Desert Flight by Tero Pulkkinen 2019-10-08T00:05:13Z
Pretty. Too bad it ended so soon.
Foon → Ludum Dare Explorer → Users → Tomssuli
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Lighthouse Diaries | jam | 389 | 3.61 | 3.20 | 3.58 | 3.96 | 3.82 | 3.94 | 3.30 | 3.84 |
| 2025 | 58 | Collector | 👥 | ShroomBound | jam | 134 | 3.89 | 3.53 | 3.38 | 4.18 | 4.14 | 4.16 | 4.11 | 4.36 |
| 2024 | 56 | Tiny Creatures | 👥 | The Princess Ant and the Escape from Terrarium | jam | 859 | 3.20 | 3.12 | 2.73 | 3.74 | 3.03 | 3.03 | 3.10 | 3.10 |
| 2024 | 55 | Summoning | 👥 | Elemancer | jam | 634 | 3.51 | 3.25 | 3.44 | 3.88 | 3.01 | 3.40 | 3.56 | 3.48 |
| 2023 | 54 | Limited Space | 👥 | Cavescape | jam | 259 | 3.87 | 3.81 | 3.43 | 3.42 | 3.56 | 3.65 | 3.70 | 4.10 |
| 2023 | 53 | Delivery | 👥 | Swallow Express | jam | 859 | 3.31 | 3.35 | 2.78 | 4.21 | 3.27 | 3.44 | 3.18 | 3.48 |
| 2023 | 52 | Harvest | 👥 | Escape From The Ostrobothnia | jam | 405 | 3.50 | 3.27 | 3.07 | 3.96 | 2.88 | 3.46 | 3.19 | 3.37 |
| 2022 | 51 | Every 10 seconds | 👥 | Enter The Black | jam | 749 | 3.34 | 3.15 | 3.08 | 3.75 | 3.15 | 3.39 | 2.50 | 3.60 |
| 2022 | 50 | Delay the inevitable | 👥 | Salvation From The Alien Planet | jam | 1176 | 3.09 | 2.88 | 2.69 | 2.98 | 2.61 | 2.91 | 2.53 | 2.83 |
| 2021 | 49 | Unstable | 👥 | Volatile Witchcraft | jam | 364 | 3.80 | 3.93 | 3.69 | 3.77 | 3.33 | 3.83 | 3.78 | 3.69 |
| 2021 | 48 | Deeper and deeper | 👥 | Shrink and Destroy | jam | 1166 | 3.37 | 3.54 | 2.61 | 2.59 | 2.68 | 3.08 | 3.45 | 3.06 |
| 2020 | 47 | Stuck in a loop | Low Level Operations | jam | 1379 | 3.04 | 2.89 | 3.27 | 2.87 | 2.47 | 2.46 | 2.74 | ||
| 2020 | 46 | Keep it alive | 👥 | Feed The Fire | jam | 1040 | 3.56 | 3.34 | 3.34 | 4.01 | 3.43 | 3.35 | 3.23 | 3.34 |
| 2019 | 45 | Start with nothing | 👥 | Spirited Back | jam | 558 | 3.45 | 3.07 | 3.09 | 4.00 | 3.92 | 3.21 | 2.55 | 3.25 |
| 2018 | 43 | Sacrifices must be made | 👥 | Resurrect Risuli | unfinished |
Pretty. Too bad it ended so soon.
The art is unique, everything looks like it was hand drawn - with a crayon - by a 6-year old... which I first didnt like, but in the short time it grow into me. There wasn't so much to actually play in this game, but the mood was good.
Idea of the game is good, but it lacks in playability and presentation as it's not at first clear what you can do. I ended up cancelling my weapon for many times before I realized I have to change the slot... And also the buffs are very unclear: Does consuming them them discard them or use them or are they active when they exists in the slots. I liked the idea that you gear up before the boss awakens.
Fun little game =)
Weird in a good way. I liked the combination mechanics. Got stuck though with only one ghost ball in the machine and unable to pull the lever or remove the ball.
This was a nice game, I liked the atmosphere and the idea that you put yourself together :) I would have liked a way to peek downwards as I was guessing many times if I should take a leap of faith. Graphics were neat and fitting. Good game overall, would have enjoyed more of it but alas the time limit.
It was fun when I got the controls.
The font was a bit hard to make out, I thought first that it said "G" to sprint... Also it seems to say right click for direction, but its left. Also the first time around I didn't know who I was.
Solid game. 'Music' was annoying as heck :D, mechanics worked well, graphics were of consistent quality and I laughed a bit to the silliness of it all :)
Nice game, the amount of insects was increasing at alarming rate though and I couldnt find other building blocks than rocks and tree_2h. I liked the intro and the graphics are very nice.
Nice job. I liked the puzzles. Simple and effective and I don't remember another puzzle game where you have to posess dead bodies. Took 183 seconds on the first playthrough.
@aaranos Actually it's intended that you start with nothing, even your character is invisible... The keys shown on the screen should tell you how to interact.
@aozo Yes we had to rush the game in and at some of the last moments I realized that if you die in a level, items aren't saved, so I quickly just spawned them to start of every level... Otherwise after death you would just spawn invisible without capability to do anything else than moving right or left.
Looks fun, I had some difficulties using the machine and inventory... I couldn't drop tools for some reason and didn't know what I should put in the machine, it just took some resources and spewed out tools. Fun idea and would be great game with some instructive feedback to player.
This game was bloody awesome! I loved the innovativity, peaceful music, simplistic funny graphics and the humour! I played it through =)
This was buckets of fun =) you'll have to have some luck, but also some skillz to wrap your brain around what keys to assign and where and then what to push to get around. Nice one!
I liked many things about this game, the fact that if you fly accurately, you may keep the shield, the choises to rush with boosters or fly a little slower to tactically remove foes, the progression. graphics are mostly very nice. I like the pre-rendered ship, although the tilting animation could be faster to match the rapid movement.
The game would be even better if the normal engines would have a little acceleration before the full speed, now its so twitchy that even more experienced shootemup pilots might end up being a nerve wreck. I ended up dying more to walls than to enemies. The missiles seem somehow bugged as sometimes they dont appear and sometimes are very slow.
Good game idea and nice amount of levels.
Hi, this game was quite fun. Played it through. Enjoyable small puzzles. Great idea using commands! I don't know if it was intended, but the quit -command did nothing... I would have expected some quit or some other command to pause the game or something. Now I had to use copy/paste to be quick enough and still some parts cut too close. Also it was annoying that the letters you used for moving were activated when writing commands. Was that meant to be part of the challenge?
Pretty game in so little time. Addictive, as you unlocked the passages even if you died. Premium grapchics and audio!
Nice idea, that could evolve into a clicker type of game. I wasnt too sure what to do though to get forward.
Nice way of using physics :)
Sounds were a bit irritating and the game closed itself when I got to 5000$.
Graphics were ok but the ship was flat compared to everything else in the game.
Some cargos were next to impossible to get through, maybe if you could have bought a radar and activatable shield, maybe break boosters or even a stun cannon to ease your mission, it would have made this more interesting.
I had no problem with the realistic physics as I've become used to them in some space games like StarMade.
Anyway, great game idea!
Wow, I like this game alot! The radar reminds me of old Amiga game Transplant, which was my favourite shootemup as a kid :slight_smile: Graphic style is nice and the crackling debris from enemy ships is satisfying. Could maybe have used some more sounds or music. I liked how the control scheme seemed to imitate space physics.
Would like to play advanced edition if such emerges.
Aah, this game is zen :) played it until I got the game to crash, probably because accidentally clicked outside the game on my two display setup
Wow, that was intense! I got flashbacks from the AVP gold from 1999, my favourite aliens game :) Only grievance was that enemies seemed to see me through the walls as they were always facing me when I came out of hiding... Some stealth mechanics would have made this even better. Even so, great fun!
Very good little game! Movement felt original, graphics were consistent and cute. Music and sfx fit the minimalistic theme. I can't think of critique about this game. For what is was, it felt finished.
Wow, nice implementation of "dance game mechanics" with an action game :) This really gets player pumped up. Graphics were on the simple side but work good enough for this type of game. Sounds were simple. Some music to go with tight action would have been nice.
Wow, this game has wonderful mood! It crashed twice in mid of the game sadly. But graphics and musics were great and this featured even story and voice acting! :o
Gameplay was also good, would have played it through if not for the crashes. If this becomes a "full game" I'd definitely want to play it.
Very polished game overall :sunglasses:
@xand The first crash it just went out without any message. Second time I got the error screen but unfortunately I don't remember anymore what is said.
Played it through. This was hilarious, spruiting the milk around maken kitties fat :laughing: Some nice retro tune would have perfected this game. And maybe the start could have been a bit easier, now it started pretty hardcore platforming... Not that I complain, I like hard games having played through Wings of Vi among others, but it can be of-putting for people not used to dying over and over again right from the beginning.
Same thing that everyone else says, difficulty curve is too steep. If it started a bit easier, you would hook player into "I can do this" mood and then continously add the pressure so player has to adjust his/her rhytm all the time.
Otherwise, very solid game. Great simplistic graphics, quality sounds and music that make up the atmosphere, well functioning game mechanics.
Also, this game has lots of potential. For example, it could be enhanced with campaign mode, where you had to lead the pug through levels to safety. Open/close doors, activate fans, maybe even deploy food or a squirrel to lure it etc.
Funny game, reminds me of rekkaturvat or turbo dismount, but this time you try to avoid the accident. Good package overall. I couldn't finish the level with the piano and the one with battleships.
Very nice puzzle, played through it and it left me wanting more :)
Some bugs though: The very first time at the beginning when I came out of the train I accidentally ran right through the wall to the zombie and it wouldnt kill me. I couldn't run back through the wall so I ran forward and out of the screen I went and could never come back so I had to restart the game.
Other than that, solid game. Good simplistic graphical theme, nice controls (I used JoyToKey so I could play with gamepad) and the audio atmosphere fit the mood of the overall theme.
Great game! Solid controls and mechanics. Nice graphics and audio. I would have liked to have gone even further to protect ookie from different dangers but this was good and solid game for this amount of time to make :slight_smile:
I think there was something missing from the mechanics. The meters didn't respond to anything. I loved the pixelart though.
Nice defender game. I would have liked there to be more clear hitboxes for player and enemies and some indication when you or enemy is hit. I liked the upgrade system, though it would have been nice to see somehow what you've upgraded in the upgrade menu. Sounds or music would have done much for the mood.
Nice graphics, quite basic gameplay, two hit animations. I liked that there were some story to the characters.Leaps of faith. Cheap deaths, like falling through invisible holes in the floor straight to spikes... which, after the fifth try lead me to regreattably quit. I would have liked to see the story through.
Nice little game. I liked the simplistic art style, which reminds me of Knytt Stories, one of my favourite games :)
Only lament is that game starts out hard as nails. It could gradually get more difficult so player can get up to speed (maybe it does get even more difficult when you play longer, I didn't get too far). Also I don't know if there will be new stuff brought to table over time.
This must be the most solid entry I've played in this Ludum so far! I liked everything. Music, graphics, game mechanics, story. Nice how you've achieved this much in so little time :slight_smile:
Nice touch with the hand drawn graphics! Also funny idea that the dragon actually is saving the princess from the soldiers :slight_smile:. It was fun to torch some soldiers especially when you learn to stay out of their range. The game overall feels heavily to be a work in progress, good luck finishing it!
Also keep on learning more about gamemaking. You've clearly got the spirit, now enhance your skillz! :thumbsup:
Wow, this is a solid speedrunner game with quite original graphical theme and very fitting music! I get antichamber vibes from the visuals and I loved that game :sunglasses:
@sol-roo Nice that someone noticed the eight inventory slots matching with eight legs :laughing: It was hard to get the difficulty good for everyone. Some of our team thought it was too easy and at the same time others thought it was impossible, so we had to take a middle ground somewhere...
Maybe we'll do advanced edition with easy and hard mode.
@marcelo-zoletti Thanks for the kind review! I'd like to know if you finished the game... Or has anyone else for that matter gotten to the end credits?
@marcelo-zoletti There is actually a way to influence to enemy spawning, if you follow the instructions... I won't spoil it right away, see if you can figure it out :stuck_out_tongue:
@marcelo-zoletti Good job! You should be able to tell the time from the clock. When it goes all the way to the sun from the moon, the game is won :slight_smile:
@kitjenson @bloodpulpgames @piturnah @vini-explorer @mirsakka @duke Thanks for the lots of positive feedback on the art! All of our artists (graphics, music, sfx) were participating very first time in a game jam (and game developement in general) and made everything from scratch, so all the positive feedback has been really personal and encouraging for them.
@fernando-tonon-de-rossi @very-dark-lord Thanks for appreciating the complexity in game mechanics ...usually people mostly praise the work of artists (music, audio and graphical) so as a coder it's nice to hear that someone also noticed the details in game design and mechanics :blush:
@duke @rsninjadev Thanks for the detailed feedback and suggestions. We got lots of critique of not giving player enough feedback about the interactions between the player and the other active elements (fireplace, trees, enemies etc.). Also, we had in mind to make the inventory handling easier, but I didn't want to spend more time screwing around it because it took lots of time to build from scratch and debug in the first place. We'll most likely make an enhanced edition of this game. I -at least- like it too much to leave it unpolished and would like to fix all the things you mentioned.
@duke @rsninjadev @duke @devemil @zozol @john-snyder Advanced edition now available!
@kitjenson @fraanns @vini-explorer ...in which you can choose easy difficulty for little bit more relaxed pace in gameplay.
Hilarious! I loved how the pig got bigger and was so cute, laughed the whole game through. Was there some victory condition though? I ate all the buns and rekt everything and got no response.
It would have been great if the map had zoomed out with even bigger buildings and treats but maybe that's thing for an advanced edition.
ps. Testaa myös meiän Spurdopeliä. Oon followannu sua jo 2018 lähtien :slight_smile:
On first few tries I got no weapon updates so I thought pistol is the only weapon and you have limited area. I almost gave up and give a poor review...
...but fifth try I realized you can carry the unicorn, so I carried her around the starting dance floor but still got no upgrades on screen and died... I thought that this is a little bit better game.
On sixth try I realized you can walk out of the dance floor (which I first thought was a bug) and then found out about weapon upgrades and bonus zones and everything and thought this is actually a neat game! :sunglasses:
Soo tldr: Signal the game mechanics clearer for the player, as many would have given up on the first try and thought it's totally incomplete crappy game with awesome music. Which it clearly isn't, exept for the awesome music part :smile:
Funny memory game.
Pretty game with zen mood. Not much variation in gameplay, but nice solid little game for what it is.
Good graphics and mood. I searched around didn't find anything but a locked door, some iron ingots and an small item I didn't know what to do with... Maybe he should have speech bubble (with pictures) to hint what to do with stuff?
Also, didn't know why I suddenly got game over when I was full HP and far away from the flower. Do the enemies kill it or does it wither? That should be signaled to player.
Anyway, this looked like interesting game. Would play again if it was a little bit clearer :)
Pretty and atmospheric game :)
Good beginning, keep on practicing gamemaking!
Solid mechanics but a bit unfair with the bird. Nails hard game overall, maybe a bit to the frustrating side. Graphics were nice and I liked the music. At 80's people actually paid for this kind of games. It reminds me of Pacland that I played as a kid, even the frustration feels quite the same :smile:
Hilarious and aggravating at the same time :laughing: ...good graphics and a fitting little tune that gets increasingly irritating as you go on (that's probably intended). The music kinda reminded me of Pat&Mat stop motion animations that I watched as a kid. I dont know if it was purposedly, but I got a foot stuck many times if I moved it against obstacle too fast. The ankle seemed twisted or bugged. Couldn't do anything so I had to die and restart. Good game overall, played it through.
Funny. Good art. Not so much of gameplay ...or maybe dating simulators are just not my piece of cake.
Wow, nice concept! =) It's a bit fast and there should be something to signal the player that crew member is following him. And I'd like to have checkpoints... But the game was fun and and the spaceship setting is cool :)
Cute game, I felt devastated at the end of first round, that tells how well you make player feel invested when there is actual interactions between characters. Great concept :)
Cool game! We had some similar mechanics and even the same name :D
I didn't quite get how to play, the fruits seemed just to bounce off... Goood start of a game anyway.
Short but fun! Great visuals, solid entry :)
Good looking game. Bird moved kinda sluggishly and camera is terrible in places, it shows whats behind and not whats in front. It reminded me a bit of an old game "Putty Pidgeon" but you couldnt poop in this one :(
Graphics are simply beautiful with shadows and all. They build the immersive mood with the music. Gameplay was mostly walking around and evading monsters. Going through the same hall for the third time I wished I could dash or run to make it faster. I found lockpick, blue medicine and a blue key but couldn't find a lock for the blue key and died to a golem.
I wasn't sure if you could find items in other places than chests. And also not sure if the golems were killable or not. At least ten knives wouldn't do anything to them.
Wow this was fun and innovative! I liked the graphics and it was spot on the theme :slight_smile: Couldn't stop playing until I was finished!
Nice and polished game. Feels very professional, voice overs and everything! :)
Wow, the atmosphere was great! The contrast between the game and the real world. I bought the vr set and I think that was the end. From being stuck in the loop of doing quests and collecting food to being stuck in the loop of playing forever. Great interpretation of the theme!
I accidentally completed the game in 1 day in the first try when I just randomly chose to do and not to do stuff :D
When I played again I found out the puzzle and what to do by hints. Also tried some "dead" ends :stuck_out_tongue_closed_eyes: ...good game in a Stanley Parable way.
My god that was dark! :smile: I take it this is a game you cannot win, unless the divorce means winning. :thinking: Anyway, great humour and mood and clever use of the theme.
UI could have used some clearer signaling why the mower was stopping, how much money you have, when is next shopping break etc. Now there are just numbers around and you have to determine what everything means. Gameplay was ok, the mower would be stuck at the edge a bit sometimes and the reverse wouldn't kick in when I pushed back.
I spent time in wave 1 and 2 but 3 was most I got to. Didn't get to see airplanes. This was fun :slight_smile:
Idea was funny and pretty original and fit theme perfectly. Graphics were good, sounds were ok. Sea sound was nice, the screams were good to a point, but the music I turned off pretty shortly.
One of the best and complete entries I've played.
Wow, this is the most pro looking and sounding game I've played in this ldjam. Gameplay was pretty basic horror point and shoot, very solid at it too, but the amount of polish to the presentation in this little time is incredible.
I played it through and was astonished even by the end credits. Great entry!
I decided to push to the quit side from 100 starts, I've seen some things. I don't know if there is more to it than two places, but maybe I'll check again later. Minigames were a nice touch! Graphics are good and the game kept me trying to explore for more.
Clipboard01.jpg
I found a way out, sort of...
@archimagus Well that's a new... Virus protections seem to have some issues with clickteam fusion applications and windows defender hates foreign exe-files as default :slight_frown:
@stellarbeargames @curly Actually the units' graphics were the only thing I considered to be not placeholder. I've been dreaming for long to make an RTS game but never got started... and now that I have done some basework here, I can build up from it :slight_smile:
@guaranteedtrainwreck Thanks for the positive feedback! I'm surprised that so many people actually liked my game as it's left buggy and raw. I'll keep working on the RTS engine at least, maybe I'll do those "levels" too, as they require features that I'd like to try and implement anyway. I'll put your entry to the list of games I'm gonna rate. I had to search and list them so I'm not gonna use up endless amounts of time surfing the LD entries :sweat_smile:
@szatku @levlaj It seems Windows Defender virus protection blocks all exe files you download from the internet. Also, some antivirus softwares interpret Clickteam Fusion executables as trojan virus, that is of course false positive. You can override the Windows Defender blocking though. In the warning screen just click the more info and choose to open file.
@duke Thanks for taking time to write fair and constructive feedback. That is always appreciated! :slight_smile: Too bad I had to start so late. I was really annoyed that in that time I couldn't finish even all the functionality I wanted in, let alone graphics or sounds. Most of the time went to just building basic RTS engine where units wouldn't move over each other and I only had the last couple of hours to actually make some content to the game.
Well, it was still fun pushing myself to the limits and learning really lots about making an RTS with Clickteam Fusion. Next time though I'll gather a team like back then. My last jams have been awesome, teaming up with great people :sunglasses:
What a classy looking game. Got to the bunnies but then I think I left the switch wrong way and died to mages when coming back. Maybe you shouldn't be able to turn switches twice, or at least should have to press button to turn switch, so you would know if you've turned it once or twice.
Otherwise, good ideas on the rooms. I actually laughed to the fact that there is a special place in hell for speeders :laughing:. Mood was great with the beautiful pixelart and the music.
Very nice pixelart, was that miniboss just there Harry Potter? :open_mouth: Audio was all good, maybe there could have been just more of it.
Cool game idea, maybe there could have been little more space to roll in, now I was so busy trying to control the witch, I couldn't concentrate on shooting and all the incoming particles. You're definitely stuck in the loop in this one :laughing:
Presentation could have been improved lots with just a title screen and some kind of UI.
Nice looking game. First I was stuck when I didn't realize there were doors that you have to manually open. Maybe it also should start slower, as you had multiple malfunctioning devices before you even knew where everything was. Audio fit the mood of the game.
Played it through. Nice graphics and a lot of different looking levels too :)
Maybe even too tight platforming, but I've had harder. Would have been nice to have a hint what to do in final boss, as there were no other places where you need up key.
Good and complete game overall!
Nice polished game, quick puzzles, good graphics and very fitting music that made the mood :)
This was a fun run!
Fast classic gameplay with fitting sounds :slight_smile:. I liked the humour that extended from the hilarious setting to the characters drawn left handedly seemingly on purpose.
Some problems with the gameplay though: Couldn't reach the topmost balloons, was there a trick to it? Also I played it through several times and it wouldn't loop. Also I don't know if there is any use to the sliding as you could just smack the balloon.
