Ludum Dare 37 by maxpostnikov 2017-01-02T17:18:00
Great job, nice game! I'll just think about increasing the difficulty after a while, otherwise you can keep on playing for a long time without losing.
Foon → Ludum Dare Explorer → Users → Tommy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Jarred | jam | 705 | 3.38 | 3.22 | 3.30 | 4.42 | 3.88 | 2.69 | 3.10 | ||
| 2024 | 55 | Summoning | 👥 | Shadow Summoner | jam | 82 | 4.14 | 3.91 | 3.88 | 4.46 | 4.10 | 3.56 | 2.83 | 3.82 | |
| 2023 | 54 | Limited Space | 👥 | Cramped Choices, a Lifetime Dilemmas! | jam | 989 | 3.04 | 2.67 | 3.23 | 3.65 | 3.39 | 3.20 | 3.27 | ||
| 2022 | 51 | Every 10 seconds | 👥 | Loop Arena | jam | 565 | 3.53 | 3.37 | 3.58 | 4.03 | 3.52 | 3.03 | 2.60 | 3.06 | |
| 2020 | 47 | Stuck in a loop | 👥 | HamStuck | jam | 1054 | 3.33 | 3.40 | 3.11 | 3.87 | 3.75 | 3.71 | 3.43 | ||
| 2020 | 46 | Keep it alive | 👥 | The Tribe | jam | 1590 | 3.33 | 3.06 | 3.29 | 3.29 | 2.72 | 2.22 | 2.77 | ||
| 2017 | 40 | The more you have, the worse it is | 👥 | Drunken Avenue | jam | 950 | 3.00 | 2.87 | 3.22 | 3.47 | 2.72 | 3.30 | 3.10 | ||
| 2017 | 39 | Running out of Power | 👥 | LudumsWitch | jam | 646 | 3.02 | 2.80 | 3.02 | 3.25 | 3.19 | 3.08 | 2.97 | 2.88 | |
| 2016 | 37 | One room | Just One More Room | jam | 520 | 3.24 | 3.16 | 2.60 | 2.54 | 3.67 | 2.88 | 2.37 | 3.17 | 51 |
Great job, nice game! I'll just think about increasing the difficulty after a while, otherwise you can keep on playing for a long time without losing.
Great game! Really original and funny, I love the graphics. The only thing that I feel it's missing is the possibility to move holding the keyboard buttons.
Nice idea, I enjoyed the concept!
Very nice game, only a little bit hard to understand at first.
Great game, feels really smooth and it's interesting to play. I finished it and I just feel like it's a bit hard on the first stages but easily exploitable and way easier in the last levels, especially when you unlock the teleport. But hey, you can't have everything perfect in a jam!
Great game, simple and smooth. It's just a bit too fast to die when they get you.
BEST GAME EVER!
Nice little puzzle game, with a cool and clear core mechanic and an easily understandable UI. I would have liked to see a few more levels, but time is a big bastard here with everybody so it is ok like this.
Fastastic and original game, I enjoyed a lot each of the levels. It is a bit harder to control the robot when you are dragging something but I guess it is inertia and physics :D
Unfortunatly, on my 1920x1080 screen the game was unplayable because I was not able to see the first option of everything I choose. I found also the explanations of how to play very confusing, and the lack of visual feedback when clicking on something on the right part of the screen made me even more confused on what to do.
Very, very interesting game with an exceptional mood! At first is may seem a little unclear what to do or where to mov forward, but I thinks this just adds more to the atmosphere. Really a great entry!
It took me a long 7:26 minutes, due to not-that-intelligent planning :D
The game is cool and very well balanced, as you need to plan the mix of buildings you want to have to produce a little bit of everything. I'd like to have a little bit more building space, though, and maybe the option to destroy and replace a building.
Nice idea and very good implementation! I just think the game, as is, is a little too slow; maybe smaller maps with some terrain features (e.g. mountain tiles you can't walk on or just empty tile with no batteries on) may improve the gameplay a lot.
Very nice game with a great atmosphere! You did a really good job with the theme.
@peachtreeoath: the names come all from the ldjam database, I've kinda hacked toghether a js script to fetch them.
@codechomper: thank you very much for the video! I've seen your games' page and I'll try it as soon as I get my pc. Also, from the video it seems you clicked on the powerups instead of dragging them, maybe it's just that.
Very fun and addictive game :D Unfortunately the last level was too much for me and I had to give up after 40 tries or so. It was also a little frustating to have to watch the fade between the level and the menu over and over again; after trying and trying again the same level it starts to feel soooo long.
Great idea! Also the game looks very good and feels really polished and complete. The only thing I'd say it has to be balanced out a little better, I slayed 94 people and then died because it became very hard to find enough blood to satisfy my thirst. Other that that, one of the best entries I've seen so far.
