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TinyMushroom

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201944Your life is currencyPastemates Overdrive!!!jam11412.422.392.212.722.212.502.50
201843Sacrifices must be madeSacrificial Samcompo3783.022.952.763.002.552.762.802.71

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by TinyMushroom

LD43 — Sacrifices must be made

Zeus Needs Omelettes by rjhelms 2018-12-16T23:47:20Z

A quirky, funny game! The kazoo background music paired well with the art style. You have a nice aesthetic going on. I love how the king looks perpetually stressed out/panicked.

One small thing: I would suggest a different sound effect for throwing an egg into the pan. It has a negative connotation to it, and along with the cracked egg animation, I had the feeling that I was putting the egg in the pan incorrectly. Only after I stared closely at Zeus's bar going up did I know that I was doing the right thing. I think a more "positive" sound effect, or just a sizzling pan sound effect, may be a little more appropriate in case anyone else got confused like me.

Upwell by Raogs 2018-12-10T01:58:43Z

It would be great if the controls displayed on the screen at the start of the level. I didn't realize I could shoot down until I started pressing a lot of buttons. I know that the controls are in an image in the description, but by the time the game loaded I already forgot about it. Besides that, I love the quacking sound when you jump. It really sets the mood. You made a solid game for the Compo!

Scapesheeps by gilborn 2018-12-16T18:33:08Z

As soon as I heard the wolf howl the first time, I realized: Oh no. Stuff is about to go down and these little sheepies aren't safe.

Although @mordokay suggested you to make the single sheep move a little faster, I actually like the reality that the wolf can catch up to you no matter what. That restriction forces the player to think more strategically.

If the wolf is easy to outsmart (can't see around walls) and you don't have time/want to do smarter pathfinding, an easy fix would be to scatter a few wolves around the level.

P.S. love the name

Sweet Suffering by dracominer 2018-12-16T18:02:23Z

This game has a lot of graphical and sound polish that others are missing. Unfortunately, as others have mentioned, the gameplay took a hit as a result. What you have shows your talent. I think the next skill to develop is feature prioritization and time management. I personally learned how to do this via a video from Tim Ruswick (posted below) and the [Pomodoro technique](https://en.wikipedia.org/wiki/Pomodoro_Technique) (which you can use online [here](https://tomato-timer.com/)).

Congratulations on your entry and I wish you luck in your continued development of this game!

https://www.youtube.com/watch?v=2KOEBWFC-1M

Lucky Number 13 by Simon Rahnasto 2018-12-16T23:39:37Z

On top of the feedback above, it would help a lot if you could reach the "options" screen to adjust sound while paused in the game. When I first launched the game, I thought the cool background music was too quiet, so I upped it, but then I couldn't hear the quieter voiceovers. I had to exit to the menu to adjust this, which broke the flow of my "first 30 seconds" into your game.

Sacrifice Management by Aycan 2018-12-03T07:51:58Z

This was an addicting game! I scored a 20. The randomness created a nice variety.

It would have been nice to be able to mouse over items already in the pentagram to see their bonuses and penalties. I found myself moving things in and out of the pentagram just to see what exactly they loved and hated.

Worthless Robots Fight by 01FE7E 2018-12-08T03:47:09Z

For a wave-based game, it would help to have something motivating the player to continue to the next wave. You already have visual feedback with small animations when you interact with robots, which adds a lot to the experience. Others have already mentioned adding audio feedback. If you're stripped for time, try using [sfxr](http://www.drpetter.se/project_sfxr.html); it allowed me to add +5 sound effects to my game in 30 minutes.

I think this game could also benefit from a narrative. It doesn't have to be huge, but if the user is fighting towards a goal, it may keep them playing longer.

Journey To The Promise Land by royur 2018-12-08T03:32:53Z

The graphics are quirky and cute. This game has great scalability with the addition of leveled random encounters. The herding mechanic for women and their children is very interesting; well done with a novel idea.

If there were different colors for the old people, men, and women, it would be much easier to distinguish between them.