Fun game! Music was great and gameplay was cool. I liked the controls. I see how you could get stuck in loop while falling.
It was short, but I see this could go somewhere if you continue working after the jam :)
Nice game. Played it through. The jumping was a bit difficult, but it got better when I got used to it. Charming graphics and animations and relaxed music really made the mood :)
My windows defender is really acting up with this one :frowning2: . Either the zipped or the exe is automatically removed right away as a virus whenever I download it. Usually you should be able to override it or something.
Good start but ended very shortly. Good base for more puzzles though. I liked the pixelart.
Hehe, layers of virtual reality :)
Nice interpretation of theme and surprising entry.
Mood was layed nicely with so small things as different resolutions and little sounds.
Good stuff! Audio makes it kinda zen, even when there's lots of crap flying through the space. It gets hectic before the end. I ended up failing many times at 3 seconds before I finally got it right :D
Nice puzzle with mood. Solid game, played it through :)
Great music! Playing was some fun, hotspots/action points of sprites were all a bit off though. Also the game was a bit too fast to use the direction changes and covering tactically, now it just felt all out mayhem... which, however, was fun on it's own right :smile:
Yay, I love this concept! Brings that old game Transarctica to mind... I've always wanted to have a game about train wars and this is great arcadey take on that theme as well to 'stuck in a loop' theme :slight_smile:
Good soundtrack and animations. Some sound effects would have perfected the audio dimension of this game.
One of most fun entries I've played!
Fun sneaking game. I don't know if it was bug, but when you got seen and die, the enemy will still aggro to you when you respawn. Also it's problematic that enemies see you right when you come into a level. Once I was shot right when the level started.
Nice audio and funny graphics. You used the theme hilariously. I had hard time answering the boss and always lost because of that... I think. Also, in the HTML5 version it felt the buttons didn't always respond.
@guaranteedtrainwreck
At times it felt that clicking the first aid or ambulance also didn't register but on the phone the buttons really did nothing and I couldn't close the phone so it was stuck on the screen.
After couple of tries I downloaded the game and the downloadable version seemed to work fine.
@guaranteedtrainwreck Hey, now it seems to work fine and the UI was also clearer when you had the healing icon on mouse :) I found couple of bugs now that I got longer in the game. One is that sometimes hula dancers would come on top of each other and another maybe bug that I couldn't use the extra ambulance space. It would take one person I click and go. Or does it come back faster?
EDIT: For the browser I have Chrome
EDIT2: Hmm... Now that I played it longer and got many ambulance updates, I could collect many people. Not sure if it bugged or if I just lost the ambulance upgrade before using it... But it makes hard to see suffocating people if other people is on top of them.
Music was fitting and the art was simplistic but nice. I liked the story :) Mood was great, but gameplay was very minimal and jumping didn't feel very good. Also I encountered possible bug when I hit the ant with stick and the ant killed me when it fell on me as it died.
Fun idea, nice graphics. Good package, but ended so quickly. Also I thought you could die if you were submerged for too long. Not that it would matter much because there is not much to lose :D
This was funny and cute game! Theme was right on the point and I loved the pixelart :heart: . Sounds were good too, but maybe some enviromental sounds like birds or cicadas or wind would have perfected the mood. Collisions were little awkward but not by any means game breaking.
For the story, it was sweet and funny but there could maybe have been some excuse why a platypus could record a loop.
That was fun and cute. I wonder if there is a different ending if you don't step on the toes at all.
Good game mechanics, I would like have had a "restart level" button also when I fail. Got frustrated when I had to start from the first level when I had already gotten far. I enjoyed the puzzles :)
Good ideas with different powers but there was little use for anything else than the snowball... And I didn't get where you need the rainy(?) one. I played it through and I didn't have to use it. I also liked the mood, music was good and graphics decent.
Weird idea rolling around the buttons :D ...innovative if anything. I would have liked maybe a bit variety, maybe the ships would only be damaged and you still had to push that button too... and maybe there would be bypassing ship that you have to hit to get repair... or something.
We also made a platformer about doctor and shrinking :laughing: I think it's a little different than yours. This looks interesting, I'll try it :slight_smile:
EDIT: okay, that was funny :D Graphics were great, a little polish would have been in place for the anuses edges, but you probably ran out of time. Legendary music and great sfx. Good puzzles and platforming. What is there not to like :) ...except maybo couple of places where you didn't know where you gonna fall. I think the usage of theme was also excellent!
Couldn't get past the piranha and I quit after trying some times because I couldn't skip the intro (or didn't find the key to do so)
Anyways innovative idea making this kind of turn based puzzle :) Graphics were simple but nice, music was simple and got irritating before long. I would have liked to turn it off, or volume down compared to sfx. Ok use of the theme.
Intro looked funny and it made true one of my phobias, dropping the smartphone into water :D
Nice game!
I liked the retro-style graphics, they reminded me of the time when I did animations with deluxe paint as a kid and wished I could make games. Minimap was also very cool!
The game could have used more sounds - (hit sounds and engine sounds would have been good) or music and some variety of enemies to spice it up some. Enemies could have move around when they are not in range and start homing to you on range as they do now... So they wouldn't be sitting ducks.
Still, it was fun blowing stuff up and I played it all the way through. Good gob!
I like where you went with the theme :)
Graphics were nice. Gameplay was a bit weird, I wasn't sure if I had to try to get somewhere or just kill everything... So I killed everything and won the game. Could use joypad as alternative to keyboard. I used joyToKey to use a controller as I'm not dextrous enough to play so quickly with keyboard.
n:th hell game today, but a good one :) ...played it through in first try, but I ended up with 0 seconds in many rounds so the difficulty was perfect for me!
Atmosphere was good, graphics were fitting and sounds and music quite minimalistic but professional.
Wow, this game is the personal favourite that I've played in this jam so far! Very polished, good and consistent artstyle, fitting sounds addictive gameplay. Everything is nice and simple and well described so it's easy to know what to do.
I can't think of any critique about this :sweat_smile:
This could also be expanded soo much. I would gladly even pay for more of this in different planets, with different aliens, resources and tehcnologies, maybe even cooperative missions ppl manning different stations like in Lovers in a Dangerous Spacetime :)
Nice relaxing game, this would be fun for young children too as there are no dangers or conflict.
There was something off with the movement though, the inertia changed direction rapidly. I think it has to do with gamemaker's default movement systems (haven't actually used it but the same thing happens in some basic movement in clickteam fusion). Also, pressing space to move towards mouse was weird... You could maybe stick to wasd -movement for this kind of game or alternatively put the swimming and photographing to mouse keys.
Anyway, it was fun to search for things to photograph and nice that there was several number of the same entity so you could take picture from just one of them... and the sea would have seemed emptier if there was just one of everything. Art was also very nice and the mercat is just sweet! I wished she had more animation.
Your file link might be broken. I couldn't download the game :(
broken.png
Well this was an ususual game, I give you that :smile_cat: ...I liked the idea of falling and reading the story, it was innovative at least.
I would have maybe wanted to slow down at some point where I missed some words (both didn't have time to read them and didn't reach them in time).
Funny pixelart and fine, although repetitive, background gfx. Sounds were ok, but maybe some additional background tone or tune would have enhanced the mood. I would also liked to have some items to come upwards or anything to give a bit of variety to the fall.
Anyways, the whole thing was kinda cute :slight_smile:
I think I played something alot like this a year ago in 'keep it alive' Ludum... Something called "dance dance magic unicorn" or something like that. It was awesome and so was this!
Anyways, to the details... Neat character graphics, simple but good designs. Made me think of one of my favourite games, Crypt of the Necrodancer :) ...use of theme was good if quite obvious though. It was the n:th hell-game I played this Ludum :D. Good and funny voice acting. (we tried voice acting now in our game the first time ever and it's so hard to get right)
Music was a good jam and sounds were ballzy. Also, listen to CMX much? :laughing:
Game was alltogether well polished and the length was enough but not to overstay it's welcome. Again, very professional game for this little time!
@danield Hehe, nice! I just thought your game was named after one of their songs :smiley:
Great game! Resource gathering and upgrades kept me hooked all the way to the ending :slight_smile: Mood was great, the darkening sea and the music and the flow was very nice and relaxing that it took me to kind of trance. The friend grappling was a bit too powerful when you upgraded it, as it took you all the way to harmful stuff, so I ended up dying sometimes without being able to do anything. I don't know if it could be controlled to take smaller leaps at the top. Anyways, very nice and polished game overall! I enjoyed the credits "screen" idea :sunglasses:
I got to 3k something. Nice simple game that probably works as well in a smartphone. Clean graphics and fitting audio for pressurising atmosphere :)
Only grievance was that you can't see forward enough to tactically use the dash. Now it's more up to luck if you manage to avoid one rock and not crash into another.
Otherwise neat little game that looks well polished!
Game took couple of tries to master, the story and voice overs made me smile more than anything in this jam. The cadet having crush on the captain was just soo cute and that she babbled on and on in the end until I went to her like "shush, it's alright" 😂🥰
Nice work with the AI for this little of time! I'd like to see an advanced edition of this game as I loved Sim Ant back in the day :)
Nice game! For some reason it begun to stutter at the end, but I played it through and it was funny. I liked the pixel physics and heavy metal mood.... And the cute redhead protagonist :smile:
Phew, that was intense! Played it through :) Great mechanics, very nice art, music that keeps your heart pumping fast...
I liked just about everything in this game. Maybe the beginning was a bit hard, but after a couple of starts once you got to the speed and got first golems of other than rock, it started to snowball forward. Shortcut keys became a must at the end side of the game as it was all but mayhem.
It was a bit hard to drag the tools to golems at first when I hadn't read about the shortcuts.
Overall very polished entry with a complete feeling!
Wow that got intense! Some of the tasks I was not sure what to do. Gread mood, it felt like colourtherapy :)
@manio Thanks! In fact it shows all the scores, but only three people have played it through so far :sweat_smile:
(Tell me if your score did not post! If that is the case then it's a bug and we'll fix it)
@giordas There are different tactics to go about, nice that you found one with minimum violence :)
About the theme: After first level we go deeper into the facility...
And after the second level, still deeper into... Well, I'm not going to spoil it for everyone! :wink:
@gargantus It was planned to make difficulty levels but in the end it didn't make it in time, so now there is only current difficulty that could be described as 'hard'.
It's just that there would have to be separate high scores for separate difficulty modes, or alternatively you wouldn't get your score to the list on easy mode.
We're making an advanced edition later though. I can tag you when it's done.
@nacholr Planes may have been a bit badly balanced according to the feedback. They should maybe have less health and damage, as their planned function was more of making the feeling of pressure, than actually causing players to die.
On my own runs I easily took the plains down or eveaded them though, but I've coded the game and played it at least a hundred times, so I'm not validated to do balance testing anymore :sweat_smile:
@kulfy I've always had kind of mutual hate-hate relationship with wasps irl, so I coded them to be similar pain in the... game :laughing:
Nice to see that you completed the game!
We made some effort for the credits screen and had even a local rap group Taival to make a song "Shrinking" for it during the weekend. I was first afraid, our game was too hard and no one would get so far to see it... looking at the scoreboards, at least couple of people (in addition to our team members) made it :slight_smile:
@tombuston Thanks for the thorough review!
Nice that you noticed the difference of atmosphere and feel on different levels. We really put some thought to it graphics-wise and with music too. We had three different artists and each of them had single level to make all the graphics for.
The credits song was made by us, we had a local rap group Taival in our team and they specifically made an english song for this game. You can find more of their music in spotify (although they have so far published only songs in finnish). Also, nice to hear you enjoyed voice acting. We wanted to try it for the first time and it became unintentionally comical :laughing:
We made the decision to limit the angle the head (and so the guns) can rotate as full 360 rotation looked retarded, is unrealistic and also the limitation causes you to strategise your movements more e.g. where you should position yourself if you wanted to take out the aeroplanes.
About the weapons, the laser probably would need more pointers that it was rechargeable. The rockets/grenades actually can take out multiple enemies, but the range of explosion is quite small.
We actually ran a bit out of time and that's why some platforms in level 2 were left basically invisible. We also had planned more sfx, more enemies with better signaling for damage and aggro, proper bossfights (now there are only images of bosses shooting missiles as placeholder), different gamemodes where speedrun mode you would have to go through the whole thing in one sitting and other modes you could restart each level.
I'm doing an enhanced edition at the moment where I'll include all those things. The graphics and sounds and plans all existed already. We just didn't have time to include them to jam version.
@6smith @firas-mourad @lysenti
Nice that you noticed and enjoyed voice overs! This was the first time any of us did that kind of thing and even if (and probably much because of) they came out so amateurish, we had loads of fun and giggles doing them!
I'm actually proud that we managed to do a better and more complete story for this game than anything I've ever made :sunglasses:
@kr4ft3r Thanks for the review! A tip for the wasp level (and overall every level): you don't have to actually kill everything.
We accidentally put too much health for them and also too many wasps, and didn't have time to fix that balance. You can aggro the wasps with machinegun, and evade the attack and move on... Or stun them with the rockets for a while. Or at a slim space fully charge the laser and release, killing it at once. I hope this helps.
Hey, hiding in the cups sounds like a great mechanic to implement to the game! It sounds intuitive and we could add it to advanced version of the game. Thanks for that idea!
...and yes, we are doing an advanced edition where we put all the missing content that we had no time to put in the game. Bossfights and checkpoints and all :slight_smile:
@substain Nice! I see there is a large variety of player skill, as many people have said the game is too hard and some people have speedrunned mad times that even I cannot beat :sweat_smile:
We didn't have time to implement the 'real' bosses so I just put same placeholder boss with the one of the planned boss image, to every level.
Advanced edition is well on the way and it will have different modes for casual players, hardcore players and speedrunners, larger variety of enemies and actual bossfights :sunglasses:
@doot Thanks for the great review!
Nice that you took time to play the game all the way through.
You are exactly right about other levels and time limit. We were too ambitious and had to cut lots of content, mostly enemies and bosses. When the time was running out, we decided to prioritize the story elements, basic game mechanics and at least make one complete level (apart from the boss).
However, advanced version is on the way! It will include (among other things): Gamemodes, more variety in enemies and proper bossfights.
@ardorugus I'm glad you loved the music, our composer is - in my opinion - a musical genius and I'm sad that the first level came out too difficult that many people won't be able to hear rest of his soundtrack.
You'll get to the shrinking part when you get through the first level. Also you'll get more of the story and the whole different atmosphere in every level.
About the ammo, we were on the fence whether to make the first level a pure power fantasy and we even ordered the music with that in mind. However, when we made the speedrun scoreboard, we decided it has to be a challenge. We planned an easier mode in which you wouldn't get scored, but it was left out when time was running out (as was half of the enemies and planned bossfights)
The good news is, we're making an advanced version with several gamemodes and all the missing features. I've already coded all but one enemy and will soon move to other features.
I'll tag you when the advanced edition is available, but I also recommend giving this version a playthrough (or at least another chance) :)
@honey-pony Thanks for the complete review! Awesome that you enjoyed our game so much and appreciated different aspects of it :blush:
Wasps and whitecells aren't actually invincible, they just have loads of HP. They still die from a single zap of fully charged laser, or a couple of missiles... Well the whitecells in the last level are mostly not actually meant to be killed, but rather avoided or baited away.
The big variance in graphics styles is because we had three artists and each one did graphics for their own level. It worked well (along with the music) to achieve totally different mood for each level - for the cost of consistency :sweat_smile:
We're actually making advanced edition - as I speak - where enemies are better balanced, levels have greater variety of enemies & proper bosses and also separate gamemodes for casual players, hardcore players and speedrunners.
@retrome Great that you enjoyed our game! I see you also made a speedrun time like a pro :sunglasses:
1. Thank you for telling. We haven't got 4K displays and haven't got any lag at all... Except on a laptop when it was connected to a different resolution display and "clone screen" setting. I don't know if I can fix that problem when can't test it :frowning2: ...but I'll ask around in Clickteam Fusion discord if someone has had similar problems.
2. Enemies were left unbalanced as time ran out, but I've already rebalanced them and added more types for the upcoming advanced edition :slight_smile:
Thanks for the praise! :blush:
@retrome @honey-pony @ardorugus @doot @substain @eeperdeheap @kr4ft3r @firas-mourad @craplex @gargantus @tyler-roberts @keppersnapper @mortalslayer24
Advanced edition BETA available for [download](https://www.blackenter.com/files/shrinkBETA.zip)! It's only missing the final boss.
**Advanced BETA Features:** - Game Modes - Story mode with checkpoints - Arcade mode for single run - Speedrun mode skips cutscenes
- Difficulty modes * Casual - Shoot the night away! * Challenging - The original mode... now a bit more balanced * Hardcore - When you want it the hard way >:)
- Bugfixes: no more getting stuck in walls and cups
- [Different scoreboards for different difficulties](https://www.blackenter.com/ludumdare) (not for casual or story though)
- Balancing: - No more immortal wasps - planes do less damage and do lots of collateral damage when falling - Lot of other balancing
- New Enemies: Yes! And lots of them with all new mechanics!
- **Actual bosses!** - Bosses 1 and 2 complete - Have different patterns - Are no push-overs this time - Will make you cry on hardcore mode... and some of you on challenge mode - Boss 3 still under construction.
- Sounds - Loads of new audio implemented - Old audio balanced to prevent earr-ape
**Full advanced version coming soon with:** - Even more audio - Some new graphics to better link the story - Final boss - Scoreboard names without _BETA -prefix - Easter Eggs
Comments about the BETA are very much appreciated :slight_smile:
Great mood! You brought the anxiety well with the darkness and the music&sounds. Simple, but good horror elements. I've never before played a horror game with a boat, so extra point for innovation there :)
At the end I died after I already had made it. I don't think that was intentional.
I liked the game, nails hard platforming. The jump and grab buttons were though in unfamiliar places in the controller and that hinged me back too much in the part where you had to throw the rock to the wall and jump from it in the air, so I had to stop there. I've used to have jump in A and grab in X in Xbox controller. So I hope for customizable controls of standardized controls at least... ...also keyboard controls didn't work at all if you start using controller, so I couldn't skip the levels to see forward.
I don't know if the game would have used the theme cleverly later, now it was ok as you go deeper to cave. Game did nothing especially new but it was great for what it was: Level design was good, I liked the pixel art and the mood that the music set :)
I also liked that there was simpler challenge first with the guy and then a bit more advanced challenge right after with the lady. I liked how you could look the same scenery in two different ways one after another.
Beautiful explosion effects! :sunglasses: ...other than that, it's your classic artillery duel only in real time.
The game ended many times before the enemy tank had fallen out of the screen. Sometimes the terrain didn't destroy even if it looked destroyed.
Otherwise solid and neat small game :slight_smile:
Nice game!
The cute baby chtulhu somehow reminded me of Ernest The Vampire, as he wanted just to get some sleep and carried the pillow around :laughing:
I'd like to make a special mention for teaching the game mechanics by making the player accidentally fall on a cultist in the beginning! It made me realize I can kill them by crushing, without ever telling it in any words :slight_smile:
Animations were cute and the characters looked polished. I liked the cylinder effect on the edges. Music track was good for mood and not too intrusive, sounds were ok but there wasn't a lot of them. Jump puzzles were good, but in some places I would have liked to zoom out to see where I would fall if I went down.
Overall good looking game with decent gameplay. Good work!
Delicious sounds :laughing: tatoscore.png
Funny game, the audio was hilarious. The whiny adventurers :laughing:
Graphics were also nice and very cute. Mechanics were ok, but sometimes I couldn't use the grappling trident when I should have... or maybe the wall was too far. Enemy AI was good, as they could pathfind their way around places and do different attacks.
Anyway, good game and story. I played it all the way through and had fun. Too bad the cat didn't actually help with the raids.
p.s. found your game because you liked our instagram post about Ludum Dare
Beautiful game, I loved the uplifing mood :)
Upgrades were a good mechanic and kept me hooked to the end. Also it was fun being a bird for a change and I liked the chirping when flying.
Flying movement was a bit jumpy and didn't feel so tight, but maybe that was part of being a bird.
It was a fun run overall! :slight_smile:
Game itself was pretty simple, but the mood was great!
Very nice graphics. All the animations were really smooth and the fish looked good and everything fit together.
Movement was a bit strange as the ship would leap long forward if I just tapped a directional button. Because of that I once got stuck and got eaten because of that. It wasn't also clear to me which fish should I evade and died once touching a big colourful fish that didn't look dangerous to me. I would had liked an end screen where my score was shown, now I didn't have time to see how much I scored.
The background bubbling sound is actually calming. The collision sound is ok, but maybe could have had variants as it became jarring before long. There could have been more different sounds for example when collecting coins.
p.s. I found your game because you had liked our Ludum Post in instagram :)
Cool game :smile: ...minimalistic graphics and music worked to get mood of a legacy console game. I would have liked a bit more puzzles and maybe a bossfight kinda thing but it's hard to fit much in such short time.
Looking good. I loved the pixelart in all the creatures and how the light reflected on the mines. Music was also great.
This game was all about the mood that light and darkness and mystical music made, and what a mood it was! :two_hearts:
Game was well polished. Only thing that stood out like a sore thumb was that windows-style button. If it was also made in same pixel-arty style, the immersion would have stayd till the end.
EDIT: also I would have liked to see a little bit more downwards, the mines came so surprisingly the first time I couldn't react to them. Next time I was prepared and made it all the way through.
Looks great!
I'll save this for later and try it with my wife when we have time. I will then give a full review :)
@firas-mourad Allright, we just tried it a bunch of times and when we found out how the mechanics work, it was very hard for us following two screens at the same time. I liked the challenge, but to her it was too busy :smile: ...maybe if there was optional beginner level at the start to get up to pace?
Graphics were very nice, simple and cute :) Music and audio set the mood perfectly with the pressing atmosphere of the gameplay.
We found the game very innovative as both of us haven't ever seen such game idea before. Game also fit the theme quite well.