Nice game, balanced and very complete. The only little problem is that it gets a little frustatrating to control a few robots because you need to tell them both were to collect resources and where to drop them, unlike other strategy game; probably you couldn't do anything different given your mechanics, but still it feels a little odd.
I am on Windows so I had to play the post jam version. The game is really good, a lit addictive like every management game should be, and balanced quite well (even if I personally have liked more a wave system with some time between attacks, not a giant 9-minute horde). I played a couple of times and unfortunately, at about 5 minutes to the end, 72 energy in store and +58 per second the game fully freezed and I had to shut down it.
The idea is interesting, and I like the graphics and SFX of the game. Jumping and shooting, though, does not feel to me hundred percent natural, as the player seems to have very low gravity and recoil seems a little to much for me. Other then that, really good and polished entry!
Very nice game, I love the graphics and animations! Probably a little too harsh to die on first touch, tough.
I had a little bit of problems to understand how to do things on the first game, but then I improved from game to game and actually played quite a few times (sadly loosing every time). It feels very complete and polished, maybe a little harsh for beginners but clearly it centered very well the idea of running out of power. Nice job!
I have to admit that I love cellular automata, so this might bias my ratings :D
The game is really fun to play, as it is just watching the city spreading in real time around you. Maybe a little bit of animations on tile type change could have helped in noticing the growth even more, and also I would have changed the controls from a WASD to a mouse based game (click to place bombs and avoid getting stuck in buildings). Other than this, it feels really really good, I will probably make all my teammates play it! Continue programming cellular automata man!!
I'd like to point out just a couple of things:
- far too many rooms (at least among the one I explored in my playthrough) have the same pack of four small enemies to defeat, and you have to fight them over and over each time you came back to the same room because you found a dead ending; - the shooting is veeeeeery slow, and I found myself pressing the mouse button and then running away (and thus shooting in the wrong directions) too many times
Other than that, it is a fun game with very polished graphics and clear gameplay. A little bit on the hard side, but I think positively: it adds a lot to the "Running out of Power" feeling. Well done!
Nice little concept, maybe you should have tried to expand it a bit.
Great little game, very original. It's a shame that you had little time and couldn't expand it a little bit. Still, thumbs up for the idea!
Nice little game, I loved the graphics. The concept is pretty solid, probably with a little more work it can became a very good game!
Very fun game, engaging and with a good rithm. In the first couple of stages I felt it was a little too easy, but then the difficulty ramped up quite a bit. The number of different weapons and enemies and the sfx are great, even more considering it is a Compo entry; the only negative thing is that the various weapons (at least the ones you find in the first half of the game, which I played) have mainly different aestethics, while I expected to find different mechanics like bouncing or penetrating shots for example. Overall, a very solid entry. Nice done!
Nice idea, but the game has to be balanced out better. It is really hard to survive the first minute because you need to build a few things very quickly and they burn down your saved power, but then its difficulty becames non existent and you just need to wait and see the game end by overpopulation.
Nice game! I'd just tweak a little bit the acceleration of enemies and allies, they tend a lot to "orbit" around.
343 days on first attempt! By the way, very original and nice idea and very cool and polished game! The difficulty curve is tuned in a great way, it is never an easy game nor a frustrating one.
Thanks to everyone! @unfinished can you specify better the bug, so we can try to track it down? What OS are you running? MacOS? @chispaLBC the karaoke keys are randomized :D
@pcmaster well the highscores used to be a local json file, so you know... But now they should be properly online! @logicon211 cars are meant to one-shot you :D
I do not know how you came up with such a fantastic idea. Chapeau.
Very good graphics and game design, they seem very polished. I got stuck in a room after a while, tough, with neither enemies spawning nor the doors opening.
The sound is a little bit hard - a little - but made all of us laugh for a fair bit. I think the difficulty could also be tweaked a little, as I had to suicide myself not to die of old age.
Cool nice little game! Pixel graphics are ok, even if the "effects" (like the attacks) are kinda poor.
The idea seems nice, but the games seems to have only one stage other than the first one repeating over and over again...
The idea and the world are pretty cool, but the actual gameplay is really stiff, making the car move is difficult at times and drifting is not very smooth. Maybe next time you should concentrate more on the programming and less on the graphics, as you are clearly very good in making the graphics already.
I do not exactly understand what I should do in the game :|
Really amazing game, embodies the theme incredibly well and builds up just the right mood and atmosphere. Also very neat graphics and very polished entry. Congrats man!
Thanks for the feedback @mikdionio! I did think about an undo feature at some point on Saturday, but the problem is that it would give players the ability to kinda see the top cards of the deck, since you draw a card each time you play one, and then revert everything and play with the knowledge of what they will draw. Any clever solution to implement the undo without this problem would be greatly appreciated!
