work overall.
Xenolith by John Gabriel 2025-10-06T01:30:32Z ♥ 2
I was hooked before I downloaded it, but then I got hit with that opening sound blast and wow, brilliant stuff! I picked up from where @commanderstitch left off (before his son did more, so his first password) got to four orbs and 12 coins in a run -> it showed me a coin directly below the orb machine screen. My code for the next hero is I7XHSTTT.
Honestly a brilliant idea all around, makes think a bit about Animal Well's community stuff. Here though the loop is tight, and explicit and I loved every second of it. I'll finish it off later but wow, the idea, visuals, and sound are all top notch!
Rastic Rush by commanderstitch 2025-10-06T01:15:22Z ♥ 1
I'll install a java runtime tonight to play this, it looks wild and I'm excited to try -> I'll get back to you after I do so.
CLEAN UP THE TOWN! by Elfb0y 2025-10-06T01:13:48Z ♥ 2
What a fun little time attack. The music was a bop, and I had this moment where some trash spawned in the middle of the lake but I was able to find just the right spot to get it and still better my score! Solid effort!
Outward by chuckeles 2025-10-06T00:57:53Z ♥ 1
This is excellent. I'm glad I saw that picture you posted early on, led me right here. The visuals, the sound, the feel... this is great all around. Clever using the framing to slowly expand outward rather than overwhelm the player right off the bat. Are you planning on expanding it at all?
Ludum TCG by LittleGamer 2025-10-06T00:53:30Z ♥ 2
I myself am something of a Blobous Vampire... Also, I did a frantic tap, do I get my 5 star review in [at least] one category? I know you weren't feeling well and so had less time than you would've liked, but this is strangely compelling. Mostly just reading all the cards made me laugh. I feel like this could be made into a full experience with just a little polish.
Soulbearer by tomi-vahamaki 2025-10-06T00:36:35Z ♥ 0
This is so far up my alley it's back out the other side. I'm really into the texture work and general atmosphere here... Solid effort, any plans to keep working on it after?
Clean Line by Jesús González 2025-10-06T00:23:19Z ♥ 1
First of all, I thought, I had to play - another train game haha. This feels like a really solid prototype for a full on experience. The music only playing when the game is in motion is pretty inspired, and the first time the screen transition I was hooked. This is a cool idea, and it didnt take all that long to load on my end. Great stuff!
FluxBeam by ImmortalFox 2025-10-06T00:15:13Z ♥ 0
Do I see meaning where there is none, or is it all fabricated in the first place? Love the audio, and the overall ambiance. I hope you'll keep working on it after, either way I'll jump back in to snag all the orbs once I've spread some time around and rated a few other people / had some time to sleep. Great work!
Cellmate by thejackimonster 2025-10-06T00:07:05Z ♥ 1
You crammed a ton of work into this, really a stellar effort for the time given. Also, I'm a sucker for all the little interesting details - feels like a cool little show don't tell worldbuilding vibe. I'll probably come back to this one when I've got more time (and after some sleep!)