The Dilemmnist by mmiddleton 2018-12-16T23:23:35Z

Interesting game! I played it multiple times, and enjoyed the different beginnings and endings you provided. This is the type of game I hoped would be created in this game jam (and couldn't personally figure out how to make it myself). Kudos to you.

As others have mentioned, it wasn't immediately clear to click on the person at the title screen. The issue I ran into was similar: I played multiple times over without hovering my mouse over the people. I didn't know that I could, and that's an important mechanic! This is where small UI cues can save players a lot of headache. Even just adding instructional text off to the side on the first playthrough would help players get adjusted to your game.

Gnome Man's Sky by Tim Ruswick 2018-12-08T01:28:18Z

For such a large amount of information to throw at the user, it's very cleanly organized. Some cues could improve the experience for the starting player, such as: * A gnome does *not* have to be on a building in order to obtain resources * Click on a tile to open the build menu

These facts did not seem obvious to me, since the starting scene gives you a gnome on a house. It may be clearer to let the player choose where they put their first house, which forces them to find the build menu.

Some other notes: * A gnome does not improve the output of workshop. I did not realize that until after several days, since this rule doesn't match with the other resources. * Sometimes I salvaged buildings during the Field Log transition if I clicked in the wrong spot. * At one point I had a gnome that would not improve no matter what building he was on. I sacrificed the lazy bum! Was he a bug? * I couldn't complete the game because all of my workshops stopped producing shrooms! See screenshot below. If this isn't a bug, the reason needs to be explained to the user.

Screenshot from 2018-12-07 19-13-02.png

Inflame by Talia 2018-12-03T16:38:03Z

Although the intention was to throw away least important things into the fire, on my second playthrough (and all subsequent ones) I threw whatever was closest into the fire. This might actually be fixed by giving the player a little more time so there's room for indecision. Catchy music, but needs work on player motivation.

Amphora delivery by Tomáš Selmeci 2018-12-03T16:50:25Z

Awesome artwork and mood. I love the drawings on the wall. The single enemy needs some variation, though. I know the time crunch makes that hard. One way you could do that is extend the range of the green ball attack and use the same animation without the ball for a melee attack.

Non-increasing 451208114412965 by vilix64 2018-12-03T17:24:28Z

The ending I got ("Was it worth it?") really struck a chord. Awesome narrative. The grueling aspect of pushing forward by holding down your mouse is great interactivity with the player.

I wanted to see the other ending, but due to its slow nature the replayability aspect wasn't necessarily there. I ended up getting the same ending a second time even after choosing different options.

Flightless by Lemons 2018-12-16T18:15:40Z

As others have mentioned, the pacing is a bit slow and there's no reward for minimizing your sacrifices. Increasing everything by a speedup factor of x2 would make the game feel drastically different. Also, limiting the number of siblings or giving 1 to 3 star ratings for the levels would incentivize the player to stop harming those poor little things.

I was initially frustrated at the limited movement (a flightless bird can't walk?) but you did a great job of taking this limitation and making the most out of it in your level design. Also, the bubbles at the top and bottom of the level in the background is a nice touch. Well done on setting the mood.

The Cursed Realm by Devres 2018-12-03T07:09:28Z

The finality of pressing E then having to click makes me feel guilty for killing these poor little guys. Nice graphics!

Sacrificial Sam by TinyMushroom 2018-12-03T16:21:02Z

The level where you lose the roll can be completed by jumping over the tank instead of rolling under it. This game can be beaten. It has 13 levels. I hope that clears things up!

Sacrificial Sam by TinyMushroom 2018-12-08T03:06:48Z

@pompi-pompi I added a bugfix for that level, thank you for pointing out the issue!

@shieldgenerator7 I fixed the Windows build, thank you for letting me know!

Sacrificial Sam by TinyMushroom 2018-12-16T17:32:53Z

@shieldgenerator7 thank you for sticking with the game! I appreciate the feedback. I updated the description so the dashing mechanic is explained more clearly.