Thanks everyone again for the feedbacks!
@slurp1e and @kosmik123: I would have loved to have better and more graphics in general, but as an engineer I was not the right person to do it, and unfortunately I could get Francesca to work on it only for a few hours.
@pixelcrustpunk you can see the amount of cards in the deck in the bottom-right corner, it might be a good additions to add also the possibility of opening the deck and seeing which actual cards you still have there.
@brandon-gonzalez what platform did you run the game on, so that I may try to catch and fix the bug?
Very good game, keep me pinned me for a while (love Factorio and this kind of games)! It is not super easy at the beginning to interact with things properly, but you get used to it fairly quickly. Also the graphics are very neat, and create a great atmosphere, even though it is fairly hard to read text due to the font and the old monitor effect.
Incredibly good game, super fun and challenging! I'd love to know more about the procedural generation algorithm.
Great game! Super nice polish (graphics, audio, mechanics), but what's more important fantastic concept, very innovative and fun to play. Congratulations!
Very nice graphics, atmosphere and polish overall! It would be perfect with proper balancing of the difficulty, it happens that there are too many enemies to handle with only 1/2 attacks per turn and little to no cover...
As an aside, I think I may have found a little bug: if you play a defense card on a tile that was raised since the beginning of the round (and not intended to ever be lowered, I guess), then at the end of the turn it is lowered.
I have to agree with @bunnyden and @morriekken on the difficulty of the game, it is a bit too much even on easy and with a mouse. Also, I think that pressing the fire button when the ammo are finished should let you reload automatically, so that you can focus more on micromanaging the actual game and not your fingers. Finally, I think that the plasma shotgun should be more effective on near enemies (as any shotgun is), but due to the slow spread and infinite range it is way more effective on very far enemies.
Other than that, the game is ok (did try on browser without any problems), had 3/4 fun and frenetic runs trying to at least complete on easy mode (which I did not D:) :D
Great game man!
I liked this game a lot, it really keeps you interested from start to finish. Great story, and simple yet effective and well polished mechanics.
Best party music ever!
Great graphics and nice idea, but honestly I would not have added the zombies (the combat with them does feel a little wonky) but rather focused on adding more to the core gameplay of refueling the fire.
Nice idea, love the very peculiar movement system.
It did take 2/3 tries to understand how to play, and then another few to learn how to be effective at avoiding stuff, but ended up having a lot of fun! Maybe you could just consider having a less tough start, and then buildup the amount of stuff that gets thrown at you gradually over time.
Great game guys, very fun and innovative, well balanced and very well polished. I did manage to finish the game in my first run, but it was quite challenging on the last couple of levels; I think the overall difficulty is very well tuned, enough to force you to go in full concentration mode but not too much to frustrate you.
Well done! :D
Nice little game, with a beautiful music and atmosphere in general. The only little problem is that depending of the angles of collision with the borders, it happens a bit too often that you are left watching the black circle circling around you over and over again, waiting for it to come back towards the centre (and then just lose the game :D).
This game hooked my up from the start! Love the soundtrack :D
This game is incredibly fun guys, well done! Also, love the super chilly music, super appropriate for when I create a chain reaction of non-stop explosions :D
I really felt the beat, really good job with the music (and the scene transitions in particular). All the game in general is very well polished and enjoyable (it kinda keeps you in the loop :D). The only negative thing I noted is that the character feels a little heavy, as it seems to be capped when jumping in a way that doesn't look natural. Other than that, really solid entry!
Very interesting core mechanic, really well integrated in the level design. Well done!
Super fun and really well polished, you did a great job in focusing on one core mechanic and making it stand out and drive the design choices of the entire game.
Nice game! I loved the twists of seeing some details in the world change each time you come back to the starting point. Only one little drawback: while the art assets are pretty cool, the game world itself feels a bit empty, expecially in some parts; also the lack of music and sound effects probably contributes to this. A part from this, tough, good entry!
Very good game, with a pretty big scope that you managed to implement well nonetheless.
Very, very cool entry! Nice and simple mechanic, super-fitting on the theme, and almost as frustrating as programming itself :D
Really good entry! It's a bit hard to play, but this adds a lot to the feeling of really being constantly "in the loop". Also great art, love it!
Super adrenalinic game, loved the soundtrack and also all the SFX! Guys, you ROCK! :D
Love hamster games :D
Thanks guys for this great little game, played it all through the end and had a great time!
**Moku happy now.**
Simple but very polished game. Well done for all the player feedbacks (SFX, knockback, particles), they really make the "feeling" great. Well done!
This game is soooo relaxing! Had to force myself out of it at some point, otherwise I would have spent the entire day flying around with my peers :D
Nice entry, loved the atmosphere and the background voices of all the enemies! I agree with @trexxak that the slowdown when changing the edge of the screen you're running on is a bit weird, it feels like it's impossible to avoid projectiles while you're there. Also enjoyed a lot the live highscores on the screen, they are a great feedback to keep going!