Nice and polished game overall :sunglasses:
...the controller support was a big plus!
@zelv Np. We love coop games :)
I must also say, I highly appreciate your courage taking a risk of doing a coop game. It must be harder to get people to review when not everyone has a friend nearby who's ready for some couch coop on an experimental game... But you followed through your plans for your dream game, literally :smile:
@firas-mourad @pierre-poupin @zelv @alexandre-bobet
Your game was one of my favourites this year. If you make more games or advanced edition, I'd like to hear about it!
Which one of you should I follow to stay informed?
Great game idea! I loved sim ant back in the day and bees are just as interesting for an rts :)
Awesome relaxing mood with the music and buzzing.
There was not much to do yet. I believe that lots of content was left out. I could just add the foragers every year without facing problems, just keeping an eye to the honey amount. Pollen did not ever seem to run out, additional builders were hardly needed, guards did nothing and I'm not sure if drones were needed for the split. Split of course was a good way to cut the consumption if there were too many bees for the winter or too little space... But I never ran to either of those problems.
Also some kind of tooltips or something would be good, as nothing ingame told which bee was which caste. You could even work with symbols for every action, as you had a good start already... then it would be international out of the box.
Still, nice and very promising game! I'm waiting for an advanced version or even a full commercial game. Bees are a hot topic on the world right now and there certainly is space for a bee game in the scene :slight_smile:
Great and polished game! First I was wondering how to go forward over the gap, but when I had gone past that, the idea was clear to me. Nice puzzles and action. I also liked the chill soundtrack. The monsters did not look as good as the rest of the game, but were still startling me from the darkness. The use of theme was quite obvious choise, but I liked the ninja rope mechanics, that I haven't seen much after worms 2 back in the day.
Overall a little frustrating but rewarding fun! :)
Damn, chrome is so sure this is a virus, it will delete the file... I managed download it with firefox, but now windows will delete the file when I try to open it.
Maybe there has been recent changes to virus protection, because it seems others have been able to download this.
I somehow missed this game back then but it looks very interesting! Too bad I couldn't try it now :slight_frown:
Windows has apparently fixed their false positives, because now I could download and play this. So a late review ensues:
I find this kind of games very appealing that there's small scale where you work/build inside a structure and then a larger scale where you move/use the whole structure. It drives in the feeling of the game world being immensely large :)
Also I liked the mechanics that you could hijack ships and break/fix parts of the ships and that fight was taken in both levels. This quick game showed very much promise and I hope you make similar stuff in the future!
I was following you since I first saw this game - even if I couldn't play it - because I wanted see what you'll create next.
Nice simple game. I didn't first know what fishes are bad so I just evaded everything until I accidentally caught a fish :smile:
Animations were ok, I liked that there were details like little jellyfish. I would have liked to see some kind of end screen that would show your end stats like score and depth and maybe also show how many fish you've caught.
Good first gamejam entry!
Great scary mood, I like platforming so this was definitely my cup of tea.
I think you could consider the flashlight following the mouse all the way even if you're not facing that direction... Now it felt a bit unresponsive because of that. The falling sequence was maybe a bit too floaty and bugged so that when I died and started it again, there were no obstacles.
Graphics were cool, and fit well to the creepy mood with the music. I liked the different enemies. The faces were a pain because of the mouse control thing, but they were not so frequent, so I could handle them.
Nice touch adjusting the light power! I only understood why after my flashlight ran out :laughing:
Solid relaxing game. I liked the music and sounds. Octopus animations were fluid and it was very satisfying see the tentacles catch a fish :) The octopus facts were interesting, but I couldn't get to the end as I was too hasty and an eel came before I could react to it. This game is not for rushing :sweat_smile:
Nice to see you also made game with portals :) ...that magenta ring in the thumbnail looked familiar as we had been working with quite similar rings in our game 😄
I'm not familiar with Core, but I'll give your game a try later when I have downloaded the Core.
Played this with wife, we had lots of fun and giggles especially when we begun the last level 😄
Game felt very nice and polished. Graphics were good and music and sounds completed the cartoony style. Balancing mechanics took only a moment to learn, but were harder to master. It was very fun in coop with controllers, haven't seen such an idea before so points for innovativity too.
Although the game was short, trying to get all stars give replayability. I can see this game could be taken in many directions with that kind of mechanics, as one of the series of minigames, or a bigger cooperative adventure where you must tackle puzzle and/or action challenges going through levels with your friend 😊
Awesome!
Fun idea, tesla coils are cool :) Too bad I was not dextrous enough to hold the umbrella and press the repair keys at the same time, so I usually died when the tesla went haywire. Anyway, the game had good mood and the idea was funny.
Sweet game! I liked the classic donkey kong parody and mechanics. The bunny ears on everything was a cute touch! Gameplay was fun and the deaths didn't feel too punishing after I learned to think ahead and always spend points when I had accumulated some. Musics were good and fit greatly the whole retro package.
All in all, the game felt nicely polished and the only actual critique I can think of is that the theme was barely used.
Great and polished game. Pixelart was awesome and I loved the alterating versions of the same music track! 😊
Puzzles were mostly very easy but still satisfying when you find out how to tackle some tricky parts.
What a gorgeous entry!
I played it through after ten or so tries. Nice puzzle/strategy system that I could play even more (given that scenarios were solvable more than one way). The musics and graphics made a mood that gave the feeling of being on a road adventure.
The spells, and upgrades spiced up the experience and I liked how there was more than one solution to the problem, so I didn't have to brute force the game all the way through. I would like a version with a bigger world where you would get a part of the map at the time so you could strategize your way through to the next unknown area :)
Great polished game overall!
The game looks great and music is also very nice, but I would have liked to get some more info on what should be done or what is wrong with the ship. Also starting new run takes too long time to keep me engaged for too many tries. Maybe the intro part could happen once and next time you could skip to the starting engines part so you could go on faster in trial and error.
Too bad because otherwise this game feels polished (apart from missing a climbing animation).
Aawww! Little horsies sooo cute :heart:
Graphical style was perfect for this kind of game, music was simple but fitting. I felt powerful when I got the hang of the game. This was short but very enjoyable fun for a 5 hour product!
Also, I didn't find a key to restart game 😐
Short but fun game. I liked the mechanic, it could be expanded even further to many kinds of puzzles. This felt like it was only a start level to something bigger. Graphics were nice, music and sound set a great gloomy atmosphere. Everything seemed very polished, but I would have liked a little more length.
Also, was the hitpoints shown somewhere? I took a couple of hits on my first run and just died.
You also made a game with portals 😃 That was fun but really hectic, I didn't make it in time to next portal and also it seems there was a delay to time addition, so when I activated a portal, time still ran out.
Anyway, good looking game, music and effects built up the tension atmosphere :)
Great game! The music and pixelart took me back to Amiga age strategy games <3 I liked the concept alot. Would definitely play more of this if it had more hazards, technologies, solar systems etc.
Also for the story I'd like to have some concretic reason for the time limit, maybe there has to be population so they can build planetary defences to ward off meteor storm, alien attack, death ray or something.
Ok game. Nice idea of the beam becoming divided if the lenses go wrong way. I would have hoped that fully stable laser would have been more powerful. Now it seems that enemies overwhelm you after couple of waves even if you had your laser in top shape.
Wow, nice game! I liked the grim mood of the music and green glow and people becoming crazy when exposed to too much radiation. I got to day 21. I wasn't sure if there was a way to cure workers or to avoid radiation poisoning, or was it only inevitable. I didn't get many upgrades though because I had to buy new workers as they all got mutated after awhile.
Very interesting concept and use of the theme as in addition to the reactor, the people begin to become unstable too.
@very-dark-lord I played it some more, for an hour or so and reached day 60-something. First I was struggling for very long but then at day 50 I got lizard skin and it got much easier when I didn't die to radiation all the time... But when I got big money, I hired about 6 workers (none with low intelligence) and they just started to throw cells in the reactor without cooling it. I tried to keep pace throwing water in, but couldn't cope with them and someone also threw some people to the reactor so I had meltdown which I couldn't stop in any way even when everything should have been great at that point... So there's some flaws in the AI 😄
Also, was there something to point out how far you are losing your stability and at which places you get radiation poisoning, or is it just everywhere? And I didn't know how far in the hole I had to bury the waste, does it radiate everywhere or just near it etc. I would have liked clearer indicators for the radiation mechanics.
Anyway, this is the game I've spent most of the time and got most out of in this jam so far 😊 ...I wish you made a more polished and balanced post-jam version but I understand if you didn't, since it's much work if you're not planning to make a bigger game out of it.
I got into a color therapy trance through your game 🥴
@monninen Actually the blocks at the beginning respawn in 15 seconds, so you can lure the destruction elsewhere (the withces alway target you with their magic) and then try again to use the platforms when they respawn. Also you can lure the witch to clear the way for you.
For the slipperiness, I'm using box2D engine and tried to play with values but couldn't remove the sliding effect altogether.
@ghubert
Skills are intentionally a bit underwhelming because in the story you are just a nurse and not a witch, so witches' staffs won't have the same effect in your hands. Still you do your best with what you have to save the world from collapsing 💪🏼
@tayl1r Awww... I think the controls could be told better inside the game, because someone else from our test group ran into same problem.
I thought "hand inventory" would be familiar from minecraft and many other games and would be intuitive enough. Do you think it would help if I put numbers under the items?
@duskel actually the cloud under the witch blows the pill away. It's not very well translated to the player, but I did it just to prevent total cheesing by shooting it from straight below without even going up.
@stellarluminant You don't neccessarily need mouse, you can also change weapons with keys 1-3 and use them with shift... But truth to be told, the ice cubes are bit clunky to place without the mouse.
@awesomealliterationalliance
Thanks for the praise :) ...about the enter button: It's my game group's current intro until we make a better one. Blackenter Software is the group's name - hence the black enter -key in on the starting screen 😄
Recently I've participated Ludum Dare with my scouts group Viivakoodiponit, so we have own intro for them too. You can read more about it from my profile page.
@retrome
Thanks for the nice review!
I haven't been able to pinpoint the crashing, because it happens very rarely and only some testers have reported the game crashing once or twice. I can't reproduce the crash on built version on my computer so it's just guesswork what could cause the rare crashes.
@retrome Hey, I tried my game at work today and I actually think I found the reason for the crash. I'm going to try to fix it when I have time. If I'm right it is - like you said - indeed about pressing certain keys during the transition and can be fixed by disabling those keypresses during the transition.
Thanks for the helpful bug report!
@honey-pony
Thank you very much for the thorough review! Nice that you played the whole game through and also did a top 5 speedrun time 😊
About the mental conditions: I had originally planned longer levels and at certain point, the witch would enter "rage mode" that would better higlight the condition.
First witch would begin crying and pushing the player away, flooding the place fast. Second would try to torch the player with flamethrower spell and the third one would go into some glitch hulabaloo. (the end twist would also have made more sense with that)
Quite early I decided we don't have the time for the rage modes - and the balancing of gameplay for them - if we want to finish the game.
Also, I thought to put more mental stuff to the cutscene scripts, but I thought it could darken the achieved light mood too much if the player gave words of therapy for the witches after drugging them and the witches told how it helped solve their problems... Also it would have been too much text, so we decided to keep it simple.
I'll enhance the game a bit later so maybe I'll revisit the insanity theme better.
I fixed some game breaking bugs.
@retrome I fixed bug I think caused the crashes. If you are still following, can you assure it's fixed
@skvader fixed the bug that causes you to get so fast times, could you try the new version if you can still cheese your way up to high scores?
Anyway, nice take on unstability with the glitches. We went with similar stuff in the end phase of our game. I liked the soundscape and mood overall and Pixelart was good.
Also I'm a fan of nails hard platforming so when I read in the comments that it's a hard platformer, I couldn't resist and wasn't disappointed. Controls were pretty solid and jump challenges were nice. Could have had more moves but it was good as it was.
The game was clearly about exploring it yourself but there could also have been some pointers which way is the main route. The transitions were a little confusing, for a couple of times I thought I died and almost quit the game. I also didn't find a health indicator and it was at times unclear to me did I take damage when jumping on enemies or not.
Decent game overall, thanks for the challenge! 😊
Cool game! Played it through. I liked the story. Puzzles were mostly easy and some mediocre for me. Maybe there could have been tougher ones too, or that you get only part of the codes for first puzzles and rest when you have solved them.
Mood was good, I liked the peaceful loneliness while looking for notes, but the music began to be repetitive after awhile.
Also I half expected a twist that you couldn't make the trip and were actually being left behind to make sure the shuttles launch properly.
This was fun game with quite classical platforming mechanics :) ...there were some bugs, for example taking damage sometimes when crushing an enemy. Still nothing game-ruining.
The game was a bit short and ended quite abruptly but you got alot done in that time as a one-man-team. The sounds were fitting to the whole game and I liked the song alot!
The 'glitches' were also nicely made with both visual and sound and they played well for the overall mood.
Good job!
I've played a bunch of games similar to this, so the idea is pretty used. Sounds were quite minimal, but also not offensive.
This game is complete and looks good and polished though. I liked the details of different eras, although at the last era I had to concentrate on the tower and not the sights when I completed it :D
Okay, the game crashed on me on the part where the succubus began to suck my lifeforce or something... But this game really went on steroids, I give you that 😂
Phew! That was crazy!
I liked the glitchy music and the recoil mechanics. Graphics were the level of "so bad it's good".
Unbalanced mutation mechanics gave something to adjust to every once in a while. You could even strategize a little bit by being in somewhere safe when the mutations happen.
Anyway, this game was very unexpectedly positive surprise :D
Slugcat has lost her feet, now is only a slug 😮
This game had great atmosphere with the vector graphics and eerie soundscape! Surprisingly deep controls for a three button game. If this became a full lenght game, I would gladly play it :)
Well that was unexpected 😄
Nice game, played all the way through. I loved the narration and the fact that you could solve all your problems with a back kick.
Pixelart was good and the soundtrack worked well together with other parts of the game to complete the atmosphere.
The humor worked at least for me, laughed aloud in couple of parts :D
Great job!
Hey, thank you both for playing our game and @tipu for making it to the end! 🙂
Nice game, the idea is good but it feels little buggy as sometimes you pick up the shovel even if you're on top of the bucket and sometimes bucket or shovel doesn't do anything with space.
Music was minimal but still set the pressing mood. Graphics were ok, you could clearly tell what is what.
Multitasking was fun and what I liked the most is how the game taught you to play by introducing one new element every level, so the difficulty went up in steady slope - always keeping things interesting.
Good work!
Great game, but the ship could have been a little lighter. Now the weight made it sooo slow. Also I noticed the same bug as someone else had noticed that the trusters fire in wrong button press. That ruined most of my runs and I never got to the end.
Sad that I didn't find this game before the review phase ended. I would have given good scores for many categories!
I really enjoyed the idea, the music and the amiga style pixelart graphics.
Nice game! I played it last night and it was bugged and I guessed it didn't work as intended, but it was interesting so I gave it another try today and now it actually worked :)
I liked the mood and gameplay where you had to balance the withces and rise up to change shielders and go back down for the power. The attack/defense stats were not very intuitive, but I guess defense helped shield and attack helped channeling?
Anyway, fun and different game than anything I've played :)
Wow, clever idea! That could be used for a bigger game now that you have the concept tried out! 😄
Controls were surprisingly responsive but I would have liked a little higher turn rate, now it's impossible to get the dots near the corners.
I hope you get enough reviews, because I think you deserve to score high on innovativity.
Cool game! I liked the art style and gameplay.
Only grievance was, that there seemed to be no warning when tiles were going to fall off under your feet. I don't know if I could have evaded it my rolling immediately, but I at least didn't manage that. Instadeaths felt punishing, but that was probably intended, as you should stick to the edges to play safe.
The techno song was ok but I would have expected more adventurous song to fit the theme.
Anyway, the game looked gorgeous and felt very polished and the many guns and procedural levels also gave it replay value 🙂
Nice and beautiful cinematic game with voice acting and all!
Gameplay was not much and there was no actual challenge other than finding the thing that needs to be fixed.
It was more like being along for a movie, but storytelling worked nicely there :slight_smile:
Cool game and pretty hard.
I liked the mood that was set by mostly sounds and music but also the dark mostrous theme.
Nice idea and good pixelart and music.
Gameplay was a little inconsistent: Sometimes game would be over when the lava got me with teddy in my hands and sometimes I dropped teddy on the ground and the lava wouldn't destroy it. Also sometimes when I jump and drop teddy, it fell right down and sometimes it flew up like it should... At least I think I should be able to throw it to the upper level.
When I finally got the teddy on the top shelf I just stood there with it and won the game. Anyway, the game had good atmosphere with the music and darkness.
Well that was quick fun :D Nice minimalistic graphics and nice song at least for that short time. Gameplay was evasive platformer without jumps, not very special that way. I liked the overall retro mood and the game looked and sounded polished.
Wow, this was really beautiful. I love the dynamic music and how it doesn't matter if you miss a note or two, it just becomes more organic that way. The art was like a better quality childrens book. Only thing I would have liked to have is full screen or something like that. Now I accidentally clicked outside the screen and couldn't move the items. before I activated the window again.
So you did a tower defence rts too :) I liked the simple pixelart and the idea that you gather resources to buy units. Mood was good, music was maybe even too simple, it got old pretty fast, but still fit the minimal graphical theme. I think saving the forest was clever use of the theme as it can be pretty same thing irl.
I wasn't sure should I have been able to remove squirrels when the trees are being whacked, but I could only if I clicked the tree before lumberjack begun hacking it. After that the squirrels were doomed if I couldn't kill the lumberjacks.
The game was pretty difficult right from the beginning and I think I faced a bug as I saved up for a bear and when I finally bought it, it never came. There went my all acorns so I lost the game soon after that. I had already tried the game couple of times and didn't try after the supposed bug anymore.
Anyways, kinda pretty and complete game. Was quite fun to play after a few tries. Good job! :slight_smile:
Polished game with a great mood. Graphics and sounds made an eerie atmosphere. Even when I didn't read the instructions, I quickly found out the mechanics.
I played for a long while, but sadly my play session stopped abruptly when I crouched and pulled back accidentally doing some browser command (maybe shift+d or shift+s?) and the game page went away :cry:
Great and very polished entry. Couldn't find any bugs whatsoever. I loved all the pixelart and music was fitting. There could maybe have been more sound effects but like that it also had it's peaceful mood.
I liked the settlers-like game mechanics although I couldn't find a balance that would produce steady flow of warriors. Maybe it has to do with the maximum users per road. I tried it several times. Great idea and implementation of a strategy game in so little time (We made an RTS too and didn't get even nearly that much content in :open_mouth:).
This entry had very professional overall impression about it. Great job!
Nice game, we played it with my wife and had some fun trying a bunch of runs. We only managed to save 50% of the relics at best.
We liked the musics and the cartoonish intro was nice. Random level generation had it's difficulties and sometimes we struggled to find the repairable stuff, but afterwards I noticed that she could have looked at the map for me.
Overall a nice and polished game! :slight_smile:
Awesome skillgame! played it finally through after about an hour of trying and dying. What a run, phew.
The music was good and it also signaled me when it the night was coming and after playing for a while I already knew in which part of the song it was too late to screw up.
Great art and representation and very solid gameplay. If I failed it was because I sucked and not because of a bug or bad mechanics.
Overall very nice and polished game. I spent most time with this game of all that I've reviewed so far. Thank you and kudos to you!
Wow, what a mood! I played couple of times and got through the crow spirit but then died. There's a real feel of fear and despair in the air as it's cold and dark and bloody fight going for your life!
I liked the simple game mechanics. You knew almost right away what is what (although I first didn't realise I had to collect the trees I had fell). Meters show you stats you need and combat is simple avoid and click.
Great and unique art style through the game gives the feeling of old folklore tails or even cave paintings. Voice acting was awesome in all it's eerieness, I loved the moment the wolf came "a child for a child?", made me feel actual disgust for it.
Professional and complete polished game overall with impressive atmosphere. Thanks for making this!
Nice presentation, funny pixelart with great music choices set the mood. Also the plot was funny and the logic of the divers made me laugh aloud :D
Mechanics were ok and mostly worked as expected... I first thought it was a bug that bubbles took away oxygen, but then I found the other bubbles that gave it. Also I tried first catching the small bubbles, but that did no good. I think I found most of the items and I thought I had to go deeper to find more... But as I dove deep enough, the player character just disappeared and the game froze. Is it intended that the game ends there or something?
Anyways, good implementation of this years theme and even combined with the last years theme "We need to go deeper" :smile:
Well that was fun! The game looks and plays great. Extra points for the setup for screen shake amount to help people with motion-nausea. I think the keymashing is very innovative control scheme I've never seen before. Did I already say it was fun? :smile:
I liked the upgrades but I was wondering if you can repair the broken keys or avoid them breaking?
Anyways, great complete and polished game overall!
**Thank you everyone for the praises!** :slight_smile:
I managed now making the description so you can read the plot of the game. We had planned to make a proper intro but as we were running out of time, we decided to use the remaining time to make the game more playable.
@therealmoebius @sacredbacon @jonathan-ray-pollard @zah Thank you very much for playing and giving positive feedback!
We repaired the broken Leaderboards. Re-download the game and they should work now!
@mopifish Thanks for the constructive feedback!
We had a tutorial texts and generated speech but we didn't have time to implement them. The placeholder is the "speaking" doctor on the bottom of the screen.
I put the instructions now to the Ludum Page description. The menu balloons are also explained there.
@sacredbacon We sadly didn't have the time to properly implement power. Also we didn't find the running-in-circles bug until the very end so we couldn't fix it in time. I still haven't been able to repeat it consistently to debug it.
EDIT: Actually we fixed the game breaking bug of running in circles. It was one addition of "<" to a if-clause. I think it's still in the spirit of competition to fix it as it was game breaking as in "unable to get more than ~1000 GB score in score based game".
@minibobbo Thanks for the feedback and suggestions!