For the issue with the Web GL build, were you running the game in full screen? It seems like that may be a requirement. If you ran into the issue while in full screen, which browser did you use?

Sacrificial Sam by TinyMushroom 2018-12-16T17:37:29Z

@g12345 if you let me know where you experienced the "invisible wall" I will add a patch to fix it. I noticed that in some places, the ground may be slightly uneven causing this "invisible wall" effect. I thought I found them all, I guess not :sweat_smile:

A Starving Monk by Bajtix 2018-12-10T01:49:59Z

Interesting take on the theme! It's great to see some less-obvious genres when it comes to game jam games.

I like to go into games blind (not reading description or comments) to see how well they "talk" to the user. It was easy to understand which buttons to press since you show them at the beginning of the level. That was a nice touch! However, since I went in blind I also didn't realize that I should only collide with people who had coins above their heads. I believe this problem would have been fixed by guaranteeing the first object that shows up on the level is someone with a coin, so a new player can see the contrast between donors and non-donors immediately.

Sacrificed supplies by EddenSoft 2018-12-16T23:09:47Z

The balloon looked and "felt" good. The box and cords moving back and forth felt natural, and the clouds behind you set the mood well. However, as others have mentioned, there's a lack of interactivity. Although others suggest adding features (which requires more dev time), the quickest fix for this is to speed up your timeline. If you make everything deplete twice as fast, the player doesn't have to wait as long.

A game can be very short and still be enjoyable--don't feel the need to drag out the experience.

Evil Cult Managment System v1.0 by Kszaku 2018-12-03T07:24:20Z

I regret playing this at night. The sudden audio gave me chills!

The first glance at the UI is not the most engaging, but there were many surprises. Writing up my own speeches really got me into it. Definitely an interesting "tip of the iceberg" kind of game!

Grandma to hell by wyattis 2018-12-08T04:08:00Z

Awesome art and soundtrack choice. The 2 frames that start off the game at the beginning instantly sets the (hilarious) mood; that kind of polish really paid off.

The initial level design confused me a bit--I thought my grandma was the first old lady I met, and I tried to pick her up and jump to the right ledge to no avail. Then I took her out the door I came in from on the left... and the level reset. Only after I saw in the comments "jumping on grandmas" did I understand how to progress past the first part of the level. This confusion may have been cleared up by showing your grandmother's sprite in a thought bubble at the beginning frames.

Reaching The Sky by SKDF 2018-12-08T02:39:16Z

The twist at the beginning with going the opposite direction of the (->) signpost almost made me quit the game, thinking it was bugged. It might help to make the jump look even more impossible than it was, so it is very clear that the user cannot make the jump if they try to "time it" just a little better.

Developing a decent following AI that lags behind can be difficult and time-consuming; however, if the crux of your good/bad ending is your friends staying with you, your friends need to be able to "see" you easier.

All in all, a lot of pleasant surprises in the level design. I would have loved to see the good ending.

LD44 — Your life is currency

Limberman by krasse 2019-05-02T00:45:09Z

The fast transition between rooms was **very** satisfying. I felt powerful running into unknown rooms with guns blazing! I agree with another commenter though, the player probably starts too powerful with 2 guns (although that's fun)! The machine gun was a lot of fun to use. I also laughed at the character when I sold one of his legs and he was hobbling around. Since health can't be regened, it would have been nice if selling limbs gave more health.

Blood Money by Imphenzia 2019-05-18T17:11:12Z

Good music for such a short time! I almost didn't rate you for audio because I assumed it was released under creative commons. Interesting take on the theme, too--I like the contrast between rushing to get the hearts, and remembering to wait patiently to get the power ups.

Soul Search by SoerenBachNielsen 2019-05-02T00:14:48Z

Awesome use of environmental storytelling. For such a small game, Gregg's life felt big. It felt real. I loved your use of different sprites to show what stage of life he was in. I was a big confused about the sound effect at the end of the last memory--it sounded like a gunshot. Beautiful game, though. I'm going to share this with my non-LD friends.