This game hooked me for far more than I expected :D Appreciate the difficulty level, this is certainly not an easy game but the time required for "just an other try" is so low that you end up trying a level hundreds of times without really noticing. Nicely done man!
Agree with @steambrain, best game I've played so far! Took a little bit to complete all the levels, but is was totally worth it. This game has a great core mechanic, beautifully implemented (alwyas feel very good to move and jump around, and the character responds as expected) and is very well implemented in the design of every single level.
Hi @bukkaketears, congrats for the great game. It's really compelling, and the visual style simply fits perfectly (the audio as well is right where it sould be). Very well done!
This game really disturbed me. Very well done!
Hi guys! Nice first game, it has certainly room for improvements but it's a great start (much better than my first try, a while ago :D). Graphics and audio are already very good, you just need to work on the core mechanics a bit more and you'll have a really solid game. If I can give just one suggestion, try to come back at the codebase and focus on clean it up as much as possible so as to implement the same mechanics you have now with as little code as possible; this way it should be easier to pin-point the issues and focus on resolving them one by one.
Anyway, great work and I'm sure you had a ton of fun, which is the entire point of all this!
Absolutely gorgeous game! Great graphics, audio and mood, and a hell of a lot of fun to play. Only little downside I have seed is that once you finish a lap and you start the next one, the camera seems to be a little confused.
Ok, two things: first of all, great humour in the lines, both by the narrator and by the useless slimes :D Second, thanks to @mvasko2 that made me replay the game to search for the alternative ending, which is really a great twist (and also very funny)! I think this meta level of having to actual mean what the slimes say to reach the real end is awesome, and it's probably ok if not every player gets it (otherwise, if it was too easy it would also probably be trivial and boring).
Great graphics and audio, together they create a very fitting atmosphere!
Nice, simple game! I love the mechanics of the spawner, as well as the visual indicators for the upcoming waves. I also liked the music and SFXs, even though they seems to stop after a little bit of gameplay. Great work with the difficulty balance, it really keeps you going and the different enemy types complement each other pretty well.
I loved the intro splashscreen of the game! Other than that, I think you have some pretty solid core mechanics but would have needed to work a bit more on the game balance, as for instance cannons cost way too much for the incredibly small damage they do to enemies (and their very low life). I think that with very little time invested in tweaking a few numbers gameplay could change dramatically. Also I don't really get how the 10 seconds timer fits with all of it. This being said, you did a good amount of work given the time constraints (expecially given the extra difficulty of the Compo).
Great game, loved the idea and the kind of exponential growth that you get later in the game! I also loved the minimalistic, polished graphics. I think the game would benefit from a little bit of atmospheric background music, expecially since it's likely that you will play for a bit. I'd also like the game to be a bit harder, to get more pressure from the fear of defeat. All in all, a really strong entry!
Great game! The take on the theme is very unique, the graphics, audio and controls fit together very strongly and are super polished, and the gameplay is very compelling. Only thing I'd add is the possibility to force the ball to release sooner, this way you do not have to wait for it if you are done (or if you do not have enough money to do anything).
Great game guys! The look, the mood, the adrenaline rush, the music (boys I love the fact that it speeds up #nopressure) are all amazing and fits together really well. The gameplay is super compelling (could easily play an hour trying to beat the highscore). The only thing I could see perfected are hit boxes, that seem a bit too generous in particular around buildings (I had a ton of crashes in places that did not look like I wouldn't be able to drive on them, like sidewalks). Overall, an incredible entry!
Amazing game! The level of polish is really outstanding, the songs are great (even the little SFXs, like the typewriter for text, are just right) and the cute little jukebox is gorgeous. you did a really really good job man!
Nice little game, I liked the geometric graphics and I loved the athmospheric music (loved the fact that it grows in complexity as the game goes on, and that all SFXs seems to be in sync with it). Only drawbacks are the fact that it does not make a strong use of the theme, and that the difficulty does not raise quickly enough to make it feel you are always on the cusp of losing (at some point, I was able to just raise my hands from the keyboard, and no enemy was ever able to reach me). I did play for quite a while, though, which means the game is compelling enough to keep me going. Well done!
Really cool idea, it's a unique take on the theme! The game is pretty well polished and very enjoyable to play, with a reasonably well tuned degree of difficulty (I felt on some of the levels that I had just enough time to do everything I had to). The only small downside is that you can kind of "brute force" most of the levels, trying again until you memorize where all the "mines" are. This could be circumvented by having some sort of randomization/procedural level (clearly out of scope for the ludum dare weekend, but maybe interesting if you'll continue to work on the game).