An advanced version is planned and among other things there will be: - Health bars - A short ingame tutorial telling you how to place and recall infantry and build stuff
About the music - it actually changes according to how dire the situation is. At first attack it changes to jamming and then when base is damaged, it goes even more actiony and near the end it becomes desperate.
@6smith Thanks, we used Clickteam Fusion for this one.
@silverlybee Thanks for the review and thank you for reporting the multiple use of the same drop bug. We hadn't noticed it. It is definitely not intended mechanic as it breaks the balance. We sadly ran out of time and didn't implement power generators and the consequenses for using more power than you have.
@simon-rahnasto kiitos paljon for the very thorough review!
We actually changed the controls mid developement. First we had basic command & conquer style moving and we suddenly had an idea of menu blobs. After I slept on it, it was so clear in my mind, We dumped the classic rts contols alltogether and changed to the blob menu.
...when we looked at what we had made, we realized only as afterthought that those controls would translate straight for a mobile game 😄
@honey-pony Thanks for the review, nice to hear about the feel of the game.
Great idea about the story unfolding as we play! I'll see if we could implement something along those lines for the advanced edition after we have first made all the planned and promised features :)
@kickononnell We are in progress of making an advanced edition where among other stuff we add some tutorial. Actually there was already kind of AI-voice-overed tutorial that we just had no time to implement.
@honey-pony @jozgames @xedur @f1krazy @peter-sc @kickononnell @simon-rahnasto @silverlybee @mrevilguy @therealmoebius @sacredbacon @jonathan-ray-pollard @zah @mopifish
Advanced edition 1.107 released [Download Salvation From The Alien Planet **advanced edition**](https://www.blackenter.com/files/salvation_adv.zip)
**Advanced edition features** - Some game breaking bugs and exploits fixed - Separate scoreboard - Health Bars - Voice overed tutorial - Power works now - New buildables: Power station, Metal mine, Radio Tower - Boss waves - Unlimited pistols
We'll release updates still for a while. Follow me or ask me to tag you if you want to stay informed.
Quick fix [advanced edition](https://www.blackenter.com/files/salvation_adv.zip) 1.111 - Reset scores - Fixed bug where turret stands are left on the ground when destroyed - Added images to tutorial - Fixed volume control resetting when minimized
(all download links for the advanced edition always lead to the latest build)
tags: @simon-rahnasto @therealmoebius
@vivyhasadream
Thanks for the feedback! We ran out of time badly, I wasted so much time fighting some bugs that wouldn't allow the developement going forward... We had to leave out lots of stuff that we had graphics and sounds made for, just because time ran out to code them in.
Did you also try the [advanced edition](https://www.blackenter.com/files/salvation_adv.zip)? We're updating it for a while still after the jam and we have added many of the missing features to it already :slight_smile:
Update [advanced edition](https://www.blackenter.com/files/salvation_adv.zip) 1.114 - Escape opens pause-menu and does not quit the game - You can now repair damaged buildings - Health bars show colors - You can now upgrade generators - Balanced building healths and prices and power consumption - Fixed some bugs - Caused some new bugs
(all download links for the advanced edition always lead to the latest build)
tags: @simon-rahnasto @therealmoebius
Update [advanced edition](https://www.blackenter.com/files/salvation_adv.zip) 1.115 - Fixed high scores breaking if saved with empty name
ferrygame.png
Great game! I liked the clear radar-like graphical theme. The game looked and felt polished and the playing was satisfying. As a player of rts-games I was right at home. As others have sayed, I would have liked multi-selection though. I liked the ferry system and occupying the houses for better coverage and shelter.
Mood was great with the hopeless music in addition to dark colour theme and the fog (of war). The sound effects fit right in. The zombies surprised me at the beginning by suddenly sprint-killing people, driving in a feeling of keeping on my toes all the time.
Anyways, awesome work making an RTS in this little time **alone**! We also made [an RTS](https://ldjam.com/events/ludum-dare/50/salvation-from-the-alien-planet) with a team this Ludum and - barely coding - it was tons of work.
I played the game 'til the "lighten up the mood". I chose sea and now I cannot see any text. I hear the keystrokes though behindme.png
Solid simple game.
I have played these so many times with different themes (minecraft etc) so I'm used to this kind of games. I wish there had been a twist somewhere in addition to collecting additional orders but after ~10 puzzles there's not much new on the table. Maybe I'll finish later. Music is ok but had to turn it off after a while as it became jarring.
I had high hopes for mood from your earlier games. This game didn't have any of that, but it's a complete solid game and I couldn't find any bugs. I couldn't also tell how the game fit the theme, but maybe I didn't read the notes well enough or maybe there was more plot at a later point.
Oh and for the sounds, I liked the detail that there was different click sounds when you hovered the button :smile:
EDIT: I actually solved the rest of the puzzles and graduated. Good workout for the brain.
That was a weird trip :D ...good music and overall presentation. The style was consistent from beginning to the end. Humor was crazy :laughing:
I first thought there would be some gameplay choices, but then it seemed the other actions than 'strike' changed nothing, making the game feel like a long interactive joke. Good thing it wasn't a bad joke :D
Nice presentation! Your music choices were good for the mood and you even included one of my favorite songs by Kubbi. The fighting was a bit unfair as there was very small window of hitting the enemy without getting hit and also there seemed to be some randomness whether the enemy would hit you.
Overall I liked the oldskool graphical theme and the mood and laughed how the enemies would fly around when hit. Gameplay felt a bit lacking. Still a decent game :)
Mood, presentation and humor was great. Gameplay worked allright but was not my piece of cake.
Quality game anyway! Solid, didn't find bugs, easy to learn, polished.
Awesome bossfight! I love the 2.5D point of view and the musics are great. Gameplay also shines here as you can get really skilled in this game and avoid all hits, no attack felt unfair when you found a counter to it.
I played many times to the third level but never understood how to counter the "roar" attack and always died to it. Nothing seemed to work and I couldn't really tell where that attack was pointed and when I used shield, I just fell into a hole or something. Maybe I'm missing something.
Anyways, this is a polished game that is beautiful in many ways. I really enjoyed playing it even if I couldn't pass level 3.
EDIT: Actually when I tried again I realized that I didn't first understand the animation. It's a tail that spikes from underneath, isn't it? I didn't first notice it and thought that the roar just kills you... And when I died, it looked like the knight fell into a hole, but I just looked at it the wrong way.
There could be something signaling that the attack is coming from below though, for both signaling reasons and to make clearer what just happened... but I understand that cracks on the ground could be weird as they would have to follow the player.
Great mood and scary atmosphere. I don't know if I found all the herbs or not, of if something should happen if I fif, but I tried couple of times and in the last time I may have searched through the whole house and then just died.
The game didn't give much of direction so I just wandered around by myself. The red/blue meter was kinda unclear as one time the red was going down and another the blue. Health meter on the other hand though became clear quite fast. I liked the small enemies attack pattern, that you could go beat them up a little and then evade them when they aggroed and then again hit them. I couldn't beat the bigger enemies though.
Anyways it's cool game with nice line of sight system. Great job getting this done alone!
Good story, I liked the humour! I played till the end... I think... :D Gameplay was not very good though. Could have been a little bit better to not discourage players progressing the story. The visual glitches did not bother me so much but the actual dying unfairly almost made me stop playing before the next story part.
Nice little game. Played it to the end. I liked the cute player character alot! Other graphics were very simplistic. The vines looked cool as they were growing, but they could have used an outline. I found myself dying several times because I couldn't see the growing vine from the background.
Hitting was a good idea. The hitting animation could have included the hand. Hit range could have been a bit longer as you also easily walk accidentally too close to a vine when trying to hit it. Some sound effects also would have helped to notice when you hit something, when the vines grow, when you get hit etc.
Mood worked for me and it was already set at the cool title screen and the music added to it. The end screen looked good and also continued with the mood, being cute and grim at the same time.
Good game for your second one! Hope to see what you make next time :)
My ant has now got stuck in this block two times, no way to move and jumping and dashing doesn't do anything so I have to start the whole game again and watch the un-skippable intro. I wish you had a button to jump back to last save point. antgame.png
That said, I love your presentation. Intro and almost all of the art was top notch. I'm a bit biased as I love ants and other insects (our ludum game shrink&destroy from last year featured some), but the ant animations were great! Music was also fitting to the fast action of the game.
What could have used a little more love were the controls and hitboxes. Controls felt sometimes slippery, sometimes sticky and sometimes dashing into a worm would just stop me. I got stuck in blocks and walls etc. as if you had just used a default movement from a game engine.
Anyways, I liked so much about this game. I would have loved it, but control/hitbox issues made it a rage game for the wrong reasons.
Nice complete game for only a couple of hours of coding. Simple and clear gameplay and graphics. You could see straight away what is happening.
Only thing I would have liked to see is some score or "you kept robot alive X seconds" on the end screen so I would know how good I have played.
Good work, scratch is a good starting point in coding. You managed your time well and did not run out of it. Next time maybe try something bigger :slight_smile:
(by then you might have even started learning a new engine)
Fun idea with the reload and bullet upgrades. Sniper was definitely my favourite as it one-shotted many of the pupus :sunglasses:
Cool graphics and nice soundtrack. I've not played lots of light gun games, but for the genre, this seemed good and innovative. Not sure about the balancing. Is it possible to clear harder levels with the normal gun? What does the laser actually do? Seemed like to be a normal bullet that just went fast.
Neat solid puzzle, played all the levels through. You have the exact same light-dark-monster mechanics that our game has! :D
I liked the graphics and the puzzles were classical but rewarding. I would have liked some sounds though.
Cool game! I solved the murder :)
The mood was great, that voice acting and that noir music worked in perfect harmony! I liked the story unraveling when questioning suspects one after another. Black&white&red graphics had a nice sin city feeling to them and the art fit the cyberpunk noir theme nicely.
How to leave the scene was not very obvious and I first didn't manage to read the magazine because I tried first picking it up and then right clicking, but that's probably just my bad. The left click mechanics on items could probably have been left out altogether if you couldn't use items on anything. (or maybe I just missed some easter egg)
Anyways, complete and polished game. Great job!
Wow, what a great entry! Voice acting was funny, music was fitting, innovative game mechanics! Did I already say I loved the voice acting? :)
Nice, complete and polished. Played it through. I can't think of anything I didn't like about this game, sorry :sweat_smile:
This was quick fun that got crowded fast.
Loved it! Nice graphics but for some reason performance was terrible before I set post processing off and I have a decent computer and GTX1080.
I liked the music and the hovercar sounds were satisfying.
Solid game, I didn't find any bugs. Good job :)
timeloop.png
Congrats on the 3rd position in theme ranking!
I couldn't get any HTML5 games to work properly on my computer for some reason. This game was so laggy that it was unplayable.
Now I got to another computer to try it and it worked perfectly and I'm sad I couldn't review it when there was still time to do it. I recommend to make a downloadable build too next time if possible.
I played couple of runs through some levels before stopping. Got attack 3.
Anyways, I liked the mechanics where you gather firepower and then get to play with it. It was satisfying to get 4 better attack kitties in same phase. Graphics were also very nice :). The game would have benefitted from different kinds of attacks, maybe one kittie would freeze the enemy and another do massive damage on frozen enemy etc. so you could combo through the tougher enemies.
Was there possibility to win or was the game endless?
@narudgi I think the jam rules said somewhere that you can do conversion to different platform after the actual 72 hours... But I don't seem to find that rule at the moment.
Solid and polished game. Played it for half an hour to get to 870 but then quit...
You can get to a position where there is no way forward when the only platform is at the bottom of the screen. Also, I really would have liked to have full screen mode, as I died so many times when clicking out of the window's top or bottom
Otherwise, nice game. Gameplay loop kept me engaged for long time. Also, this would probably convert very well for mobile. I liked the graphics and the music & sfx that were a continuum from your last game :)
@jeremy-ryan Thanks alot for instructing the fullscreen. I must have been blind to not notice it, since there isn't that much text in the whole game :laughing:
After switching to full screen I finished the game in my second try :slight_smile:
eleven2.png
p.s. That song is so beautiful! Reminds me of compositions of the legendary finnish youth-gospel music composer Pekka Simojoki.
Great platforming albeit a little short. Could have used some sound effects in addition to music. Graphics were good, the titular capybara and the enemies were animated nicely.
Nice and polished game! Graphics and audio was great, gameplay good for the short time. The enemy team seemed to have even some decent AI. I'm not sure if there was a difference in difficulty between matches. Felt like at the last match Depth Seekers would try to kill my team more than the others but maybe I was imagining.
The difficulty was a bit easy through the game, I won every match at first try. Only on final match we had sudden death before I scored. I couldn't find any other grievances and no bugs whatsoever.
What best though is that this game's got character and attitude! :sunglasses: That's what makes it memorable.
Wow, this game was buckets of fun! One of the best entries I've played if not the best. Game is polished and solid, graphics and audio top notch. Heavy metal adhd mad max mood is well set :D
Ten seconds is an iffy bit too little time to build stuff from random components, the game could benefit if you had even one memory slot or you could juggle around already placed blocks or something. Still it was great fun when you can spy on enemy builds and try to make your own according to them and also the feeling of success is great when your build at last holds together and even makes it to the enemy carrier.
Great entry overall. Nice use of physics!
Oh, and I played it till we fell out of the cliff. Couldn't destroy the enemy carrier before that.
Weird but hypnotizing game. Music and colorful visuals take me to the flow, but my eyes wont be able to read the choices I make and I'm making them by color at the end. Humor goes wasted at that point.
Anyways, this was a polished clever manager game. Well done even if it didn't get me to play more than couple of times... oh, and I loved the idea of community statistics! Brings feeling of interactivity and community to the game.
Cool game, I like that kind of retro and glitch-stuff and this game had it all! :sunglasses:
Ran 667 meters and died of meteor that took me by surprise. Couldn't react to it cos it spawned as I was jumping up from a lower level and it came so suddenly.
Good and solid entry. Fun gameplay, nice simple soundtrack and low-key funny humour :)
Nice quick action.
Was there a time limit to the level2 or should the babies do something else than disappear when their age is full?
Anyway, it was fun. Graphics were good and the music fit the hasty mood. I liked the interactions that you could place items in the beds and accidentally throw the babies around.
Great game, nice puzzle levels. Maybe too much of precise platforming to my taste at some places. I played it until I got to room with big gamepad, then gave up when I died there. Restarting the level was too much at that point. Checkpoints would have done much to save my nerves in long levels.
I loved the techno track you had playing all the time and the humor was good. This game felt complete and polished altogether. I didn't find the anything to the theme though, maybe I should have completed the game to get it.
Nice peaceful game, played it through about 2 hours. If I knew the engine upgrades went up so high, I would have first capped the wrench and then begun to upgrade engines to save lots of time.
I liked the idea of shortening the time by upgrading the engines, it felt like Cookie Clicker combined with Starbound with exponential feedback loop and resource gathering. Two different resource gathering sequences done with same mechanics was a nice touch.
I expected to get some hostile life forms or such for some action and was first disappointed when there was no conflict at all... But as I gathered stuff and got into game loop, I got myself into a flow state with the relaxing music and it just felt right.
As many have said the end was too grindy, trees were so scarce, until I found a tree planet... I had abundance of all other resources in the end, but no wood and got into non-satisfying loop of going on planet, if not tree-planet, then going right back, waiting battery to be full and going again just to see it's still no tree planet.
Anyways, mostly it was a positive experience and a solid game. Good job!
I liked the retro feeling of the game. Sounds and low-resolution and lack of colors set the mood and the pressuring music fit the feelin of urgency.
Controls were simple but you could maybe have used some physics movement instead of the basic race car movement, or at least stop instead of bounce when colliding to walls.
The game was very unforgiving, when you saw the monster you already had to have some speed and at that point a minor collision would make you lose the game. That combined to minimal view distance made the game feel unfair.
Maybe a little zoomed out vision would have helped playability or if you wanted to keep the retro resolution, then some kind of minimap so you could predict at least the walls and maybe even the monster.
Funny game, played it through.
The power up mechanics were not all clear to me though. Could you stack power ups? Do you lose them if you don't activate them and pick another up? Is power up active for the current level or all levels? It seemed that sometimes fast bullets power up would go off after a time, but then at other time it didn't.
Anyways - apart from the power ups thing - a solid little game :)
@0x-void-x0
Thanks for playing and reviewing! Hovering over missing inventory items should tell where they are found and you find the referred places in the map. Still it takes time to search around, we might have exaggerated on the level size.
You should be able to see the monsters kinda glitching into existence for couple of seconds when the lights start to flicker, so they shouldn't surprise you. That's the cue to hide fast :cold_sweat: Also, they stay put when the lights are on and emerge at the same place where they phased out.
@jk5000 Nice that you liked the presentation and mood of the game. This time the mood was what we were going after :) ...In the end we prioritized making a full working game and didn't have much time left for balancing the speed and AI, so the game was left a little too slow.
@kevin-du We actually pondered within team if there should be separate sneaking button, so walking could be faster compared to sneaking and running would be even faster, but majority of our team thought that extra button would probably be too much clutter for so simple game...
So I made the worst of both worlds and made the default speed to be between walking and sneaking.
Running was also left a bit slow because enemies had to run faster than the player and the current enemy AI wouldn't behave on too high speeds and I didn't have time to tweak it.
@helen Thanks for the nice review! I take it the hints about the general location to find the items were not enough? I also think we made the map a bit too big. Also the items have multiple possible positions at the expected location for the replay value.
@jirrev Thanks for the feedback :slight_smile: And yes - The running is a double sided sword, it might get you to safety when timed right, but you get killed if you run recklessly... Good thing the monsters listen only when it's dark.
Nice music and atmosphere. Cute art :). Gameplay was simple and game begun to lag when there were lots of enemies. Should I get some kind of power up on pentagrams or just health?
The red mode fireballs could have had area damage so you could cramp enemies together and blow them up. Now the spawn rate will be so great there is no way to control the crowd in the end.
Cool simple game, played it to the end. I liked the serene mood floating in space. Nice Idea, haven't seen such gimmick of covering from a shockwave in this type of game.
I had some problems finding the next satellite, it was trial and error at places when I couldn't see the next rock or even a partially blocked shockwave.
There could have been some kind of ending though.
Good concept! I liked the forever changing labyrinth and the dark mood was well set with the darkness and the looping short music clip :)
Graphics were good, I laughed when your hair flipped when you changed directions. The swinging animation mas a little misleading as it was an arc but the real damage seemed to be full circle.
I played to level 30 and saw no mentionable change between levels... Except, why was the player faster on some levels than others? The game seemed to lag more after each run (I played the windows version).
Possible upgrades to future versions: - The enemies were too easy, they should have done more damage at least. As someone said, health should probably not reset after every run. - There could have been sounds for swinging the sword, hitting an enemy and getting hit, as well as the labyrinth switching. - There could be a visual warning what blocks will change before they change, maybe a second or so before the actual changes. Also visual cues for taking damage and maybe some knockback on the enemies would be nice. And they could leave bodies when killed, or have some kind of dying animation. - A difficulty/advancement curve would make the game interesting. Enemies could get harder or there could be more of them. And there could be loot as weapons, power ups, health potions etc. the possibilities are endless :)
Anyways, good start for a game! It piqued my imagination for many things it could turn into if you continue to work on it.
Nice game! There are not many "cave flight" games nowadays so this was a fresh take on harvesting :) Too bad I didn't find this during the review period.
I loved the pixelart. The city had nice feeling about it. Music or sounds would have made the experience even more immersive.
Control scheme was good but I can see people turning away from it as it required skill to control the ship. It kinda reminds me of classics like Wings2 by Miika Virpioja.
@lintfordpickle
It seems that caveflight games were a national genre for Finnish indie developers in the 90's. There was at least Gravity Force 2, Turboraketti, Auts, Kops, Assault Wing, Wham, V-Wing, Wings... and later Wings2 for online multiplaying. The Wings2 even runs on todays computers.
Yes - the deepness - or the meticulous dynamics and interactions between entities are characteristic in finnish indie games.
And yes, they can be difficult to find. Other good ones we played back then were Liero, Slicks n' slide and Mine bombers. Which of the latter two have spiritual sequel steam versions for modern computers (with different names though)
Nice entry, the announcement was the best part.
Something different to break the pace when trying and reviewing all the farming simulators. Great character animation and background. I laughed inside couple of times when reading the announcement 'til it looped.
Looking at my scoring for this, it shows how far you can actually specialize in certain category in the cost of others and still call it a successful entry :smile:
I had a nice relaxing fishing trip.
Graphics were nice. There was some staggering when moving with the faster boats, but otherwise game ran nice and smoothly.
I liked the fishing mechanics and the feeling of getting stronger and stronger in fishing. Also it was nice to see a huge fish in front of a dock in the beginning, knowing you can't anyhow catch it without some upgrade.
Overall a good simple game with cute character and also a message. I fished tunas to extinction in about 20 minutes.
tunas.png
What an adorable game! Loved the humor, graphics, music and pretty much everything! Very polished and complete game. This game made me smile and chuckle :slight_smile:
Playthrough left me wondering if the dialogue choices would have changed things, it was great being the lala :)
Only grievance is that it went laggy at some points where there were lots of items on screen. Especially the final music scene became a lagfest and that took little bit away from the enjoyment. I'm not sure though if it was just my computer or a problem in coding as I've had lags before in HTML-builded games.
What a strange game, I liked the dark mood with the musics and pixelart but eventually there were many musics playing at the same time and the cacophony was a bit too annoying. Also I quite didn't get what you had to do in order to survive... I made it to day three befor emy family died of starvation.
I loved the moment where you first harvested your tamagotchi "hmm... what does this button do? Whatta!"
The downloads don't seem to work and the HTML5 game loading gets stuck on 7% so I couldn't try the game even if I wanted to :slight_frown:
Alright, tried this again. I had to wait for a couple of minutes for it to load like you said.
