Foon → Ludum Dare Explorer → Users → torcado
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2023 | 54 | Limited Space | windowkill | jam | 4.58 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2025 | 58 | Collector | Windows Explorer 2 | compo | Innovation | 4.51 | |
| 🥈 | 2023 | 54 | Limited Space | windowkill | jam | Theme | 4.77 | |
| 🥉 | 2023 | 54 | Limited Space | windowkill | jam | Fun | 4.57 | |
| 🥉 | 2023 | 54 | Limited Space | windowkill | jam | Innovation | 4.71 | |
| 🥇 | 2023 | 52 | Harvest | Grow Golf | compo | Innovation | 4.64 | |
| 🥇 | 2021 | 48 | Deeper and deeper | self reflection | compo | Theme | 4.71 | |
| 🥇 | 2019 | 45 | Start with nothing | lotor | compo | Theme | 4.70 | |
| 🥇 | 2018 | 41 | Combine 2 Incompatible Genres | Heck Deck | compo | Innovation | 4.60 | |
| 🥉 | 2018 | 41 | Combine 2 Incompatible Genres | Heck Deck | compo | Fun | 4.34 | |
| 🥉 | 2018 | 41 | Combine 2 Incompatible Genres | Heck Deck | compo | Theme | 4.54 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 🗦◎🗧 | jam | 68 | 4.11 | 3.61 | 4.08 | 4.22 | 4.54 | 4.13 | 4.22 | ||
| 2025 | 58 | Collector | Windows Explorer 2 | compo | 39 | 3.82 | 3.39 | 4.51 | 4.17 | 3.94 | 3.26 | 3.24 | 3.44 | |
| 2025 | 57 | Depths | Break The Tower | jam | 40 | 4.22 | 4.19 | 3.93 | 3.48 | 3.77 | 3.74 | 3.55 | 3.68 | |
| 2024 | 56 | Tiny Creatures | 👥 | Critter Switcher | jam | 141 | 4.00 | 3.90 | 3.53 | 4.02 | 4.08 | 3.61 | 2.93 | 3.55 |
| 2024 | 55 | Summoning | wiz | compo | 23 | 4.18 | 4.10 | 4.50 | 3.12 | 3.90 | 3.55 | 3.55 | ||
| 2023 | 54 | Limited Space | windowkill | jam | 2 | 4.58 | 4.57 | 4.71 | 4.77 | 3.90 | 3.56 | 3.06 | 3.75 | |
| 2023 | 53 | Delivery | shape shipper | compo | 77 | 3.90 | 3.66 | 4.05 | 3.86 | 3.99 | 3.57 | 2.83 | 3.29 | |
| 2023 | 52 | Harvest | Grow Golf | compo | 5 | 4.33 | 4.27 | 4.64 | 4.13 | 4.20 | 3.61 | 3.74 | ||
| 2022 | 51 | Every 10 seconds | autoball | compo | 7 | 4.30 | 4.28 | 4.14 | 4.15 | 4.13 | 3.89 | |||
| 2022 | 50 | Delay the inevitable | chronis | compo | 79 | 3.90 | 3.47 | 4.50 | 4.17 | 4.34 | 3.71 | 2.89 | 3.63 | |
| 2021 | 49 | Unstable | gunstable | compo | 99 | 3.86 | 3.83 | 3.30 | 3.58 | 4.00 | 3.33 | 3.15 | 3.39 | |
| 2021 | 48 | Deeper and deeper | self reflection | compo | 6 | 4.35 | 4.13 | 4.53 | 4.71 | 3.69 | 3.35 | 2.84 | 4.01 | |
| 2020 | 47 | Stuck in a loop | ringtale | compo | 46 | 3.96 | 3.73 | 3.96 | 3.81 | 4.01 | 3.35 | 2.90 | 3.65 | |
| 2020 | 46 | Keep it alive | jumpgolf | compo | 269 | 3.70 | 3.74 | 3.25 | 2.08 | 3.35 | 3.05 | 2.54 | 3.07 | |
| 2019 | 45 | Start with nothing | lotor | compo | 5 | 4.30 | 4.04 | 4.41 | 4.70 | 4.01 | 3.50 | 3.29 | 3.59 | |
| 2019 | 44 | Your life is currency | safecrack | compo | 10 | 4.12 | 4.18 | 4.08 | 4.31 | 4.17 | 3.45 | 3.58 | 3.55 | |
| 2018 | 43 | Sacrifices must be made | dropboy | jam | 10 | 4.35 | 4.28 | 4.44 | 4.57 | 4.03 | 2.85 | 3.28 | ||
| 2018 | 42 | Running out of space | .S | compo | 25 | 4.07 | 3.98 | 4.37 | 4.21 | 3.75 | 2.45 | 3.17 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Heck Deck | compo | 5 | 4.32 | 4.34 | 4.60 | 4.54 | 4.04 | 3.54 | 3.26 | 3.93 | |
| 2017 | 40 | The more you have, the worse it is | Alchegator | compo | 108 | 3.78 | 3.56 | 3.50 | 3.04 | 4.08 | 3.56 | 3.42 | 3.60 | |
| 2017 | 39 | Running out of Power | Visioff | jam | 100 | 3.90 | 3.57 | 3.76 | 4.42 | 4.31 | 3.70 | 3.06 | 4.09 | |
| 2017 | 38 | A Small World | Bunosphere | compo | 51 | 3.96 | 3.34 | 4.07 | 4.15 | 4.30 | 2.43 | 3.32 |