Nice game, it reminds me of one of the ideas we had for this jam :D Thumbs up for the destroyable environment, that's not common to see in jam games. A couple of things that could be improved: projectiles are not always very visible, and starting a scene in the same location as the one that ended (which could be close to the left edge) might make you die very quickly, especially if you happen to be in a scene with non flat terrain (this could be solved by simply making the player always start in the middle of the screen when loading a new scene). Other than this, good job man!
Well done for your first LD, hope you enjoyed it! I think the core idea of the game is pretty interesting, and I also liked the dialogue system (it helps setting the right mood and making you understand what you're supposed to do). The bullet hell mechanics are a bit rough, i feel it's mostly trying to run down as fast as possible since avoiding projectiles it's not really feasible, you might try to improve it by making projectiles spawn less regularly (this would create more "space" for the player, while keeping the same amount of projectiles on screen). Also, a little bit of VFX and SFX (also very simple, such as mouth noises for sound and basic particles for visual feedbacks) could help the core mechanics pop out a lot more. All in all though, a good first game!
Man, I love the graphics and the audio of this game! The main character is lovely, the world is really interesting and beautiful to look at, the soundtrack is cool and the SFXs of moving around as just right. I also really liked the UI for the controls, highlighting the keys pressed and what is about to change: in a game like this, it makes all the difference. The idea of swapping control did probably come to a lot of the jam participants (me included), but you executed it really well! Well done!
@james-joubert the game doesn't load (neither the embedded version nor the one on itch.io), I'm on Linux using Chrome as a browser. Error on itch seems to be related with brotli compression, if that could be of help.
Let me know if you manage to fix it, I'd love to give this game a try.
@james-joubert thanks for the response! Btw, today I tried it and it worked (not sure if it was a different version, or my connection was more stable than the other day).
The game is a pretty interesting take on the theme, although a bit punishing in sending you every time all the way to the beginning. The places in which you fall through the floor are also a bit tough to see the first times, and the mouse sensitivity could definitely be brought down a bit (or at least made configurable). Loved the voice counting down, it helped a great deal in setting the right atmosphere and in pressuring the player. In the end I kept playing for quite a while (even though I was clearly progressing very slowly), which means the game did it job pretty well. Nice done!
Really nice job in fitting the theme! Also, I loved the music and the art as well felt very cohesive and gave it a pretty unique look. It took me a couple of rounds to really understand how to properly act strategically, partly because of the clock that keeps spinning and maintains the rhythm pretty high. Well done!
Very interesting and compelling gameplay, and great visuals and audio! The only thing that bothered me a bit was the fact that I got fairly often locked away from any of the bugs, so I had to just way for the next scan and hope a path would open (I see you improved this a lot in the post-jam version, but it still happens and it's a bit frustrating when it does very close to the 8 bugs limit). Also, I would love to see the difficulty increase a bit as you hunt down more and more bugs (e.g., you have limited attempts to solve the bugs, or you have to match variable name and not only the type). All in all, a very strong entry (got me playing for a while), well done!
Interesting game, took me a little to understand how subsystems interact but in the end I think you did a pretty good job at making all of them useful and at making the player feel the pressure in having to prioritize them. A little thing that threw me off in the beginning is that things that are clickable (buttons and the like) have no way of being recognized other that clicking on them and checking if something happens: this could be easily improved with something as simple as a slight change in color or something like that.
Really good and polished game! I liked your idea and your take on the theme a lot, and the execution was just right (super smooth controls, great game balance, strong visual identity). I also love the amount of effort put in drawing a clear and complete tutorial. The only change I'd suggest is to make the ship integrity more visible, as I was blind to the small bar in the lower part of the screen until I died (probably because I was concentrating on the middle of the screen and on the ship itself). This being said, I believe this is a really strong entry, good job!
Really unique idea! Now I know so much more about birds that I'd ever imagined :laughing:
Great game, very polished and compelling to play! If you're working on more content, I'd try to invest in level design to try to come up with more interesting ways of interacting with the clone, other than just pressing buttons (e.g., having more than one clone, using them to block projectiles, being able to physically interact with them, for instance to jump higher, ...).
Great game! Very interesting take on the theme, coupled with great visuals and very... interesting dialogues :D
Nice game! Love the simple graphics and the SFXs of the cars speeding by. I'm just a bit confused by some of the modifiers (e.g., the size), and by the fact that some of them seem to help you while others make the game only more difficult. Not sure if this is intentional or not :D
Great take on a classic game! Really liked the level of polishing you got, and the beautiful music and relaxing atmosphere. Only extra thing, I wished there was a command to lower pieces into place, to reach positioning that are quite challenging to reach by just pointing the mouse.
Thank you all for playing and rating the game!