The game looks great and the mood is awesome. I loved the menacing walking animation and harvesting the little critters. The idea of the game was good and I didn't mind the slow pace, but I never got past the boss enemy that attacked me. It seems the shield didn't work as I switched it on when I saw attack coming but still always got damaged. Also, the gun didn't seem to charge/shoot in any sync with switching it, so I couldn't use it consistently.
I would have liked keyboard shortcuts for changing each of the parts. Clicking the arrows was a little messy especially when you accidentally click multiple parts open (that's most likeky a bug)
I'm sad I never made it so far to see the mining part. The drill in the shop was intriguing. It's a sin that I couldn't get to see all the other cool animations of the harvester.
The game finally crashed on my third try at the boss and I didn't want to wait the loading time anymore. I hope you get the downloads working. I'd like to try a fixed downloadable version. If you update your game, even after the scoring, please tag me in the comments :slight_smile:
Nicely polished game but very short. I liked the mood and the graphics and the voice over babbling was funny :) I hoped there would have been more to play, now it was mostly speaking. But I understand that the lot of time for so small of a team went to making music, animations and writing the story. Ending was still good (or was it bad ending :D)
Ok game, Musics and sounds were great making the mood. I appreciate you using actual dog sounds! :D. Graphics were ok.
Gameplay was a bit too fast for a sneaking game and the camera didn't see very far and was a bit jumpy when changing directions. I would have liked to play full screen but didn't know how.
Controls were solid but maybe it would have been fun if everything was a little bit slower and you could charge to pounce longer and that way build up some tension. I'm not sure if you could hide behind buildings but it would make a good mechanic if it isn't in.
I did couple of tries and managed to kill lots of peasants but didn't manage to win the game. It was still some fun when I got the hang of it :)
Wow, what a speedy game! The controlling felt a little slippery in the ice levels but that was of course the idea of the ice. I liked that your character went among the walls like rollercoaster :D
I liked the challenges that got gradually more difficult, it got very hard after a while. I played to third level of the second round and couldn't do it anymore.
Nice simple graphics and good song :)
I had to come back just to tell you that I opened the game again today just to listen to the music as it was stuck in my head for couple of days and I wasn't sure what game it was from.
What a haunting song, so light, so mysterious :space_invader:
Funny game! I liked the Dune theme and of course dropping the guys to the worms.
For the gameplay I would have liked more interactions than feeding the worm and harvesting spice though... maybe making the harvester overrun some rebels or luring the worm eat fremen or something. The game also didn't seem to get any harder so the gameplay was one trick pony to the core and I died more from losing interest than actually losing the game.
Sounds were ok, graphics were good and fit the theme nicely. Nice of you go to the roots of harvesting, I give you extra for theme for that... As you might know the word "harvester" for RTS games comes originally from dune. Good work! :slight_smile:
harkonnen.png
Hilarious stuff :D
I loved the voice overs all the way from the beginning to end. Fun mechanics and you even had anticipated some players doing stuff out of order and it still didn't break the game.
Awesome polished game, I had a great run. I closed the containment in the end after I won and I think your pathfinding flipped the beans as the game turned super laggy :D
I liked that you made a farming game with basic mechanics but took it even one step further with the minions doing different tasks. Great ideas with the different jobs of the minions and at the end it all came down employing raccoons again :) Also, roads were nice to have so getting around dont feel like a drag.
I would have liked to be able to demolish stuff too, as I misplaced roads, walls and shelters sometimes and they were blocking my way of shooting and walking. At the point were I could afford the moles, they felt very ineffective compared to the gnome flood at that time.
Great musics and pro-level graphics and representation. Masterwork as always!
Found this just now. I thought I had played all the Dune themed games during the jam but I was wrong. Too bad as I liked the idea of this one and the theme was spot on. As others said, the later spice fields were too sparse and I would have liked to have some upgrades if milestones were so far apart... I collected up to 1300 spice before giving up as it turned so tedious.
Beautiful and polished game. Not very hard though, played it through in the first run.
The music was adorably gloomy and graphics were great. Mood was wery well transmitted with the music, sounds and the dark imagery. I appreciated the dual meaning of harvest too.
The game didn't get hard at any moment, maybe it was because of my choices or maybe it wasn't made very difficult, or maybe I just got lucky with rngsus. Anyway, it had interesting mechanics. I liked the pieces that were familiar from Blokus Trigon -boardgame.
All in all great job!
I was just getting the hang of this when... error.png
I'll try this again later and review it properly. Hopefully it won't crash on me again.
I downloaded again and it crashed again: error2.png
Okay, gave this another try, I played for about an hour and then accidentally dropped upgrade dice to shop and the game crashed :frowning2:
error3.png
Well, now that I knew how to play I tried again and played it through :) Nice and polished game, great graphics, music and mood. After only a little trying it was clear how everything works. Maybe I could have read the manual, but it was too much text before the game and not when you actually needed the info.
I loved the dice based game mechanics and different ways to go about beating the monsters and the equipment made different builds possible. I found that stealth+spear was my favourite as I could do stabs around in good spots. With later enemies I also broke their shield.
Overall this felt like a complete game. Only some crashes hindered the otherwise perfect experience. Excellent work! :thumbsup:
lapi.png
Heyy, nice game! There are not many "cave flyers" anymore nowadays. Even if this wasn't in a cave it reminds me of classics like Gravity Force by Kingsoft or Wings by Miika Virpioja.
I loved the feeling of speed and tight controls in this one and the mechanic that you could graze-orbit planets. Graphics were also fine apart from the enemies that looked like it was just a hitbox attacking me. The string of crops hanging from the ship looked satisfying.
Good music, maybe a bit "loud" in it's melodies, but playtime was so short before dying so the music fit, giving intense mood.
Overall very nice compo entry!
I'd like to see this expanded maybe with different enemy types, enemy mothership where the enemies spawn from, purchaseable weapons, drones, upgrades etc. If you make a post jam update, tag me in the comments! :slight_smile:
Nice and polished game. I liked the simple pixelart. The artstyle was nice and clear. Mood was well done, music was nice retro style game music that reminds me of old amiga games :)
Gameplay was innovative, using tetris blocks in clearing instead of filling and doing combos. I played several times trying to find best tactics between clearing lines and squares.
All in all good balanced entry! Nice touch with the quotes in statistics screen btw.
abduct.png
@hfsevans Thanks! We've actually been to ostborothnia and seen the process happen, so it's "based on true events" :D ...well, maybe not all of the "secret" endgame.
@initialposition Yes the first shotgun is ok if you are content on just scaring the animals, but if you want to go on a rampage (and at a point you might want to ;), the upgrade helps you.
@cievers Did you get the next level resources after the carrots? New shop items are unlocked after every new resource found ;)
@offdutyextractors I see you didn't play it for very long if you're saying that... Or maybe you were doing a pacifist run. Either case, you must have missed the next level resources and the endgame content.
@skopfy Kiitos for playing!
Awesome that you enjoyed our game!
Could you tell more about the bug? Did the wheat not come out of the harvester or did it not go in the silo? Did the harvester fill level still show full or was id bugged as well?
EDIT: I tried lots of stuff and couldn't reproduce the bug for the life of me and also no one of our team has encountered it. If it occurs again to anyone, please report the circumstances so we can fix it!
@boxedmeatrevolution @zluca
Wow! Thanks of taking to time to finish the game!
Over 2 hours though :O ...we should have been testing the full playthroughs while playtesting. I would have right out taken at least half away from all the prices if I'd realized it will take that long.
@multipixels @noeloskar
Thanks for playing and honest reviews! After reading all the comments it is very clear that we put the steps of advancing in the game too far apart... "So begin the grind" from the intro is now being too literal. And yes, there is more to this game than farming carrots :deer:
Everyone: I'll put an advanced edition up soon, with faster advancement pace (cheaper prices) and new upgrades to shop to make gameplay nicer.
@ale Oh no! I forgot cheat key for toggling the camera in the game :( ...You probably pressed F accidentally so the camera stopped following you... Pressing F again would have fixed the camera back.
Thank you for playing and reviewing, so nice that you still enjoyed the game
I'm making an advanced edition at the moment. It has faster pace and I'll publish it in couple of days. I'll tag you when I post it here (as a separate download of course) so you can try it again if you are still around.
@honey-pony Wow, thanks for the thorough review!
We realized only after first players to play through the game that it was way too long. We playtested all the mechanics and stuff but not the length of the game :sweat_smile: In particular, everything is too expensive and the game drags on for too long. All upgrades actually contribute to faster gameplay in their own way, but I'm not sure if the price is worth the speed addition. Also, did you get to the next resource after meat?
Pests spawning is actually pretty consistent. The more plants crops you have growing, the more deer will spawn. The more harvested crops you have lying around on the ground, the more birds will spawn. You can bait the animals this way by having large fields and loads of stuff lying around. Also, if you just scare the animals, they will be back after a while.
Nice that you found out good ways to use our game mechanics, I myself like to buy the better shotgun and harvester speed then bait the deer with 4-6 full fields and drive near when the deer are swarming and rapidly click, shooting them all in the face (or rear, they turn around too quickly). Also if you get far away with broken harvester you can press the stuck button to get you and mr harvey home faster. Also the last upgrade before the helicopter speeds up your hunt alot. Also the sound of starting the harvester scares the animals in small range. You can scare them off by driving around and spamming E.
About informing the meat mechanics... We originally decided to do a surprise game where you found the next level resources by accident. So it would look like an innocent farming game before you accidentally harvest an animal. We thought it would be way funnier if it was a surprise. Too bad the game became too grindy so most of players didn't even get to that part.
Now for the good part: I've already made an advanced edition, the playthrough time is less than 25% of the original and there's some polish and small stuff that didn't make it into the game. I'm on the edge of publishing it (as a separate download) already, but there is one new animal to be found that is very buggy. Maybe I'll just publish it now and patch it later if someone even wants to play it ever again. (I've also planned statistics and achievements for the full game.)
@skvader-418 Actually we couldn't have done a game in this short time without Clickteam Fusion. I cannot code this fast with any other platform. Yes, Fusion might be old but it's very fast to use, it has damn good community and bucketloads of free extensions :sunglasses:
...And just imagine what you could make with Fusion with more than 72 hours on your hands :slight_smile:
@honey-pony @simon-rahnasto @skvader-418 @petersanford @fuzzy-lobster @ale @parkuhrmd @skopfy @multipixels @pfannkuchen @zluca @boxedmeatrevolution @taikinaaa @noeloskar @cievers @initialposition @hfsevans
Advanced edition v 1.10 is up now! Featuring: - Cheaper prices - Better value for foods - Takes less than 25% of time of the original to complete - Additional upgrade levels for capacity upgrades - Whole new character speed upgrade! - A new animal (is buggy, will be fixed later) - Descriptions for the shop items - Some polish and bugfixes
[Download Escape from Ostrobothnia **advanced edition**](https://www.blackenter.com/files/escape_adv.zip)
Updated the post-jam download link
Advanced edition v 1.11 Featuring: - Endgame event if you still play after buying the helicopter (should activate soon if you didn't do a pacifist run)
Advanced edition v 1.12 - Fixed bug where resources were not reset after finishing the game - Replaced placeholder graphics for buttons and pointer icons
Advanced edition v 1.14
- Added clock - Show complete time in the end screen before credits
welldone.png
@hayricakir Thanks for the review, did you mean the sounds on the splash screen? Or the deer spawning sounds in the game? :D
Too bad I'm having such a busy day I probably don't have time to do any more reviews for this Ludum.
Nice game, played it past the sunflowers but it crashed now twice.
I got this far
harvey.png
and then
harveyerror.png
Anyways, good graphics, musics and mood. I liked the gameplay but it was little bit hectic. Good game idea and quite polished game overall :slight_smile:
I opened the game once again because I was in hurry yesterday and forgot to give constructive criticism at all. Well, here comes...
In the later levels randomness of the buyers' requests makes it sometimes very hard or impossible to make it before the time limit vs sometimes there are lots of easy bargains. The overall difficulty could also be cranked down a little bit, or alternatively make an easier difficulty mode as the current mode is pretty hardcore.
I found the planting under the player instead of the cursor a little misleading, same thing with the bargains, I ended up filling part of wrong bargain when I tried to complete smaller bargain.
Game becoming so hectic in the later levels, I'd love to be able to hold the button when planting/harvesting as the clicking is exhausting in all the hurry (we made that decision in our game very early on). Also I'd like to change the seed with mouse scroll, but I'm not sure if it's possible to make in a HTML5 game.
I don't know if it's intended but it's nice that you can use the crops from the last day/failed day. That way you can make it a little easier on yourself when you fail. However there is a bug where crops from the failed day become invisible and being so hectic in the first place, invisible crops make it even harder to keep it together.
The egg mechanic was fun, I would have liked to do something with the eggs. I don't know if it would have been a thing later, but I didn't get to "later" because of the crashes. Furthest I could do today was day 10.
Anyways, this is still one of the best entries I've played. I wish you luck and hope you get enough reviews in the couple of days to get scored!
Awesome relaxing fun game! Played it through and enjoyed the card system.
I wasn't sure when the plant seeds are added to deck. I didn't seem to be able to pick them myself. Balancing of cards seemed very good, having played this kind of card games irl, I felt I had good choices when picking cards or discarding them for gold. Too bad there was no use for the excess gold in the end when I wanted to just discard the card. Maybe it could have been spent to get a fourth card to choose from. (I thought about discarding cards from deck for a price too, but it could be too powerful)
I loved the peaceful mood with the tranquil soundtrack and graphics were nice and clean. I never felt that I would like to quit. I played it for about an hour I even continued to grow a second mythical plant just to see if there was different output :smile:
Only criticism is that the background graphic could have used some variance and the growth patches could either fade better to background or alternatively have distinct shadowed edges. Now they look a bit out of place in the harmony where everything else fits. That is only a minimal complaint though, but those things gave a hint of unfinished feeling in the first impression. As soon as I got to playing I quicky forgot about it.
Overall it was top notch polished game! Great job!
...Also, I see how this could be expanded upon. Taking the gold or maybe picking your favourite 5 cards with you and moving to a harsher environment to new challenges :slight_smile:
Very nice platformer! I enjoyed the talking animals and they even were annoyed if you threw them with a carrot. Nice little puzzles and platforming that took lots of good things from Super Mario 2
Only thing that left me wondering was that doors were little misleading when they show an arrow down, but you have to press 'up' to get inside. Otherwise good and pretty tight controls :)
Great amount of content in such a little time!
Nice game. There was not much of a challenge though when I learned how wine and winery works, but it was still fun planting and harvesting the different crops and slowly removing the obstacles so I could be even more effective.
Good simple vector graphics. Sounds were almost nonexistent, there was only a quiet tune that I heard. I liked that you feel more powerful when you advance and get to plant more of crops at a time. Also it was good mechanic that the plants in the middle produced more than ones on the edges.
I would have liked to rotate the view as I couldn't see behind the apple trees and I had planted them around pines. Also the wineries couldn't be moved or removed even in the end.
fieldsgold.png
Awesome game! It captures the Dune mood perfectly with the music, sandstorm, the screen shake and the relentlessness.
Gameplay was good, although it could have been a little bit longer with a little bit bigger spice quota so you could had been looking around for awhile longer and tried to balance the spice usage with couple more locations.
Graphics could have used a little work, the harvester animation and carryall looked a bit lazy art compared to other objects and backgrounds.
You also get points from me for theme as the term "harvesting" in rts games actually originates from Dune (as you probably already knew)
Nice work overall!
ps. Being barely saved from the worm felt crazy! :sunglasses:
dune2.png
Fun very simple shooter. I liked the theme of watering plants with souls but I didn't like that you could miss and drop the soul to ground and not retrieve it any way and also that you lost the soul if you overwatered a plant. These things could have been foretold in the game if it was intentional. If not, then you should somehow make sure the player can't throw the souls to waste.
Sound effects were solid and the action was nice and fast. I would have liked to shoot upwards/downwards though. Also some background ambient or music would have worked wonders for the mood that was now very quiet and plain.
I liked the graphic style, you could clearly see what is what and it reminds me of old times games. There could have been corner pieces in the tileset though - to make the floors/walls feel more complete.
Great entry, I give you full points for innovation!
Too bad I didn't have time to test this with my friends but the idea to make massive multiplayer desktop clicker was so wild I just had to try it before the rating time ends!
The game itself made my windows run slowly. Even just scrolling the windows on desktop was laggy when this was on, so maybe there could be some optimization on performance.
I liked the cute graphics. The UI was first hard to use as you had to click directly on the question mark for something to happen and I wondered if the game worked at all.
Anyways, clever and cute game!
Lots of work clearly went to this game, nicely done.
I liked the growing mechanics and bashing other players. It kinda felt like a real card game. In the end I utterly lost, I was not sure what was the lose condition. It felt that the game just abruptly ended.
The game was maybe a bit too quiet, some music could have made some kind of mood, now the feeling was playing against invisible guys with cards in ghastly silence that was only broken by some card and money sounds.
The graphics had some old retro appeal to them. If the pixel size would have been consistent throughout the background and scores too, I could have even called it stylish. I liked the change of graphics for day/night.
The game itself felt a little incomplete. The gameplay didn't change at all between the days. You got no more seeds than the 10 you had in the beginning, there was no worse zombie attacks and I could just plant the seeds to the leftmost soils so if I was quick I never had to even face the zombies. I could get money from the crops but had nothing to spend it to. Only way to get points was to kill zombies, but there is no scoreboard. Also there was no end to the game.
Sound effects were good in retro style, but the mood would have benefited from music or even some ambient that would differ for the night and day. Now it felt bit quiet and empty.
Overall a good start of a game. I wish you had got a little more content done. A game can be called complete when it has clearly a start, playing part and ending. Even if there was not alot of gameplay included, I'd say that a "full story arc" is important even if it was just one sentence or image in the start, some gameplay in the middle and scores at the end.
I hope now that you've done this much this time - and probably learned new things making it - you manage even more in the next game jam! :slight_smile:
Also, (maybe you already knew this) you should review about 20 games to get same amount of reviews so can you get your scores in the end of the competition (this weeks friday)
I caught some fish, then couldn't find the last fishes and finally I got caught myself and couldn't move anymore.
2.png
That aside, nice game! I liked the realistic wind mechanics and nice old map style graphics. The game seemed complete and polished apart from missing music and sounds at all, but maybe the old paper map doesn't make any sounds.
Well done simple game with clear graphics. I liked the retro look.
The game genre was not my kind at all and after a couple of levels it felt more like a chore than fun but that's probably just me. Still played it through to see if there was more mechanics to it.
Sound effects were good retro stuff, but the music got old fast and made me want to turn it off.
Overall the game worked solidly and was up to theme. Nothing mindblowingly innovative, but a classical puzzling game with harvest theme and also replayability in the form of trying to get all the stars.
Cute little platformer. Music and graphics fit well together. Controls are good and tight.
The pumpkin enemy was good but the sunflower enemy needs some work. The shooting leads to cheap deaths for many reasons: - It probably shouldn't shoot through blocks - It should start shooting a small moment after it is shown on the screen so the player has time to react - If player jumps over the sunflower, and the flower turns to face the player again, there should be small delay before it can shoot again. - Sunflower should telegraph their attack maybe with some animation of charging energy or tilting back before shooting
If not for the cheap deaths, platforming was fun and I could played even for longer level with checkpoints. Nevertheless, at least the game didn't overstay it's welcome :)
Nice game! Decided to try it out even when I'm not on computer and I enjoyed it alot.
...I played with smartphone but I accidentally quit it two times by misclicking to address bar and third time when I had already almost finished the game, only the green crown and two locked nodes remaining... by misclicking the phone's back button 😢 ...I wish it would have saved the game in cookies or something.
...anyways, the gameplay felt good and intuitive. It was nice finding out yourself what you had to do and Inever felt the need for a tutorial. Graphics vere minimal, clean and simple... Placeholder level simple, but it didn't hurt the gameplay. Instead it was really easy to see what is what when all the symbols were different and had their own colors.
Sounds were also very minimal. Some tune might have livened up the mood.
Gameplay was the strong suit, I liked the puzzle alot. I found it easy to learn and innovative as I've never played this kind of game and the closest thing that comes to mind is Factorio or Mindustry.
Good work! This game has good gameplay loop and could be expanded in many directions!
@jimbly I played this again now on my computer. A fourth try. Found out that you can multiply the throughput so mind was blown once again when I got to balancing the inputs and outputs and routes with this new knowledge! This time nothing could stop me finishing the first level... only after I realized what the green circle around the factories actually meant :sweat_smile: ...again I understood it just by trying things in the game. No cheat sheets.
Fun times! :sunglasses:
Fun game idea, it seemed to be more of a challenge for me to be in time to click every order than the actual need for more employees. In the 13th day it was overwhelming for me and I misclicked stuff in panic.
Anyways, nice and polished game, I liked the cute pixelart and the music was nice and didn't feel offensive or jarring even at day 13
HIIIRI.png
Great and polished game! The voice overs were awesome and funny, I adored the plot, how the Professor clearly did this all out of trying to get Terry's attention. I like your established, recognizable art style that makes all the games feel part of the same series. There was a good play on words how you got delivered a bomb and then delivered yourself through the mailboxes to deliver death to your tormentor.
Bossfight music was also epic. Only thing that bothered me a bit was that sometimes you had to be a bit outside the box to reach places, but the game makes you feel that if your characters shows red, they will die... Or maybe I just did the puzzles wrong. Anyways, the mechanics to move the darkness were innovative :)
Best total experience so far I've played this ludum :slight_smile:
Wow, really complete feeling managing game. Awesome graphics and mood, everything seems very polished. Played over an hour!
[isildora.png](///raw/a34/d1/z/5ac5c.png)
Isildora sure didn't look so impressed about my endeavours...
Great and polished game! Graphics were cute and plot was funny, sounds were good and there were no bugs.