really really cool game! took a while to figure out, and the menus closing as the time cycles didn't help at all, but once i figured out the quirks it was pretty fun!
But the visuals are definitely my favorite part, I love them so much.
Great job! :grin:
Really cool game! The art style is very nice, but i wish things didn't move around between pixels! The wall jumps feel very awkward; because it forces the player upwards for a moment before allowing movement again, it makes some jumps very annoying, such as trying to walljump when spikes are anywhere close above you. you have no choice but to fly up into them. Having a variable jump-height would be nice, it would make platforming feel better and maybe fix the walljumping a little. Collision detection in a bit weird too, I fall through the ground if I fell from too high.
The enemy toggle thing is an interesting idea, seems like maybe there was more planned for it but not enough time. "toggling" seems useless to me, since there's no benefit for having the enemies in the angry state. The orb you push out also moves pretty slowly, making that one level kind of weird, since you have to go back and forth after toggling them in-air.
Otherwise i liked the game. The music and sounds are pretty nice
Thanks for the kind comments everyone! :rabbit:
@fedor i appreciate that! It'd be really nice if everyone who already played would give it a rating, but i understand most people probably won't come back to this page haha. either way, thanks for anyone who plays and rates :rabbit:
I agree, having the walls be visible would be better! But I put in the walls at literally the last minute, I definitely wouldn't have had time to place a ton of sprites. Sorry!
@stevenjmiller I appreciate it! Though, I am curious about what you mean by "trial and error" focused puzzles. Each puzzle has a distinct solution, and in fact are intended to be beaten without accidentally "solving" them, but it's easy to do that so I don't blame anyone.
@lukezaz that's very strange, I've never seen anyone have an issue like that for any of my games. I could only suggest trying it on a different browser or computer entirely. Sorry!
@stevenjmiller oh ok I understand! I think I definitely would have added more puzzles but mazes were pretty easy and i had little time haha. I appreciate the constructive feedback :)
@dgspitzer good job! Lots of people have done the same thing, not knowing how they solved it haha.
Thanks for playing :grin:
@aurel300 thanks for the feedback! these are all thing i definitely had plans for, or at the very least would have done if i had more time, but as with the nature of the competition i just could not get to these bits of polish. Specifically more feedback, definitely an obvious thing to add in, literally had no time.
The wrap-around thing is something i would work on after the fact, but it would be non-ideal to work into the compo version, if for any reason specifically because of the boulders.
Though I disagree with your claim that the "renderer was terribly optimized". Disregarding the fact that it runs totally fine 60fps on my computer, it it basically as optimized as i could have made it with the tools i used. i spent the majority of the time optimizing. This doesn't matter to those players who are affected by slowdown, of course, but that is less of an issue on my end than an issue with maybe the browser, the plugin, the executable, etc. I apologize to anyone who is experiencing lag, but there really isn't much i could do without sacrificing a lot of the game.