@caryoscelus @matt-walak @greytyphoon the way that other people choose where to go is not exactly random, as they prioritize places that got them good rewards in the past (i.e., if taking the car when everyone else takes it and thus having strong maluses to both health and happyness, then in future days the car will be less likely to be chosen). I agree with you though that this behaviour is not strong enough to be felt by players (expecially in the first few days of the gameplay); with a bit more time (we had to restrict ourselves to 24 hours) and/or with a dedicated game designer this aspect could have been certainly been polished more.
@greytyphoon the music is downloaded from a creative commons archive, so we opted out from ratings as we did not produce it ourselves.
Great game, with an extremely interesting gameplay (complex and deep). Really felt the theme not only with the space on the three rings, but also with the space in the dialogue box :D
Really good game, very well polished. Loved the music and the art! Not sure whether the fact that I could drag the packages back on the assembly line was intentional or not, but in any case it contributed to the frenetic experience :D
Really great game, very well polished. I loved the intro; how on Earth did you find the time to also do that (and at that level of quality)? :D Played till the end (a victory by a very thin margin), thinking all the time about how tricky it was to balance only two active slot, but then I remembered that's exactly the theme :sweat_smile:
Great game, very well polished and with really good art and music. It did take me a couple of game to really get the mechanics, but I think they really convey the sense of limited space. Only downside, I am still a little dubious to how roads exactly function, as some buildings seem to ignore them.
For the highscore: 7/8 parts and 25/31 selves in 138,22 seconds.
It took me a little to get the sense of the game, but then I enjoyed it. I think it might use a little less clones around (to get more of a strategy in how to use them) and maybe a bit more obstacles before getting to the ship, so as to make it more challenging to save yourself. All in all, a pretty solid entry!
Great idea and great implementation! It took a couple of deaths to notice that I had to actually equip the items and not only trash them to save space, maybe it could've been added to the explanation. Also, I was unable to progress beyond level 2/3 and to acquire items other than level 1 ones, is that possible? Are the symbols on the items to be taken into consideration for something? I think I may come back and play this one some more, it's so good. Well done!
First time seeing an action game like in a game jam, very interesting take. Gameplay probably would have needed a little bit more love to be super smooth and polished, but you did a great job with the time you had. Congrats also for the graphics and the music and SFX, they really fit in with the mood and setting you were going for.
Really nice and compelling game, really loved it! The mechanic is really simple, but so effective that you want to keep playing each time you lose :D Some of the items were maybe a little too tight to fix in the boxes (you really need to be precise, or fit a single item per box), plus there are items that fit only in one specific size of box, but I guess that's part of the game (and contributes to what makes it challenging and compelling). Nice done!
Nice little game, wasn't expecting it to also contain a crafting mechanic. I think I may have encountered a bug (the game froze after I bought the pickaxe and mined one cell), but other than that the game was pretty smooth.
score.png
Incredibly fun to play and well designed game! Love every single moment of it. Great job with everything, kudos for all the car-related SFX, made the game really pop out.
Not a big fan of point and click adventure games myself, but I think this one was pretty well designed (especially for such a short amount of time), with great graphics. Nice job!
I think I may have destroyed my wrist playing this game, which shows how good and addictive it is! Graphcis and music and really good and fitting, and the difficulty is well balanced to keep you always on the cusp of losing but able to still manage the horde.
screen.png
Really really good game, with a really unique idea and a great vibe! Loved the music and also the SFX of "despawning" cultists :D
Really interesting take on the theme, with a very peculiar game mechanic. The music is really great and fits perfectly, and also the way you used lighting to create the right atmosphere is really good. I would have not disliked a bit of an extra difficulty, for instance by increasing the dancing speed even more, or by having different control over the movement (e.g., WASD to move plus Q and E to rotate, which would have made it a fair bit more challenging). Overall, a great little experience I enjoyed till the end.
Really great game, with a genius and minimal mechanic that works really well with the theme. Good job also with the level design (without it the game would not work at all) and with the general level of polish. Bonus point for the bell SFX :D
Nice game idea and interesting take on the theme. I appreciate a lot the 8-bit music, while the art seems to be a little bit of a mix of different styles. It's a little bit frustrating not knowing in advance the items each portal will spawn, as it means losing the level at least once just to see what is going to happen. There also seems to be a quite noticeable lag when loading the levels in the browser version.
Love Angel logo and voice! Also really interesting take on the theme. The only downside is that it's not always obvious how I can stop what Angel does (or if I can stop it at all): I would have preferred to have more difficult task (which would have made the game more chaotic) but more clear, even if this means less of them.
Guys, you made a really addictive game, you know it? There is literally no reason to keep playing (there's no strategy in unlocking new recipes, just sheer luck and lots of testing) but the game is so good it doesn't matter. Gorgeous graphics, great little music (really helps creating the right ambiance), super polished mechanics and lots of visual and audio feedback: if you find a way to add some sort of progression to it, the game is almost ready to be released.