Only thing I would have hoped was some more challenge. The enemies came frequently enough for you to get off the phone from time to time, but I didn't feel the need for the upgrades after the damage upgrade and didn't have to use the dodge roll for more than once when a cyan zombie was right next to me while picking the next upgrade. I think some rare special zombies that would do a charge or maybe explode for example, would mix up the gameplay enough for you to feel actually threatened.
Otherwise the game felt good, gameplay was solid and mood was there. Nice work!
Wow, whatta mood! Such a creepy atmosphere. Top level graphics and sounds too, with voiceovers and everything. I liked the dark horror theme and the flashlight added to the tension to feel the frustration of main character.
Refreshing and remembering the passwords was a simple - yet fresh - mechanic to keep the pressure on. I forgot the code only couple of times as my life depended on remembering it and didn't want to go back to reset it.
Action was hectic enough to keep me on my toes, bot not too overwhelming at any point and I liked that I could close the door and leave enemies there so I didn't have to deal with all of them. Plot was pretty grim stuff.
Everything was very well polished and the experience felt complete. This was easily one of the top three games I've played this Ludum.
I don't know if this works slower on some computers and is actually possible to play, but for me the control felt too sensitive and the bar went too fast for my reflexes to tap the mouse to hold in position. Also the progress goes down faster than up, so its very punishing when you've already tried so hard and got so far and in the end it doesn't... yeah you get the gist.
Nice drawings though. Also, when I saw the theme I thought that at least one developer must be feeling clever and make a game about giving birth :smile:
Great and difficult game, played it through using combination of gamepad and keyboard (and mouse where it was needed). I liked the message that the game was rubbing on the face of the player: Texting while driving is lethal and irl you'll more likely die trying than get good at it. On other aspects the game looked and sounded good, felt very polished and complete experience overall.
Congratulations!
Nice and polished game! Loved the pixelart. Gameplay loop was nice but could have turned harder over time. Now I seemed to be able to go on forever. It was nice that there were vertically and horizontally moving obstacles as well as still obstacles so you had to think your way through each differently. The end stats were also nice as they gave some summary to the game.
Hitboxes were a bit large, I ended up crashing into birds or bird feathers when I didn't seem to even touch them... Talking about feathers, the same birds could hurt you many times over as they're feathers also hurt you. That made it also pointless to kill them with boxes when you still couldn't avoid colliding into them any better than when they were alive.
At first it was not clear what buildings you could fly past and which ones you would collide into. After some trial and error I learned that the ones with darker outlines were collisionable and others were not... but even then there was a exception to this as interactable buildings (cargo depots and deliverable houses) wouldn't trigger a collision.
The procedural generation was great, it seemed that you were going through varied cities and countryside. The downside with that was that there were sometimes cargo depots and repair packs that were impossible to get and in the first run I died to such place when I didn't yet know what buildings were obstacles and what were background.
Despite the ranting, I liked the game alot and played it many times. I would have been even more motivated to play more if there was an online scoreboard and ramping difficulty in the form of speeding up or getting more obstacles... Alternatively there could have been an ending or a goal that you tried to achieve.
Good work overall!
airlivery.png
Wow great action game! The rocking music gets your blood pumpin' and its Quake all over again with the platforming and adhd action. Gets repetitive after awhile, but the mood is right there and its nice for how long it lasts :)
I don't know if there was an end to this game, but I died before long when the mailboxes attacked the center from three sides simultaneously.
RTS in ludum, awesome feat! I liked the concept of making logistics lines, it took me long but still played this through. Graphics were very nice, sounds were fitting, music would have enhanced the mood, the continous shooting felt mind numbing after a while.
The game felt polished and I encountered no bugs. Very innovative take on rts genre. Great job!
supplyheroes.png
@100th-coin Nice that you enjoyed our game and the plot twists! :D The dialogue actually opens a sub-application so it's basically a different window. For this reason we put the game to full screen and recorded the whole screen for that video.
...Thanks you also for making let's play, but anyone of our team couldn't open your youtube video, it just says it's "being processed". Maybe it's available later.
@100th-coin Okay, now the video worked. Hilarious stuff! I loved the different voices you made for the characters xD
I looked into the saving problem and couldn't reproduce it... There was something wrong with the LDJAM download link though, but we tested downloading the game to multiple computers from the Blackenter-link and the saving worked ok. Also we couldn't reproduce the not-grabbing-letter -bug in the beginning.
@joaopbax I was also amazed of the amount of story we got out. This was the first time we had a dedicated story sub-team in our game team and they worked wonders!
@yoddaa
No, we do not have itch.io at this time and of course it is not commonly downloaded, because it's the game zip. It has been rated only 14 times, so probably downloaded 20 times...
Also, I don't quite understand Chrome's logic for flagging files being potentially dangerous for not being downloaded much. With that logic every file is dangerous until certain amount of people have downloaded it? ...and how it becomes safer if the exact same file is moved to itch.io?
@100th-coin @nekowei and others who did a playthrough...
I made a fix for the scores. Some people reported getting an error submitting scores, and while I never got the error myself, I think that fixed it because some testers reported not getting the error anymore.
If you're interested, you can download again and try your hand in making a score. Esc skips conversations to save some irl time. (the game itself doesn't count time when a dialogue is playing)
@joao-marcello Very nice that you liked the game enough to try speedrunning, thanks for the suggestions :)
When you press esc there is "press if stuck" -button exactly for that kind of stuck-in-the-ground-bugs.. of course it possibly ruins your speedrun as you can lose some time being stuck.
@binroot Actually those are meant to be tree leaves and not grass, but nicely observed from the images. We actually had 5 different artists doing the graphics this time so it was bound to be a mashup of different styles :slight_smile:
What did you think of the gameplay? What about the plot?
@jin9310
Thank you very much for the nice and constructive review!
Actually we had planned some more gameplay elements like upgrades and speedboosts when eating bugs on the way, enemies and a way to defeat them, also branching storyline and a whole second map... Alas we had some challenges managing a team so big and also couldn't think of a way to balance all planned gameplay.
So we ended up cutting lots of planned content on the last day's morning. We stuck all the planned animals in a single map and went with it and in the end it felt like a good choice, as the game would probably have ended up too long with two maps plus the eagle chase.
@honey-pony
Thank you dearly for your long and throrough review! Nice to see someone recognized the amount of thought we had put in when making different aspects of this game.
We took something familiar from flappy bird and adjusted the gameplay to have a speedy feeling, that you would feel actually like the swallow and I'm glad that the feeling translated to you as player too. Gliding mechanic was idea from our main playtester and that little change brought surprising deepness to mastering the game.
The eagle part took lots of balancing and was actually made easier 3 times around while playtesting and developing... The original scene was hardcore level and enjoyable only to masocore players like myself, so I'm glad that I got second opinions about it before we published the game.
The obstacles disappearing to background was an oversight and not a designed difficulty feature. We should have put the collidable objects even more distinctive. Especially the one spiky vine camouflaging itself to the birch trunk was terrible mistake and should have been caught before release... But now it is what it is.
It was nice to hear what feelings our game awakened as - exceptionally this time around - we had a separate two-girl story team putting tens of hours to planning and writing the story and dialogues. Lovely that you appreciated the contrast of different tones in the storytelling, it was intended and even I got a dark feeling when I first time played through the game with most of the dialogues in and got to the second deer part.
Congratulations for making a high score! We seem to have some recurring speedrunners try-harding our games each year, so good luck trying to beat the top scores. Even I couldn't beat them this time :sweat_smile:
@mark-a-pressler
Thanks for the nice review,
I mostly gametested with a controller and a little bit with arrows+space.
Great that the story made you feel something... There might be many motives why the swallow did everything, or maybe he's just a yes-man doing what everyone asks.
In the last hours of the competition I realized that we didn't have voice for the main character. The sound team had already gone, so I quickly made some swallow imitation myself. Glad that it worked! 😅
Good music and great pixelart! The campfire glow on adventurers looked awesome! I liked the idea of the puzzle, haven't seen such innovation elsewhere. It seems though there could have been some more challenge, for example you might not let player stash too much stuff so you had to juggle even more with the items to prevent them going to wrong address... Or limited amount of adventurers/gear so you would have always gear them up to prevent them from dying, but juggle the gear around so they wouldn't collect the "wrong" enchantments.
Anyways, nice game and good work!
Pretty cool game! I liked the musics and giant worm theme, reminded me of Tremors or Dune :sunglasses:
Voice acted cinematic intro added lots to the mood.
First time the game bugged for me, controls didn't work properly and the car continued to go in circles until I pulled my gamepad out and I also got stuck inside the worm and couldn't move... Second time around it worked fine and I played it through.
Good story!
Not being a native english speaker and not being at my own home keyboard at the moment made it pretty hard to follow when there was lots of letters. Fun idea though, good musics and overall mood even if was very simple game. Great work for such a short time!
Very nice game! Played through the jam version and the advanced version. It had really zen atmosphere and I enjoyed building and upgrading stuff :)
Great creepy mood! I liked how everything is ominous, but the interactions change when you open the letter. Also, great idea to have some interactivity between players, that should earn you good scoring in innovation! I also left a message. I enjoyed the minigame of tic tac toe too :)
The game felt polished with good pixelart and soundscape. Only thing that gave a little unfinished feeling was that you couldn't quit the downloadable game even in the end without alt+F4.
Great job overall!
Nice classic GTA vibes! I wish the pursuer would have respected obstacles, but I see how that would have been too much programming for the short time. Otherwise, great mood and pixelart, nice controls. The game filled me with nostalgy and I liked the characters.
Haven't seen a game of educational genre before in ludum dare. Nice of you for using a gamejam competition to make something actually useful. I think the game was nicely depicted and you get to "make the baby" literally yourself as you drag the stuff around. Great work!
Where this "game" lacks in other fields, at least it *literally* delivered.
Nice and polished pixelart game! Graphics were great, music was nice and gameplay good. Although the gameplay didn't change and I felt I could have done that all day. There could have been some target or alternatively difficulty curve and highscores.
Wow, that was intense! The tsombies sounded angry and were clearly after my paketti :D ...Awesome dark mood, I liked that the flashight rolled around with my character. Music was pressuring and the darkness and zombie hordes made a claustrophobic feeling. Good horror stuff!
Online highscores motivated me to play so long I'd make it to the top list, great addition bringing some interactivity between players!
Nice and simple game mechanic, the game also looked good and polished.
There was a good amount of challenge in the game so I would do couple of runs to see how much score I can get. Online scoreboard would have encouraged even more playthroughs.
The sounds were fitting, but the music got old pretty fast. Maybe the song could have been a little longer or have ability to turn it off.
Cool game, I liked the graphics and music. Idea was nice, but there was lots of bugs, I slept and lost a team member and he still was on the list. I couldn't discard team members and couldn't buy more when the list was full.
It seems that features were unfinished, and I had to quit when the team got stuck and wouldn't move after trying to stop a dialogue with own team member. Still it was interesting gathering team members and juggling who went first and who kited the enemies while team got to shoot them.
Cute pixelart and nice music and sounds. Those elements made nice arcadey mood. The dialogues were a nice touch... Seems that our game was not the only one with a rude squirrel :laughing:
Gameplay felt little too slow and platforming was little clunky, but the level design was ok.
Minigames brought nice variety to platforming and all minigames were nicely different. Good work overall!
Funny stuff, nice audio and graphics :) ...not so much of a gameplay though. I liked the part where obstacles slow down the package so it's easier to push the brake in the right moment.
Nice bossfight game!
I would have liked to have changed the controls though. With Xbox controller A was hit and Y was roll... I would maybe set A to roll and X to hit, because it's slow to push Y up there to roll and then push A to hit. This was main reason why it took so many tries to win the game.
After death you could have had a checkpoint after the professors speech as the instructions were pretty straightforward and had nothing to do with actual fight tactics. Also, I died once after already beating the robot when touching the fist that had landed right in front of it in the way so I couldn't deliver the virus.
Otherwise the game looked good and polished. Pixelart was very nice. Some music would have been nice for the mood, now there was only beeping and some slash and smash sounds. I liked the gameplay despite the funny control scheme. Timing the rolling in and out of the range of attacks was stressing but fun.
Fists were telegraphed well but the guns could have also been telegraphed like heating up (starting to glow with heat) before shooting. The touch damage was a bit irritating but I'm not sure the game would have been difficult enough without it as it was pretty short when you got your moves right.
All in all, fun game :) Thanks for making it!
Nice physics based game. I liked the control scheme after I got used to it, definitely something not so commonly used :)
Sounds would have added to the mood, but the gameplay was fun. I played the game through and would have liked to play a level or two more.
Good game! The pixelart was beautiful in all it's simpleness, sounds were consistant but I'd expected some music too.
Gameplay was nice, controls were kinda funny as there were many shcemes. After some experimenting I went with arrows + Q and E. Difficulty comes from turning around being so floaty that you have to plan where you do it. Also aiming stuff to the cauldron without falling in it is a challenge of its own.
Nice to see that you too have ingame highscores. I would have liked to make scores longer than 5 ranks but I understand that compact choice so there is no need to make complicated browsing scores that don't fit the screen.
Fun exploration and defence game, mood was good and different items and 2-item combinations after getting the backpack made every exploration tactical as you wouldn't want to waste too much time because the waves are getting worse by the time. Good to include playing instructions inside the game as in the ludum page controls don't show up properly.
First game was wondering how everything works but second play I already had tactics in mind and played it through :)
Nice mechanics! I liked the idea of the game. It would have needed some balances. I think you the ship pieces should have separate health as now you don't want your ship to become bigger as it's only a bigger target then. That's my main gripe.
However I liked the brutalness of the game that you shouldn't miss much of the shots or they might bounce back to you and the idea of separating and connecting the upgrades was great.
The shooting sound was a bit annoying and the game could have benefited of more different sounds.
There was something weird in the controls. When I held turning button, the ship would sometimes stop turning and only turn again when I let go of the button and press again. I'm not sure if my keyboard just broke or if it's the game, but I don't remember having similar problem before this.
Nice and simple idea!
Mechanics are easy to understand even without reading the instructions. It reminds me of the board game "Ricochet Robots". I got 3900 points on my run.
Start and end screens would have been nice to make the game feel more complete. Online scoreboard would have made me play more times to compete with others. Some graphics and sounds could have introduced a mood and given more personality for the game.
For what it is, the game is solid, no bugs occurred. It's also right on the spot with theme! :slight_smile:
Playthrough in progress, but I wanted share that I probably found the wrong way up :sweat_smile:
ribbon1.png
ribbon3.png
Played this through, did I miss something? I still couldn't get behind that fence.
Lovely puzzle game! I liked the ribbon mechanics and I'm now tempted to play the first ribbon game as I never tried it back then.
Graphics and musics are great, the game feels very complete and polished. Main charater is cute :heart_eyes_cat:
I liked the feel of 2D in 3D world but sometimes it was annoying being unable to look around... And I encountered a bug where parts of the ribbon wouldn't come off anymore and had to restart. That's about all the critique I could make up of this game.
Once again a great game from you. I just wish it could have lasted longer! ...Still the twist in the end made my day :smile_cat:
Wow! This game looks so polished. Graphics are top tier and the musics and voice acting are great. This game had somehow a Twin Peaks vibes to it.
I liked the story alot, everyone had their motives and relationships to someone or something. I deduced the murderer quite easily after I had gone through the evidence and interrogated the suspects. I would have expected a fight in the end, but at least this ending didn't trigger any.
Talking about fights, the fighting mechanic was clear and simple enough, the bullets were maybe a bit too big to dodge. The fights could have otherwise been harder, maybe the gangsters could have done dashes or something. I don't know what the punishment for dying was, as I never lost a fight.
I would have liked to have some notes when I had inspected something or interrogated someone. If the evidence in the end wasn't so damning I would have probably forgotten some details that could have mattered.
Anyways, cool game that had a complete feeling. It's amazing how much you have done in so little time! :sunglasses:
@simon-rahnasto
thank you so much for the thorough review, nice that you enjoyed many aspects of the game. I tried to get the controls as near as possible to the classic cave fliers from the 90's.
We sadly ran out of time and some things are coming later as separate "DLC" in a week or so... That includes enemies, boss fight and scoreboard among other things.
...So missions were not randomized, they just missed some planned elements. We had great team that has skilled over time and also some very talented new people. Our lan-party part of the team was also 7 of the total 13 and it was nice and easy to handle the team that was under the same roof 😊
@simon-rahnasto I'll ping you for the DLC when it's ready!
We had especially thought out things that you can consider in speedruns - different upgrade sets will work better for certain routes so you can experiment to find the fastest way for you to play the different missions. So I'm eager to publish scoreboards and the additional game elements at the same time :slight_smile:
@krexor Wow, it's probably been over twenty years when I last heard the word "Turboraketti" :laughing:
...Turboraketti, Gravity Force 2, Auts, Wings, V-Wing etc. Good times! I've played them all. Cave fliers seem to be some kind of national indie game genre for Finns. All the more reason to throw in our 2 pennies too :smile:
@ludumdaredevil Thanks for the feedback!
This game was done quick and dirty and the sub-app system we used for both dialogue and the inventory screen wouldn't let them be open at the same time... Otherwise I'd put the dialogue right on top of the inventory screen in those cases...
However I'm addressing this issue in the DLC-edition of the game which I'm making at the moment. The flow for exchanging the quest items will be more smooth in that one! I can tag you when I release it, if you're still interested :slight_smile:
@technonugget Thank you for the nice review, glad to know you got so well into the mood of the game :)
For the mines and laser, there was actually some content we had to drop when the time ran out. Destructible walls, enemies, bossfight, scoreboards... But were doing a DLC edition where all the missing content can be played.
I've already done the bossfight and destructible walls so enemies and scoreboards to do and I'll publish it...Probably in couple of days. I can tag you when it's done if you're still interested :slight_smile:
[DLC version out now!](https://blackenter.com/files/CavescapeDLC.zip)
https://youtu.be/tSt2gJLZH7Y
Featuring: - Speedrun Scoreboards - Enemies - Destructible obstacles - Bossfight - Loads of bugfixes - Quality of life and balancing according to your comments!
@technonugget @ludumdaredevil @exofrenon @simon-rahnasto @loiclegrosfrere @rend @nick-baggett @krexor @lexyvil @anatol-dumitras @golovco-adelina @knightoftheday @riesyeti @nirlandec
Cool game concept, played against friend. Maybe could have been even more fast paced, I got used to the controls pretty fast. Music was good but maybe a little repetitive in the long run. I didn't face any bugs during our play.
Anyway, nice work for making a multiplayer game this polished in this time!
@nick-baggett Or you can do a DLC of the game, that you pack separately.
It's not unheard of that people make separate advanced editions that they explicictly tell NOT to rate for the competition. At least I'm going to add the missing stuff in a separate version of our game, as our great team made so much awesome material that would otherwise all go to waste.
Tried this game with a friend several times. The idea of shrinking area was fine but playing the game was not very fun.
The need of rotating toward mouse for moving hindered the shooting too much and we both felt clumsy all the time.
It could maybe have worked if you could strafe and the ships were slower but had a limited dash capability so you could tactically dash when the bullet hell gets too hot.
Musics were good, sounds minimal and graphics very simple but consistent.
We got some desync bugs, bullets not always hitting when they seem to and bullets on our screens showed at different places.
Anyways, good job for making multiplayer game with lobby. That can barely take loads of time to get to work properly depending on the engine. I have some experience of trying it and have never dared to try to make one for a gamejam.
Had some fun in this game, played it with a friend :slight_smile:
The mechanics were very similar that in Moving Out, but the robbery theme was a fresh turn.
Too bad for the lack of audio, the mission impossible theme fit the game well and we played it in the background but can't add that to score to be fair.
It was solid entry as log as physics games go, we didn't encounter any bugs but items felt to break a bit too easily.
Great game idea! I did that exact thing irl during Ludum Dare and now it's a game 🤯
The game felt nice and polished, I even tried to be sneaky and put the readied stuff on plates, but it still got hard juggling all the stuff at the same time. I liked the relaxed atmosphere that the music made in the middle of all the hassle on the grill :smile:
Tried this a couple of times before I could win the computer. Nice small strategy game! Enjoyed playing. Graphics are fine, but some sounds and music would have worked wonders for mood that was now mostly missing. Good work with the AI, it seemed that it was seeking for my weak points and hitting them.
Good job!
Great mood, the music was cozy and I liked the art. Everything worked as I expected and the game felt polished. I liked how there was some story to the game.
It could have been nice to have some difference between factions, other than the flag, but it would probably have taken a bigger team to make more optional content.
Pretty good game. Didn't need a tutorial to get the idea, trying it was enough. At some point the juice suddenly starts flowing really fast though so I get lots of misses from that point on. Maybe a less steep difficulty curve would be nice... It probably depends on game mode too.
Musics and noises were good, graphics even better. The whole game felt overall polished. Online scoreboard would have been great.
All in all, good job!
Also, toi näyttää kovasti lonkerotölkiltä :sweat_smile:
The voice acting all through the game was great, and this time you even gave the main (side) character a voice!
Also, I see what you did there with famous theme (you are not the main character) making a cameo.
While this game didn't make much of advancing clever game mechanics, it had humour to make up for it. 3D background graphics looked good and artsy and hilariously clashed with character graphics. I especially liked the demons with cute dresses and great singing voices in the last act.
I struggled some time with the jump right after the demon up the stairs and wasn't sure if I did something wrong, but after wandering around I went back trying it and finally got it right.
All in all polished game with nicely built comical mood where the mimimalistic music support the cartoony/playstation1-style graphics.
Good job, got some laughs out of me :grin:
Great polished game! The medieval mood was great and I liked the art.
It was fun hiring the heroes and trying different combinations to fight. The gameplay loop was addictive enough for me to play until the ending. I wish there was a recall button or something to save those barbarians as they always fought until they died.
There were couple of things that were not very clear to the player. One that I couldn't solve was what affected the team size? Sometimes there was 3 ppl parties sometimes 5. I thought I could just fill them up to 5 by getting enough heroes but it seemed somewhat random. Other thing was that sometimes the teams with new people started from the first level, but other times they continued the difficult levels where they had left before.