The Insured Man by rplnt 2019-05-18T18:31:51Z

It's cool that you have to get hit by a car in order to start shooting. However, this wasn't obvious--a little tutorial would have gone a long way here. The cars and civilians walking around the map was great.

I think it would have been more clear if there were audio cues that indicated killing civilians was bad, or if the enemies had a more distinct sprite from civilians, that might have helped too (I only shot civilians for a while).

With All My Heart by Elemental Zeal Game Studios 2019-05-19T13:23:17Z

Just wanted to mention a small bug, my life went up after I died. This is a pretty game! I didn't think about a tower defense for the game.

Blood Money by Dom Harris 2019-05-01T23:57:41Z

I lost it when I saw post-jam title screen says "Now with more bugs!" I played on Linux and unfortunately didn't hear any audio (both jam and post-jam builds). This might be a bug, or maybe it's just my machine, since other commentors said they could hear it. If there is a fix for this, let me know so I can rate you for audio.

It was absolutely terrifying to be lost in the maze and see a skeleton on the floor and wonder "did I already kill it? Is it going to get back up?" When I first saw the giant skeleton at the end of the first level I screamed and my cat jumped off my lap. What a pleasant experience!

I think it would have made a big difference if the visual for shooting a gun was more obvious. When I was close to the skellies I didn't even see any bullets, and wasn't sure if I was actually shooting (again, no audio cues). It was also jarring to see my hand clip through the walls.

Also please reuse that skeleton dance on a boss fight.

The Great Unicorn Migration (HTML5) by David Greene 2019-05-18T18:24:27Z

This is the most charming game I have played in LD44. Well done team

Pastemates Overdrive!!! by TinyMushroom 2019-05-02T00:50:50Z

@falsebracket thank you for the honest feeback. I wanted to include signs by each of the restaurants but ran out of time.

For others who run into the same issue: the **restaurants each have their own color**. Residents live in green houses. **When you pick up an order** from the yellow restaurant (WcRonald's), it needs to be **dropped of at the green house** with the falling yellow blocks (particle effect) in front of it.

Force of Nature by Griddolini 2019-05-02T00:28:32Z

I wasn't able to make the forest energy % go up and a wave never started. I tried planting trees everywhere, including on top of the saplings that randomly appeared (but I don't know if that was the right thing). Some tutorial-like cues in the beginning would go a long way on getting the player up to speed.

I love the background music for the title screen! I wish it continued to play on the controls screen and the story screen.

EDIT: I saw your note in the description to press spacebar by a sapling and was able to play. It felt like the framerate was a little low.

Wheel Keeps Turning by UncannyDice 2019-05-01T23:31:26Z

I really liked the delayed jump (whether it was intentional or not). It was enjoyable to plan out where I would die next to get closer to the goal. Even though the level was simple, the solution wasn't straightforward since the character's jump height is limited and I had to restart a couple of times. Both of these things required more thoughtful movement which, after being expanded upon, could make an addictive puzzle platformer.

I second @john-snyder's idea of a reload button--that would go a long way with extending play time/player retention.

I noticed some odd collision vibrating on the top left platform if you go to the far left of the screen.

Also, the audio for dying was super charming. It encouraged me to "give it another go".

HeartsLost by HyperSquid Studios 2019-05-19T22:31:49Z

I loved the little hearts that shot out of the weapon. A little level design would have gone a long way here since your game already has a good core.

It doesn't seem that your game has a win state. As the creator this detail may not feel as important, but as a player it is critical in order to feel accomplished.

Grim Deeper by FalseBracket 2019-05-02T01:00:29Z

Very streamlined feel walking up with the tutorial text breadcrumbed at just the moments where you need it. The trees on the sides and the black particles across the screen add a lot to setting the mood.

Whenever I attacked the first enemy, the character would get stuck in the middle of it and I couldn't move or die. There was pretty bad framerate on my machine, which might have been why.