The idea is really nice and innovative, and fits the theme very well. It took me a while to learn the summoning chants, probably it would have been better to make at least some of them shorter (2/3 sounds max) so that one can learn a bit at a time, and avoid stopping to read the instruction each time. Also I had some problems with fullscreen mode on itch.io on Linux (was impossible to play, just showing a black screen with a while line in the middle), so I had to play in a small window (tip: on itch.io you can edit the default viewport size, so at least player than cannot use fullscreen have a bigger frame). I would have also nerfed a bit the attack, since it seems to just wipe out all enemies :D
Really interesting idea, fits great with the theme! I think the combat system could have been polished a bit more, since it's often difficult to understand how different weapons will move and their hitboxes.
Nice game, it starts simple at the beginning but it gets quite tricky going on with levels, especially due to the limited time that your minions stay summoned. I would have liked an alternate way of switching summons other than 1 to 4 numbers (e.g., Q and E, or the scrollwheel), as hitting the number keys for me gets a bit finnicky when I'm tight on time and already focused on running around with WASD.
Nice little game, with very simple and fleshed out mechanics and a great level of polish. I also love this art style, I think it gives a really nice touch. I would have like to have had either a minimap or some visual indicator pointing at the enemies, as it can be a little bit dispersive. Also, you could add an extra layer of strategy by adding some cost to the summoning, either in terms of time, resource or complexity (e.g., doing some combo on the keyboard).
We happen to both choose the same title for our games, but it's amazing to see how different in the interpretation of the theme we went :D I think you're game is pretty nice and well designed, the only issue I had is to get a little bit of practice with the control in the first levels (especially when you connect more than one thing, as in that case how the different segment extend is a little bit counter intuitive to me), but then I got the hang of it and it the last levels understood why you implemented it that way.
Pretty good and compelling game, kept restarting over and over as I wanted to see the later levels but never made it after Akino level 1 sadly. I think that the level of difficulty is just right for this kind of game though. The only thing I'd change is the zoom level, as seeing enemies coming a little bit before could help in avoiding to smash right into them.
Really strong graphics, and a simple mechanic which is polished enough to be very nice to play. On Linux it did not load properly here (worked fine on itch.io but not in fullscreen, where it was cropped).
The game is nice, expecially on the art side, where you really managed to recreate a gloomy atmosphere that perfectly fits the theme. Regarding gameplay, I found that rats were really slow to die, which made it kind of awkward to collect blood, and I also missed having a number telling me how much blood I had (as the bar didn't help me for instance in knowing exactly how far I was from a summon). Also, I think there may be some little issue in pathfinding for rats as they all seem to love living attached to the walls, which makes it very easy to kill them in big clusters.
Nice game, very fun to play. I'm just a little bit confused on whether getting new parts replace old ones, and if so what's the point in getting them after a while (but maybe it was just me not getting far enough into the game to get to try better body parts). Also it would be nice to have some combo bonus for collecting similar parts or something like that, which could really boost the deckbuilding side of the game.
Really cute game, very polished! I really liked the mechanics (a fresh and new take on the classic connect 4 style) and the controls, which felt really smooth. The only downside is having to wait a little bit for connected creatures to pop, but I guess that's part of the game and of the challenge.
Incredibly well done, great game! I have no idea how you did it in just a weekend :D The core mechanics are really strong and come out really well, the art style is great, sounds effect fit perfectly, and you also managed to add quite a bit of content (a lot of different types of creatures). So far, best game I tried.
Nice little game, loved the idea of the butter losing life as it walked around as it spread over the platforms; also I really loved the cute little sprite of the butter hugging the wall :D The only thing I'd change is the game progression, making it a bit steeper: no need (especially in a game jam) to have a lot of pretty simple levels at the beginning, I'd prefer to see earlier something more challenging and with the more "advanced" mechanics (like the wall jump), that otherwise people could miss by just playing the first levels.
I probably have a bit of an old GPU, but for me the game was quite laggy and rendering distance was a problem, so I always had to go check all rods to understand where the swarm was. Maybe some sort of indicator (e.g., the name of the rod above it) could have helped. Also, I agree with @tritax711 that feedback on the shooting was very much needed, I ended up just spamming the mouse click and going as close as possible to the swarm to be sure to take it down as fast as possible. Apart from that, the idea is interesting and the technical work you did with the particles is really good.
Pretty nice game, I love the attention you had for level design (progression was great, and final levels were challenging but not impossible). I really like how polished the tutorial feels, gently introducing a non-trivial number of mechanics one at a time. Well done!