Other than those little unclear things, the game was amazing and I could have gone on for even longer if there were more upgrades and levels etc.
Astonishing polished game!
I liked the dark theme and story carried on by small chats. Characters and everything was very well drawn and in a unique art style. Music was great bringing the mood and sounds also fit the game.
About gameplay, I liked how many possibilities there were to summon different stuff and how you knew quite easily from the start what you had to do... But it wasn't always clear when I failed a summon, was it because it was in the cooldown or because it didn't recognize my drawing. I think most of the time I couldn't get it right so it was a maybe a bit too picky on what to accept.
On the other hand, it must be hard to code that kind of gesture recognition, many games on this ludum seems to have it though, but I have no idea how I would go about making such a system. Maybe there are some ready widgets for that in certain engines. Anyway, it's a cool mechanic and I liked that the game slowed down for the time of summoning, as otherwise it would have been way too unforgiving.
Otherwise than the pickiness and lack of response when summoning on cooldown, I have no complaints of the game. Well, maybe the enemies could have had weaknesses for certain attacks, or if they had I couldn't tell but I guess that fell out of the scope for you.
Awesome experience for a jam game, although that's what I could already expect of you :sunglasses:
Very good game! It becomes addictive when you get the gist of it.
To me it felt polished and complete. Pixelart was cute and macabre at the same time and the idea of piling humans was brilliant. The pounding drums and the ever rising lava kept the pressure on all the time. Score list motivated me to try to beat at least the lowest scores.
It was also easy to tell what to do after eyeing through the ludum page.
Great job, I have nothing bad to say about this game :sweat_smile:
Fun game making you think on your feet what golems to summon against the slimes and not spam just something because it slows down your elements. Art style was funny, there could have maybe been more sounds and some music would really have enhanced the mood.
Still, fun idea pitching elements against each other. I didn't encounter any bugs during the short playthrough :)
This was great game. Too bad I didn't see it when that year's jam was on. Tried to play it with wife, but she couldn't get used to controller controls. Would have been great if there was keybinds setup. The mood, pizzles and graphics and everything were great and I could see this evolving into knytt-stories kinda fun, but playing together. (I know it was designed for single player but still)
Such a sweet and funny game! I loved the voice overs and characters shaking while they speak and the humor that was so dumb it's funny :laughing:
I liked how you made summoning mechanics to bring variety to gameplay and invented a nice interface to make it feel you're actually summoning something and not just pressing buttons.
Nice story-rich entry overall!
@trogdor-20x6 That might have to do with your isp/locale. Most people can open the site just fine and we have never been able to reproduce that error.
@ecenizo @7uc4s Every other Ludum Dare, Chrome or antivirus has decided a new way to mark Clickteam Fusion executables false positives. We're quite frustrated with it too, because it seems we can do nothing to help it. Maybe next time we use godot and see if it still happens.
@dexitti-midifrogs
Magicka might have given some inspiration for me:
magicka1.png
magicka2.png
...I actually think everyone in our team has played more or less Magicka :sweat_smile:
@simon-rahnasto
Thank you so much for the thorough review and appreciating lots of details in our work!
It's nice to know our humor was appreciated. During the jam, the art team just made cool and hilarious choices by themselves that I was joyed to see when replacing the placeholder graphics :D
Great that you realized what I was after when making the tutorial and that it actually worked for you as a player. Playtesters were already all frustrated having to watch/skip the chats for the n:th time, so we had half the mind removing them... But I thought they were neccessary because on the earlier jams players have complained they didn't know how to do X and why Y happened.
Music and sound effects were all made by our awesome music team @dasnukki and @a4po and they also did the rap for the credits screen as they have for many of our Ludum games before :sunglasses:
Thanks for playing!
@colisan
Thanks! I've been using Clickteam Fusion for quite a while, so I'm used to pulling all kinds of stunts with it. You can check out our last Ludum entry [Cavescape](https://ldjam.com/events/ludum-dare/54/cavescape) where we had more resources on the hand compared to this time.
For the resolution, I know how to use different resolutions in CTF. As you probably noticed, we decided to use half HD (960x540) and 32x32 tiles this time, so there was still some space to work for the artists. Technically we could have used even half of that as you suggested. Probably we'll try that some other time to get even more pixelated retro-style and to save artists time.
Did you have some feedback about the game itself other than the resolution?
Nice game, I liked the voice overs and the idea!
I had some difficulties summoning things quickly enough and would be stuck with enemies before getting a portal, or even a tentacle. Tanks were a great idea, giving you some time to summon, but I mispressed the summons for d-pad so many times. Maybe all the summon recipes could have just had combinations of the four buttons as they are more readily available for the right thumb when using controller... I also tried to use keyboard but I still wouldn't be quick enough to do summons in pressure.
Other than that, the game was nice and I enjoyed the story and summoning a swarm of creatures to push forward to next power. Good work!
@honey-pony I literally thought about you just now and then opened Ludum Dare to see you have posted something :laughing:
I miss your games and reviews, you've always been so nice and thorough. I hope you fail hiatus-game in the autumn and participate again :blush:
...meanwhile I start learning godot so our team can evolve from single-coder-group to multiple-coder-group.
Clickteam Fusion has been nice and quick and powerful when you learn to use it and also my personal favorite dev software, but it doesn't support multiple coders, or at least not very well.
Fun game! I played it all the way through. It was nice thinking levels like a puzzle, where to drop which zombie and when to maximise damage and infect people and then amass the last survivors. Graphics were nice and screams were kinda funny. Good job!
Nice small game. It was simple but fun for what it was. Cute minimal animations.
All other spells felt useful, but I'm not entirely sure how buff helped. Did not notice cpu players using it. Also I would have expected X and C roll the spells in different directions, but they seemed to do the same thing.
@kjscott Thanks for the reply!
I have scandinavian keyboard layout and now when I tried it again, X or C just rolls the spells forward but V rolls them backwards. Probably pico has different presets for different keyboards or something. I didn't try a controller but I expect it to work properly.
cheesy.png
Yay! This game was difficult but fun. The mood was right on the point and I loved the hungry mob chasing the cheese and the guys from Attack on Titan lying on the ground just waiting to food roll in the mouth :laughing:
Controls were good and tight and when I got the rhytm of it, I begun to master the game. Still the jams spawning on the lowest corner were impossible to get so maybe the spawn area could be adjusted.
Humour was great with the pompous clothing and the accordion giving the music a classy touch. Great job!
Innovative idea for a puzzle game! I liked the music as it brought lots of mood even for being a short loop. Graphics and animations were neat and enjoyed the retro style, reminds me of old c64 games.
For the most of time the game worked well. Only bug I encountered was that I could accidentally transport myself into a wall with a demon and only way out was alt+F4. I would have also liked a way to delete a demon as I summoned quite a many in the last puzzle before clearing it.
I could see lots of potential for expanding this game as others have said in so many words in their reviews already. Nice work!
Nice graphics and voice overs. I enjoyed the challenges to get different prey.
Only thing bothering me was controls as the acceleration was somewhat stuttery and I had difficulties performing jumps even when I knew how I should make them.
Other than that, game was nice and cute and quite polished. I even made high score when I finally learned the fast route :smile_cat:
Great game!
The mechanics idea is wonderful and takes difficult platforming to a next level! ...Just the kind if games I tend to play. I can see how this could be too frustrating for many, if you don't like dying alot, but after a while you get used to the mechanics and start inventing ways to overcome obstacles.
Graphics and audio are top notch and the game runs smoothly. If it was longer game there probably would be more of a difficulty curve, now it turned hard pretty quickly. Still I played it 'till the end room.
All in all good polished entry that felt like a complete game.
Great presentation, the music, art and the story made this game worthwhile!
I also liked how I could use some spells intuitively, namedly ice and fire on the water :snowflake:
I didn't first realize you could move while summoning and thought the game was clunky, but when I realized that you don't have to stay still, it became more fluid. I wish the UI would maybe close if all spells fail or something, so you wouldn't have to double tap Q every time. We made a similar summoning system to our game, but I think your solution for opening the summon menu is still maybe better for not having to hold any button.
Also, it was hard to hit moving targets and the minotaurs would never pause for a long so I rather just evaded them.
Apart from that, nice game with great mood! In the end you understand the dog's point of view better :smile:
Cool ideas and great graphics! I liked how the combining system was intuitive when you had tried it once. square and triangle form a rocket, line and square a hammer etc.
I liked the different abilities and even replayability in new game plus trying to get to new places. Too bad there wasn't more puzzles to solve. It felt like the game was just beginning when it already ended, but I understand that you can do only so much with a team of 2.
I could see this as a promising start for a longer game :)
Funny idea, this could have been expanded to anything :D
Fun game, played it through. Nice mix of puzzle and simulation.
I liked how the game taught you in the earlier levels how eating different plants affect different pests. You could well guess that the third one was a wood eater when it emerged as no-one else would lay eggs when eating wood.
Great mood: I grow chilis irl and immediately got a creepy feeling about the aphids landing on the crops, the badass-music perfecting the horror 😁
Very nice!
Hi, I'm having the same problem that @tanis has. I tried it with different controls and even a controller and it would sometimes just stop moving and move only a little when a direction is pushed.
Apart from that bug, I think the idea is clever. I liked to circle around enemies in certain directions.
The game has neat looks and after reading instructions it was clear what I had to do. Only gripe in the mechanics is the same that @tuism already mentioned, that there could be some way to tell if an enemy is about to appear to some edge so there wouldn't be cheap deaths.
microwarsClipboard_10-21-2024_01.png
Fun idea! It was nice to try levels couple of times to learn the best driving lines. I think the camera angle made it a little hard to see the road ahead, but I thought this was very innovative game. Everything worked as expected, I didn't notice bugs other than ants.
Game felt polished. Music set the mood for racing :)
Well that was... different 😄
Hilarious stuff! I loved the old rampage back in the day, this was fun parody and the voice over made my day 😁
Great polished entry, the mood was set right from the beginning with music and sounds and wiggling letters!
I liked the graphics and enemies getting bigger and bigger, although the difficulty could have been a bit more challenging. I felt though that sometimes I didn't hit the enemies when I should have.
The last scene was the best as it felt very intense, but I think the flying enemies could have had a charging animation before shooting. Although I was never nowhere near to dying, I felt they got some sucker shots in when I had no info who was going to shoot next.
All in all very good entry, especially great presentation!
Beautiful but short point and click adventure. I liked the mood that the little sounds and ambient soundtrack made. It felt very polished, I encountered no bugs at all and no inconsistencies with graphics.
The dialogue was great. I liked that the robot spoke more like machine language that other robots would understand and not bother to talk in humanlike form.
Also the end twist was nice!
Great job 😎
Awesome game! I laughed at breaking the fourth wall "were doing that again" :laughing:
I liked the music and loved the dynamic voice over. Tiny creatures played a big role in this game and were used cleverly.
Level design was great and I'm astounded you had time to make all that in addition to all the graphics and sounds and coding!
Great and polished entry overall!
Great entry!
I loved the music and beautiful painting-like backgrounds.
Gameplay was hard at the beginning, but after some upgrades I realized that you could combo your clicks and not just hold and release and that made the combat immediately better.
The general idea of upgrades was great and I liked the impact that damage upgrade had to basic enemies, needing smaller and smaller charge to one shot them. The other upgrades grew a bit slowly compared to the total game time. Boss-enemy was clever and I liked dodge-rolling away and towards enemies.
Wonderfully cute and polished game overall :heart:
florianClipboard_10-18-2024_01.png
Great and polished entry!
Encountered one bug where the night feast wouldn't end and the game would be stuck. Not sure what triggered the bug, perhaps me killing a squeezeling during the feast.
Graphics and musics were great and made relaxing mood so I could play this for a long time all the way till the end.
I liked the evolutionary mechanics and the fact you could cultivate inferior creatures away to make way for the next pinnacle creature.
squeezClipboard_10-21-2024_01.png
Decent little complete game.
I liked the graphics alot, nice retro style! Platforming was tight and a bit unforgiving at places when you die at one hit. Still I played it all the way through.
About the audio: music made me want to turn off volume after a couple of levels, but the soaking sound on the other hand was really cool.
Wow, this looked and felt like those old games in PS1 back in the day. Music was great and I loved the small details like matches and old finnish penni's.
Gameplay was quite hectic and I got that you can ghange forms, but there didn't seem to be any balance between them. The water form felt ultimate in power and others felt getting stomped over when more enemies started swarming. I died several times and quit, so I'm not sure if there was an ending to this. It seemed like endless struggle.
Nice presentation!
Fun Idea, I loved the cute story in the beginning, told with images. The mechanics were interesting and were used nicely. I could also see this game expanded for more complicated levels. I died only once because I didn't know the cocoon cannot take a zap from bugzapper (why would it really? That was just me being dumb and thinking a cocoon is so hard birds don't damage it so it could stand a chance against zapper).
Graphics were a mixed bag. Part looked very good and detailed, part looked drawn in paint and part even stretched and resized images.
The music made a nice and relaxed mood. Enjoyable game overall. Played it all the way through. Good work!
Here's the map if it helps you... You start from the lower right corner.
We meant to put a minimap in the game but ran out of time. map.png
@bjornstenlund
Thank you so much for constructive feedback complete with picture to show it! I actually implemented some of your suggestions to the post jam version and I'm going to implelent event more just for the practice. It was our first time with godot so it took much of time and effort to get stuff working and some things we didn't have time to figure out in the 72 hours.
For the mushrooms, it was actually meant to be used differently making them to puff poisonous spores in the air but that content was cut out and our level designer decided to use them as decorations.
About the perspective, we were going to make a minimap but it didn't make in the game in time.
Nice of you appreciating the tutorial as in keys told in the chat windows. I actually planned to add the relevant keys hints to stay on the screen after the chat window closed but alas the time limit cut that off too.
@honey-pony
Thanks for the thorough review. Lovely to hear from you again :) ...I noticed myself that it was hard to sometimes hit the enemies, but it was too late to fix it and I haven't yet invented a balanced fix for it in post-jam version.
We built the map around the idea that the upgrades are optional so you could try different ways to speedrun the game, but in the end didn't have time to make the score posting component. We couldn't just copy it from previous games anymore because this was the first time we used godot so every mechanic I had previously made had to be built from ground up again in a whole new logic.
Nice that you see potential for a bigger adventure... Actually in our mindstorming session we went crazy and planned three levels, (getting in the house and then outdoors) with different hazards before we put a stop to it and downscoped with a hard hand
Next time we are more familiar with godot and I - at least - am stoked to try creating loads of things with it!
Wow, awesome game. Most fun I've had so far in this jam 😊 A fresh take on Vampire Survivors style autoshooters, having the whole team instead of just one guy.
The darkness and music sets a murky mood and there is even some story to go with it.
The mechanics work great and I'm astonished you have this balanced this well in such a short time.
Graphics are simple yet effective. You can easily see what's what even in a complete mayhem of ghost bullets.
I had to play it two times through (with only the first modifier) just to try a different build on second try and it was all worth it! It's nice to get such a beautiful combo of attributes :)
Thanks for making this!
impish.png
imp2.png
Great little game. I liked the pacing where you had to move around to ship. This reminded me of Lovers In Dangerous Space Time and FTL.
Nice pixelart, good music and fitting minimal sounds. Overall I liked the aquatic mood. Good work!
pillsub.png
Nice game! The downloadable version did not work properly and got stuck when trying to adopt puppies, but the html5 version seemed to work fine. After a while I didnt get any clients anymore.
Nice idea, cute graphics and sounds, relaxing if a little repetitive music. I liked crossing the dogs and strengthening different abilities in the bloodline.
Awesome game!
I liked the controls, the cars feel so speedy and you can burn some rubber when you hit the brakes. Voice-overs for soldiers and even the cars are great and I loved the automatto on the floor.
This is what indie gamemaking is all about! 😎
Great that you have made this multiplayer capable too, have to try this with friends 😁. I encountered a bug where you get stuck on a toy and couldn't get unstuck pressing backwards or forwards. Also Vessa-level wouldn't load. Otherwise it was a great fun and pretty polished experience.
Hemmetin siisti peli! 🚙💨
**Taste my friendship!**
magic2_Clipboard_10-22-2024_02.png
Cool game!
I would have wanted to have a little more feedback when the creatures get hit so I could calculate if it helps any to sacrifice gatherers or to run around the enemies or if you just should run past them in a row with as many warriors as possible.
After dying once after epmtying the resources and on second try gathering over 140 coins I thought it might be impossible to kill all the enemies.
I liked the concept alot though and if expanded, I could imagine myself playing this kind of game on mobile during bus trips etc.
Good job!
Clipboard_10-17-2024_01.png
Great graphics and mood straight from the 90's Amiga games. Also, interesting mechanics!
I got somewhat the hang of it and through the third level, but killed myself accidentally before starting fourth level while fiddling with body power generation.
I think there should have been more instructions for doing the whole body manipulation, it took lots of time to find out how it works. Also I think you shouldn't be able to die between levels, maybe it just would warn you "you will die immediately on the start of level if you don't rearrange the organs" or something.
I liked the idea of the organic puzzle (hehe) very much and this could easily be a base for a bigger game. I really appreciated all the details: spilled blood cells, muffling music when damaged, creatures acting lively, different enemy types, being able to change organs on the run etc.
The shooting action itself reminded me of Tapan Kaikki -games from back years... In good and bad. The gunplay had kinda good flow, but what could be improved would be ways to better dodge the enemies and most importantly telegraphing to a moment player before attacking. Maybe the enemy should stand still and aim. Something for player to react to.
In the end this game is massive for compo and I'm dazzled you could do this much content in that little time :open_mouth: ...It could have been perfect if the time had been distributed a bit more to the quality of life/tutorial and bit less to complicatedness.
Still, a good job!
Great and cute game, I liked all things about it!
Encountered only couple of bugs and had to make two playthroughs because on first run my bees would suddenly not light up anymore after giving the turn to enemies. Other thing was that you couldn't use same flower multiple times even if there was honey... at least I think you were supposed to be able to.
I liked the board game mechanics, it was fun to play as bees and multiply 💛. Buzz-sounds were life-accurate and even with the bit actiony music, the mood was nice and relaxing.
Great entry!
Cool idea and neat art! I played this for too long for my own good :D
Red and green I figured out, but I didn't understand what the blue transmutation circle did.
Game felt polished and I liked how you made great mood without any music and minimal sounds.
EDIT: I got even more titles, but the game bugged so that the diamonds would be invisible even after you die and start over, so I had to refresh the browser 😥 souls.png
Nice idea! I liked shifting the dimensions. The music was nice and the total atmosphere reminded me of the old Giana Sisters games from the 80's. Pixelart was well drawn and cute.
I wanted to play for longer, but always died when I jumped in the air here:
why_did_i_die.png
I don't know what killed me. I didn't even press the switch button yet. I suspect it's a glitch but it always happens at the same spot and it saddens me as I would have wanted to see if the switching was used more innovatively later on in the game, such as avoiding enemies in tight spaces etc.
Anyway - apart from that glitch and the lack of save spots - fun entry!
@vector3cat Thanks for the answer :slight_smile:
Tag me when you have the full game available and I'll try it out!
Fun game, I liked the music and the small details. The zooming out camera was a great idea :)
I got stuck when continuing after the end credits. For some reason couple of ants got stuck in place and would't move so the camera wouldn't get very far from them.
antsyClipboard_10-18-2024_01.png
Great mood! I liked the story and music. Too bad the gameplay wasn't in the same level. It took time to realize that you could actually kill the creatures, when they gave no feedback on single shot. Also a window was mentioned, but I just got a big enemy at the attic and nothing else. I take that you ran out of time there.
Anyways, one of the best mood in the games in this jam. I hope you keep that for the next time and add some gameplay :)
Simple complete game, played it through.
Cute pixelart but a little bit lazy for having many different pixel sizes.
I liked that shrink potion that not only gets you to go through tight space, but also helps you go more easily undetected.
As someone else has already said, I hoped too that you could see further away. I felt getting ambushed by single enemy when they enter so fast to view. Enemies could also make a slower turn around at the end of their track so player can react to them changing directions.
Music was beautiful and I loved the change of music when you get to the small section.
Good job for a first ludum game! 😊
Nice game! The music rocked and the visuals were nice. I liked the idea of snake going from room to another and eating creatures. Played this longer than I should have :sweat_smile:
The game could use little quality of life polishes though. I think it would be nice that player couldn't accidentally turn the snake inside a doorway. There could also be little pauses when you eat something and when you enter a new room, so you can assess the new situation, and some telegraph when you will continue again. Also I think the worm should wait a tick before continuing moving when you rotate, as sometimes you try to rotate two times to make a quick turn to grab something next to a wall and instead the move-forward-tick comes and you crash immediately after turning.
Other than those things helping the game feel more fair, I liked the game alot! The minimap and procedurally generated rooms were great and added to replayability. Snake getting his skin back was also a cool detail :sunglasses:
Good work overall!
Cool choice of retro graphics.
The game itself was pretty frustrating, getting shot from something you couldn't see killed it for me. Still I went through first level and almost the second level and tried the third one to see if I could do it.
Should there have been music? It was in the settings but at least I didn't hear any.
Anyways, the project idea seems cool although the game itself feels lacking. Maybe if I could just have enjoyed the feeling of speed more without being shot at by something hidden behind hill or otherwise far away, it would have felt better.
Funny and polished game, made me laugh. Congratulations on the first place!
Nice classic shoot em up. A little difficult when enemies are stacked together. I liked the mechanics that you could accidentally shoot the balloon and drop the box or destroy the box itself.
The boss took me by surprise and dropped me right away, missiles came so quickly I didn't know how to evade them when they seemed to home on me.
Game looked polished and musics and sounds very retro 😊
Very nice job! Apart from being short (as you already told so it was expected) great and polished game in all areas!