Nice little game, that could be improved in a couple of ways if you want to get back to it:
* jump feels a little bit linear, characters do not seem to fall attracted by gravity (you may want to try Godot's CharacterBody2D node) * the byte attack is really difficult to use when the enemy is at a different height, which happens quite often, or when it's too close * on my end (possibly due to my quite old GPU) rendering was a bit laggy, maybe you can have a look at the profiler and see if there's any easy target for optimizations
Great idea, really creative and fitting with the theme! I especially enjoyed the fact that you control all the tiny fleas with the same commands, it really gives the idea of controlling a swarm of tiny creatures.
The mechanics of this game are pretty interesting, even tough it takes a little time to get them and understand them properly. Great work on the aestethics, that feel really polished!
Nice idea, really reminds me of Vampire Survivors, even though it adds a nice new touch with the mechanics of adding extra pieces (not really sure about the Factorio thing :D). One thing that I'd add is some variation in the world, expecially at the beginning walking alone in a plain green screen got me the impression of not understanding what was happening (or whether or not I was moving at all).
Screenshot-20241020130831.png
It took me a solid 45 minutes of grinding, but I was able to secure the top spot on the leaderboard :sunglasses: This in itself says lots about how fun the game is to play and how well polished it is (plus the fact that adding a leaderboard to a game like this turns it into something addictive).
For a jam game, everything is great, from the beautiful art to the mechanics to the varied content. If you ever decide to expand on it, the first things I'd work on is to try to stress a bit more the bullet-hell genre by having more enemies (so that the player can kill more faster and have more of the dopamine rush) and a faster gameplay. Also, the late game needs to be balanced a bit more, since around 1500 points I was able to make the red creatures explosion go from tiny/moderate to about full screen, after which I felt really overpowered and without enough enemies to speed up the progression.
All considered, a really good and strong entry, very well done!
Really nice game, with very solid mechanics and quite polished. It took a little bit for me to understand that there were a couple of icons showing me how many bacteria I had ready and the build queue, but once I realized it was very easy to keep track of everything. Also the audio is great and fits perfectly, contributing to the mood and atmosphere. Really well done!
Really funny game, love it! I'm not sure how I was supposed to handle the first screen, as the customers always requested colored balls that I was to able to pick. Also, I think there needs to be a way to clear the mixers, otherwise is very easy to get screwed; also I would love to have some feedback where I deliver a correct or an incorrect order, maybe some sort of score. All this being said, I really had fun playing it and that's what matters. Well done!
Really interesting idea and take on the theme! I really like the art style, even though it's a bit difficult at times to read the reports. Also I was a bit confused as, after opening all organs, I felt like I had not enough info for understanding the cause or time of death; maybe I just needed to get my hands dirty a bit more and really cut every last bit of organs open :D
Really nice idea and take on the theme! Also I really enjoyed the graphic style and the audio as well, they really give the impression of playing with tiny paper creatures.
Nice game, I enjoyed playing it without reading how all the creatures work like suggested. Thanks!
Nice game, really reminiscent of something like COD zombie. I was probably not very good at surviving and exploring, but I was able to find only one additional weapon, and nothing that was able to increment a bit my rate of fire and thus help in keeping the ants at bay. Also, the look of creatures from a distance was a bit strange, so it was difficult for me to see them coming and was able to spot them only when about to get my dear dear sandwitch. The game is quite polished tough (love the destructible environment) and I had fun playing it!
Nice idea, just needed a little bit more love to grow into a really good game. The main aspect where I think you could put a bit more effort is on player feedback, such as understanding how resources where collected and when they were about to run out, when a creature was hitting another one, and so on; they could make a really huge difference. Also, I think there's a bug in commanding warriors, as they seem to follow my mouse clicks every time I click on a worker.
Nice game, really really loved the flag art style, especially for the little ducklings! The only thing that I'd improve is some sort of feedback on when/how/why ducklings get distracted, as I found myself over and over having some of them distracted and some not, then honk to get them back and got some while lost some others; my impression was that to get them all to move I had to really time well the honk with moving avay from the distraction, plus a little bit of luck. Aside from that, I think the game is fun and pretty much on theme, well done!
Love the aesthetics and the mood, really well done on that. I think you started with a precise atmosphere in mind, and you were able to convey it perfectly to players. Only thing I'd change is to add some sort of control on where to fish (e.g., closer or more distant from the boat), so that the player could explore the kind of creatures he's able to find.
Nice graphics, love the intro cutscene! The cat was maybe a bit too easy to block using traps, and it was not always obvious where to go/what to do to increase the anger value, but still a good entry.
Really really funny game, congrats! This shows that you do not need high-end graphics to have a great time! Controls of the fishfolks were a bit funky but I think that adds a lot to the mood of the game, which is really great. I also was able to have a couple of them pick up the guns, not sure if it was intended but it was hilarious as hell :D
Great polish, really love the feedback for trying to push against a wall! The levels are pretty cleverly designed and some require some planning to solve, well done.