I really like the the retro style with "voices" for everything. The big and bright texts bring old Indy adventure games to mind. Plot was familiar silly stuff from that era. The pixelart is just lovely.
Yay! I resqued all the sheep. Fun simple idea.
The game lagged when dashing but not sure if it's on my end or common problem. That made it a bit harder to get into it. Otherwise clean game. Musics were ok, if a bit repeatative. Sounds were good. Scope felt a little small for a Jam game.
Great game! The power creep is addictive and its cool to get more and more modules so the mato gets longer. I played it for a long time and would have even longer, but got black screen and error in console.
matopeli.jpg
I liked the retro feel of the graphics. It reminded good old games from 90's and the destructible ground made me remember Liero. The soundscape was nice, but some music or ambience would have added to the mood.
Other than the initial crash, a nice matopeli!
Funny game :)
Loved the voice acting again, especially the band. The musical theme was nicely consistent with different styles depending on the scene. I almost didn't find the only upwards going way even after placing the item needed for it. Mostly polished game, didn't see actual bugs. The plot was fun too. Good work!
Too bad you didn't have time to draw and color everything.
Wow, nice story. Leaves you wondering what choices made difference or maybe all choices did. I liked the mood and story. There could have been even more choices, but it would have taken even more work to write the consequences for everything.
Anyways, the game looks and feels nice and polished. Maybe an end screen would have been good. Now the last text just stood there.
Phew, that was dark! Amazing mood, great graphics, musics and mostly everything. I loved the Lovecraft vibes in this game :black_heart:
The difficulty was good. I died on the first run when I wasn't efficient enough, but second run I already owned it and fully enjoyed the powers of different souls. Not sure if there was another ending, but I took every soul and completed the heart.
I liked that there was chatting and there were different tools to clear different areas/things and even the tower defence aspect. So much variance in single game. Outstanding work!
I liked the voice overs and the darkness closing in. Otherwise pretty basic item finding game. I wasn't sure if there was some other ending or if I even found all the bones, but after collecting lots of them I found the nest and went there. Also, I almost died but at the last moment found a golden bone, that was a good thrill!
Making a game with your kids sound lots of fun and also a great learning experience. Even as an adult it's a great feeling every time, when the characters and sounds you've created come alive in the game :sunglasses:
bonecollectorend.jpg
Great adrenaline pumping game! I played until got all the upgrades and also tried the ??? that was kinda trippy.
Nice graphics and art style, music and sounds supported each other in perfect harmony. Smashing cubes was fun and the roguelite features kept me playing for several times.
Well polished game. Everything looked goood and I faced no bugs.
@l6ria @eugenik Tell me more! What part did you exactly like? Did you play to the end? Was there something we could have done better?
@rise12600 @gonutz Thanks for wholesome reviews. Nice that our humor and mood worked so well! I wish we had time to playtest more and put in more hints for how to distract the monsters.
@kupnu4 There was a bug in the embedded version at first but we fixed it already on tuesday.
I tried the embedded version right now and could get to second level just fine :thinking: ...there is a possibility of failure there though as the wisp has to hit the player to continue, if that somehow fails you softlock there.
Anyways, thank you for the review. Our team worked real hard for the game. Its nice to hear you liked it!
@nexyisan Thanks for the praise! The butt wasn't actually naked. The darker part not supposed to be a shadow, it's panties :laughing:
@100th-coin Thank you so much 💛
Great playthrough! It's always fun and enlightening to see someone go through the game and to see how they react to everything. Loved all the voices you made for our characters <3
The mouse was supposed to move the grannys gaze (the flashlighty thing) and the gaze did couple of things inside the game. The weeping angels only follow you when you look away and the Troll gets temporarily blinded by the gaze... And of course you'd want to take a look at the detailed scenery with it.
I think you might have had a controller connected. If a controller is found, the gaze follows the right stick instead of mouse.
That bug with the wisp in the fairy ring is common. Because of how it was programmed if the wisp missed the player, you would get softlocked. I think that's actually gamebreaking and I could probably fix it so further players wouldn't encounter that bug.
@8bitcharlie Thanks for the review!
I'd very much like a list of what to enhance. This competition is all about progressing game-development skills and it helps if we know what we could do better!
@7uc4s
Thanks! ...and yep, I also wasn't sure if the center aligntment of text was the correct choice. It made the text creation a bit jumpy. But we decided to go with it and didn't change it while developing.
Maybe we try different kind of texts in the next game. If we make texts at all.
Nice game. I liked the astral projection mechanics, Hadn't encountered such in any game before. Points for innovation!
Graphics gave nice retro feeling and the minimal soundscape with the never ending quiet rain in the background made the mood nicely!
I liked the story alot. Now I must follow you 'till the next Ludum to see next part after the cliffhanger :sweat_smile:
This was great game! I was in zen -mode just plopping mushrooms after another. The gameplay loop was good as every upgrade felt meaningful and you felt more and more powerful. Music and the whole mood was relaxing and the character design and all graphics cute and clear.
I would enjoy very much playing this as a minigame in some other more action-like game.
Very good and polished game, no bugs found!
p.s. I picked this because I wanted to see how others do the mushroom theme. We had that too, but little different kind of mushroom collecting :D
I played it to the end, but got just empty text box at day 20
marscollect.jpg
Other than that an interesting puzzle/managing game! I liked the graphics and the music reminded me of early Amiga classics like Utopia. It really immersed me into retro space mood. Could have used some more sounds though.
Good stuff!
That was quick immature fun! It took a while to get the gist of it but after a while I was wall-hugging fart-surfing through the level at amazing speeds.
The game worked for what it was, a comical physics romp. Good job!
Wow, this is like full blown rts/tower defence with build orders and difficult tactics. Very nice!
I liked the graphics and the lots of different modules. Music was ok if a bit repetitive. I spent more time with this than I should have. Died every time to the first missile boat, once almost tiegame as both were sinking. The difficulty ramps up pretty quickly for how many levels there actually are, that could maybe be less steep.
Great intense mood too. This is the kind of game I come to gamejams for 😎
Nice mood and pixel graphics! Good platforming and evasion challenges. My character wouldn't move after opening chests, so I had to satisfy the king by not touching any chests.
I was very interested to try the multiplayer content but got nobody to play at the same moment with me.
Good job!
Nice mood and great plot! The monster felt actually scary with the noises. Like @vhalenn I would have liked to have several hiding places to not always run back to first screen. We had actually pretty similar hiding mechanics in our game.
Fun game! Encountered a few bugs but apart from that it was a nice and innovative puzzle. Haven't seen that kind of logic before where you upgrade and downgrade to get to places.
Music was pleasant, graphics pretty good, although the scenery could have used some polish. I liked that the different robots had some personality. The character style somehow reminded me a bit of the old Bubble Bobble.
The ending went just to main screen without any end screen. I think the game ended there when I walked out of a level.
metalobaza.jpg
I had trouble getting the full screen in the ludum page html5. Also, I couldnt play the version in itch.io because clicking the link it said page not found... So I had to move scroll bars around to be able to see things on the screen when I went higher or lower.
Apart from bugs and little need of polish, it was a game well done :)
This was funny!
I got everyone happy in the end. Nice that you had to use your head a little to get everyone what they want.
Graphics style had lots of personality. Soundscape felt minimal but did it's job. Waves sounded good, but some more ambient sounds or light music during gameplay could have added to mood.
I liked alot how everything - even in the main menu - reacted somehow to mouse hover.
Good work!
Great mood! I loved Knytt Stories and this has similar vibes. Jump puzzles were on the difficult side, but I liked how there was a progression through skills. I liked the cute pixelart on character and the painted backgrounds were nice.
The ground could maybe have used a little more texture, but I get it that you did this alone and there's only so much time so it's good you used it to make content.
Good job!
Cool visuals and pixelart. Much is transmitted to the viewer in almost monochrome low-res environment. Nice retro music and sounds. The level desing didn't use much the "sonar" logic tactically. You were jumping all the time anyway, so the level was kinda always visible. It could have been that you had to make certain spot vibrate to see the platform forward or something like that.
Dialogue was a nice touch, I stayed to the end (I think).
Anyways, nice game for the compo! 😎
p.s. I found a bug, in my first run the note-text would loop through the whole game and I couldn't get the end dialogue... I played again and didn't touch the cursed note to get the ending :laughing:
beacons_Clipboard_04-27-2026_01.jpg
Sweet game!
Cool idea for utilizing both scenes together in the puzzle, I would have liked to solve even more that kind of puzzles! For some reason I struggled for a while to get the mouse to right place on top of the lighthouse, but otherwise everything worked fine for me.
Nice art and soundscape. Like something out of a storybook. Lovely mood :revolving_hearts:
Great job!
I got everything else without hints but the desert one.
Pixelart was good, soundtrack was nice and chill and the sounds were retro. Game felt polished overall, no bugs that I could think of. Funny ending ...and everything explained without a letter of any language! :sunglasses:
Overall a nice mysterious puzzle and great expansion of the classic snake game!
Ahh another lovecraftian lighthouse game! (we made one too)
Very nice pixel art, I like the classic style cramming so many details in low-color, low-resolution environment. The pixel gradients especially make it feel very retro :sunglasses:
Loved the ambience and the voice acting is a nice touch and worth the effort.
Everything feels polished (apart from that little dialogue bug) and the mood is well transmitted.
I liked the dual use of the theme. Lighthouse is signal for the ships and in the lighthouse you get a signal.
All in all, great job!
Cool! An awesome idea to actually use signal for a platform :sunglasses:
...and there even was a game for if you are brave enough to open a file... Twice!
Played it till the ending :)
Great game! I thought it was easy to get into and interesting to find and optimize all routes.
Nice and polished entry :sunglasses:
factory_Clipboard_05-03-2026_01.jpg
@alexhonor way ahead of you, I already had tried the demo too :smile:
I think that kind of incremental game could warrant Steam entry for a right price. Just make loads of upgrades and things to achieve so player doesn't run out of things to grind for... And slowly drop in some new mechanics along the way.
Nice one!
This was a clever puzzle with mechanics I had never seen before anywhere! As always, voice over was top notch. I liked the humour and the boss fight was good break of pace to the already defined mechanics. Hand drawn graphics are always bringing character to games and yours already have established a trademark style that says "made by 100th coin"
I didn't realize first that I could remove clicks and it took looking at keycommands and some forwarding and backwarding to understand what I was doing wrong when things just happened when I tried to replay timeline... But after that it was pure joy :)
Good job!
Great game! Everything seems polished.
The music is nice and didn't start irritating even after many loops, graphic style is sweet. I liked the puzzles and to me the signal idea feels fresh. The main character is surprisingly cute for a wifi-router :D
I played the game through and there was loads of level made in the limited time. I enjoyed it all the way through and liked those small bits of lore dropped as dialogue from other failed routers. Ending was cute and satisfying <3
tinysignal_Clipboard_04-30-2026_01.jpg
Neat looking game!
The cutscenes were wonderfully done. The gameplay parts were gorgeous too.
It was a bit difficult to know where to go and I'm not sure if I did the jumps correctly at the first lantern, but I jumped straight over the thorns and then up from there. The next jump puzzle was also pretty unclear and I ended up finally jumpin from one roof to another instead of the steps you put in there.
The falling platforms were bugged, at least the first one, and it would fall all the time and not let me jump off it when it was falling. I had to dash to the next one. That seemed to work correctly as did the third one.
Despite the level design and bug, the movement felt good. Camera angle was little difficult, but it was still okay.
Music and soundscape were great and fit the atmosphere perfectly. The mood was the strongest point of the game and carried me to the end even if the platforming caused a little frustration.
Good job!
What a sweet puzzle game! Nice fresh mechanics with current theme (drones).
Everything seemed polished, graphics beautiful, soundtrack pleasant. I also liked that you could teleport the drone back if it got stuck.
Gorgeous work!
Great music! I liked the mood even if there were not many sounds.
Physics in games is always awesome and this was no exception. Although in the beginning I succeeded to softlock myself multiple times by stashing all the movable stuff up and then failing a jump and unable to reach them anymore... But then I played more safely and got to experience the rest of the game.
Puzzles weren't very difficult, but I liked the part where I had to drop the ufo. Nice usage of the mechanics there.
Nothing was explained too much, but the game still transmitted the feelings with the overall mood and the end cutscene.
Good work!
odyssey_Clipboard_05-07-2026_01.jpg
Nice entry! I give high score for innovation and theme for this one :)
I was half expecting some jump scare the whole time when there was that kind of background. Nice idea with the old crt tv. I wonder if there were some secrets in addition of the normal gameplay. I tried to look for them but didn't find any... Not sure if I dialed through all channels in the end though.
I think it would have been cool if some obstacles would have faded away when tuning it a almost off-channel.
goingtohell_Clipboard_04-23-2026_01.jpg I think I played this game through... softlocked from playing anymore :laughing:
Polished game with lots of fun. I liked the humour and dialogue and especially mechanics! It's always fun to play with physics and try to do different solutions to problems.
In the end I could recognize the suicidal people from afar so I yeeted them behind the invisible fence down of the level... And then yeeted loads and loads of "normal" people to the train tracks so see a massacre and test for consequences. I was amused to see that those people didn't count as casualties at all. Apparently god wanted only to save the worst depressed people and others were just collateral damage. What a moral for a game :sweat_smile:
Anyways, I had more way fun with this game that I should have... so great work!
Mouth sounds were funny. I mined for some while. Physics are fun, but I'd had liked to have some progress, maybe enemies or other materials, or juts a quota to trigger ending.
I liked the minimal soundtrack. Graphics were good and the space mood of getting stuff done was transmitted.
astrominer_Clipboard_04-23-2026_01.jpg
@towercrane The amount of people might be a little misleading. Many of them couldn't participate full time because of work, school, visiting relatives etc.
@colisan
If you liked the song, you should try our previous games... They all have similar style credits rap song from the same music team :sunglasses:
@100th-coin Thank you very much for the voice acted let's play! It was awesome to see someone play our game through. We were worried that the difficulty was too high, but maybe we got it right this time around!
I was pulling my hair through the video as you managed to evade most of my tutorial! :sweat_smile:
- In the first level, if you had lighted the smaller beacons in the first level, you would have gotten tutorial texts for how to link the beacons to each other. - In the second level if you scrolled outwards AND inwards, it would have triggered the next tutorials for how to use cannon and the sonar - -> so in the third level you didn't know about the beacons NOR the sonar yet... And it was the hardest level. I feared for a rage quit, but you just found everything on your own :heart:
As you might guess, we had planned more levels... Total of six, but they had to be cut down to three when time was running out. I decided still to put all the story in, putting multiple pieces of story in the same transition screen. Dialogues from the three missing levels were left out and all the elements were put in the game in bunches instead dropping gradually one new thing per level.
Even if it was now more rushed than originally planned, I think we knitted it pretty well together :sunglasses:
Very nice game!
The voice overs were great, dialogues funny and graphics cute. It felt very polished and complete and the use of theme was nice as you gave direction-signals and go-signals.
The game was good length and puzzles easy enough to play through quickly. There could maybe have been more of a difficulty curve as I didn't feel it getting harder towards the end.
Great job!
Great mood and shader style. I liked the voice overs. Music was spot on!
Cool idea with the vague instructions and that you had to figure out the suspect yourself. Too bad there was no feedback on whether you assassinated the right person or not. There were loads of red herrings at least. Nice work with all the secret passages too.
It seems you might have planned for even more content but then cut it off.
Nice work with the noir atmosphere! :sunglasses:
Congratulations on the third place!
This was nice, clean and simple game concept with puzzles that make you scratch your head. Music is serene, so it's not stressing at all to settle the orbits in peace.
Also, genious idea of speedrun time scoreboards in a game where there's no actual rushing to make things!
signalite_Clipboard_05-11-2026_01.jpg
Nice game, music and smooth graphics set the mood, and there was good pace going on all the time. Sounds were pleasant and everything had their own sound. Graphics felt mostly polished if not for some sharp edges here and there.
I liked the design of the main character and the cartoony style of active objects that made them distinct from the background.
Game was quick fun and even a puzzle to break the pace. Good job!
Nice tower defence with fresh mechanics to priorize building and manufacturing. Looks polished and music was pleasant.
I played it through. Maybe could have been a little more difficult. Still, kept my interest to the end. Good job!
frontier_Clipboard_05-02-2026_01.jpg
Nice soundtrack! I also liked the hand drawn graphics with lots of personality. Was that the Kalevala hat "väiski" on the wookie's head? :laughing:
Gameplay became hectic really fast and I think sometimes there maybe was no item that fit the bill before the buyer went away, but I might just have been mistaken about the size or something else.
Anyways, cool idea and nice mood with the radio and all.
Nice game. I've always liked games about ants. I don't know if there was any end to it, but I enjoyed the flow state quite a while. Nice idea about the pheromone ants, fits the theme nicely. Tutorial was good, it felt like coming into a new rts game and quickly learning the ropes.
Pixelart was mostly nice. The upgrade ui looked a little rushed compared to other art in the game. I liked the dynamic music that kept my mind on flow as I managed my ants around.
All in all, good game. Expanding this could get interesting. If there were enemies, it could become great in the same lines as Creeper World or Particle Fleet: Emergence.
antwork_Clipboard_04-23-2026_01.jpg
That was quick fun. Simple retro soundscape and good clear pixelart. Everything was pretty clear from playing a couple of times and it took several tries to get through the game.
Difficulty curve was good as bombing got gradually more severe and when there really wasn't hurry, I realized stopping at times was a good tactic.
Fun minimal ending for a fun small game :)
That was hectic!
You had the same idea that we did, although you made it more lightweight and simple :)
Everything worked as one could expect. I encountered no bugs. It was fun using light on/off tactically to not distract the wrong ship. In the end it seemed impossible to go on.
Music was okay. Some sound effects or ambiance could have added to the mood.
lighthouse_Clipboard_05-04-2026_01.jpg
That was interesting!
I probably should learn more about sine waves to better understand how they add up to a signal, but I got four satellites decrypted before the game made a sharp scratchy sound and crashed. Too bad, I was enjoying some foreign channel playing spice girls.
Cool idea, I at least spent more than healthy amount of time trying to work out these mysterious satellites. If not for the crash, I probably would have tried to complete it all.
The game felt a little raw, but I liked the mood that the light mechanics set. The cone of light could have gone a little further though, as now it seemed I got sucker-punched by the roaches.
Wow what a great entry!
RTS is hard genre to make and you still got it! (we've tried it couple of times, maybe our current game counts as one too)
Your game feels really polished, graphics and sounds are awesome, even the glimmer of the sea! And it's also awesome to hear someone else making a song for the end credits. Also what was that whale about? Pretty random ride :laughing:
The pathfinding works wonderfully and as an rts player it was quite easy to tell what to do. The difficulty was non-existant though, I blasted through the insects with my mushy army like they were nothing. Some challenge was only thing that would have made the game even more fun. As it is, it was still cool to expand, build up army and see the little guys carry stuff around.
The colors weren't explained, but I take it, they were for controlling different groups.
Anyways, I could see this becoming enjoyable full game - with some balancing and variance of enemies (and maybe the good guys too).
Awesome job! I'm following you guys for the upcoming jams as I want to see what you create in the future :sunglasses:
mushroom_Clipboard_05-01-2026_01.jpg
Nice work! I liked the visuals and the story. Neat puzzle mechanics too.
I liked the plot twist ;)
biological_Clipboard_05-02-2026_01.jpg
What a fun little farming game. Neat pixelart, funky music and nice relaxed gameplay. I liked the combination of farming and decoding.
The language decoding reminds me of Chronicles of Teddy, but there it was even more complicated as symbols were syllables in alien language so you had to learn the alien words that were composed of the syllables.
Anyways, nice polished game. Could have done more of this... It would be a perfect minigame for a terraria-like survival game for example.
hubble_Clipboard_04-24-2026_01.jpg
Funny game. I liked the dad's frustrated grunts and the boy's yells. Minimalistic pixelart is well done.
Cool game!
I can see you've played your Desert Strike back in the day. I liked the mechanics of picking stuff up. It was cool to have at least one alternate ending too.
Animations were smooth, but could have used more ballsy sound effects for stuff happening.
Overall a good job :)
Nice idea and execution of team based tactics.
There could have been in-game hints at the keyboard commands so it would have been independent of the ludum page.
It was fun to move the units around and make them shoot... and distract the enemy fire yourself while the executioner squad keep picking off the enemies.
In game graphics were good pixelart and the symbols were clear. The game was pretty quiet and some sound effects would have gone a long way to create more mood and character for it.
Still, it was nice and quick fun 😊
I got stuck but luckily there was the unstuck key! stuck_Clipboard_05-01-2026_01.jpg
Great game! I liked the realistic car mechanics and loved all the small details you've put into the car, like working windshield wipers, lights, handbrake, doors and everything! ...you even modeled seatbelts and survival stuff on the roof.
Even if there was no conflict, the mood really made the game. Rain, foggy windows and everything. Also. unbelievable size of map for a jam game!
Great and polished job of the whole team :sunglasses:
auto_Clipboard_05-01-2026_02.jpg
Sweet game! I've always loved playing quadruped creatures so the hitbox is more horizontal than vertical. Atmosphere is captivating with beautiful pixelart, soundtrack and ambient sounds.
Nice idea of telegraphing the dangers too.
As others have said, the underwater movement could use some love. I almost quit playing when I thought I was stuck in the pond. Nothing in the animation gave me the hint I was swimming instead of jumping, so it took me many tries and deaths before I realized it was mario-like jump swim.
Also, even when I had realized it, it was difficult to control underwater. Also, there were some points where I jumped down from a tree and landed on something lethal without seeing it beforehand, maybe that was just dumb of me or maybe level design. There was always constant hurry to get to next shelter so I didn't feel like slowing down for too long.
Anyways, the game feels mostly polished and the survival theme keeps player on the edge. The feeling of being just a small squirrel is well transmitted to player. good work!