@fenwick Sorry it had that effect!
About areas being more varied: this is also a thing i definitely planned for, unfortunately there was no way for me to make a ground texture, so it really wouldn't have worked well thematically. I spent a lot of time trying to figure out how i could do it, to no avail. But even so that would, again, have taken a lot of time. assets take the most time for me to create.
Interesting idea! And surprisingly difficult. The gameplay basically devolved into just making a huge planet right next to the sun in a direction opposite the target planet's trajectory.
Good job!
Super nice! Really good visuals and effects. Chill games are good too :grin:
With some nice music and sounds i feel like this could be really good.
Very interesting! I reallly love the painterly/future style, what a strange mix! If it were slightly more legible I'd love to see more stuff like that.
Yeah, I'm not entirely sure how to play the game, but I think I have a general Idea. Maybe with more time you could put more information in like different qualities of the planet and such.
Good job!
aah nice game! very creative and fun to play
Really cool idea! It's pretty fun. I did not like the text very much though. It takes forever to get through and you have no control the entire time. at least if you could move and shoot you could do something as you wait. Most of the text provided nothing useful anyway. if anything the controls are ok to tell the player but they are already clearly displayed on this page. It may have been more interesting to just let the player explore and figure things out on their own rather than force them to wait through text.
Otherwise, the game seems very polished, i found no bugs. levels were not too difficult but still fun. Good job
Ohh man this is so cool!! super great atmosphere. The movement and jumping was frustrating at times, but i liked it! reminded me a lotttt of rainworld, mostly because of the movement but also those water orbs look just like the water berries from rainworld. I loved the mushroom variety, and i'm really glad I didn't give up half way through haha.
Really nice job!
Very cool game! I love games like this where you have to combine items to get new ones. I tried for a while figuring things out on my own but didn't get very far. I feel like getting new seeds is unnecessarily difficult. once you lose your only seed, you basically can't continue because you can't get any more corn. (unless the monsters drop corn and i just got unlucky). if you made it not require corn i think it would be pretty good!
My high score was 50.
Also I couldn't figure out what the oil did. hm. The only thing I didn't try was using it on a plant.
Good job! :smile:
Very cute! I like the idea of managing a small island :smile:
And it's cool seeing another stencyl game in the jam! Good job :thumbsup:
Really cool visuals, I like them a lot. The gamelay is pretty lacking though. There's no strategy really, you basically just swing your sword until you die and walk back, over and over. Eventually the game crashed before I got to the end.
The music and sounds were very nice, making each area have its own theme made the world feel pretty special. I could see this be a cool exploration type game.
Good job!
Pretty cool game. I like the art and the music
It lagged a lot in some places though, and the jump was always at a 1 second delay which was hard to work with.
Interesting game! pretty cool puzzles, but got annoying kind of quickly
Having multiple language support is super awesome though! I really appreciate you adding that in. Good job :grin:
Awesome game! Glad to have my Witness itch scratched after beating that one. super clever puzzle idea! Curious about the compass one, because that could be pretty ambiguous to people. other than that i liked it
Wow!! This is so creative! I never would have thought of mixing stephen's sausage roll with good snowman. And in puzzlescript too! Its pretty difficult right off the bat, especially if you haven't played stephen's sausage roll.
Really cool, I wish there was more! Mix a level with both a sausage and snowman! with snow melting on the grills :grin:
Edit: oh wait! When I wrote that comment I never realized you needed to go back to the starting position! I only realized that after looking though the code. But the snow doesn't melt on the grill like i thought it should :cry:
But dang. nice job! This is one of my favorites so far
I loooovve the art and music. super nice! I'd love to see more of it but the game is just too frustrating to play. maybe i'm missing something but jumping the thorns cuts it soo close. and it seems like when i'm zoomed out its impossible to make the jump. otherwise i liked the idea and the art
cute game! I really liked the idea. Though sometimes i couldn't go back on a tile and had to restart the level.
Otherwise its pretty good. nice job!
really creative idea! it's a little finicky at times but besides that it's super solid. nice job
cool idea! But the game is probably too hard, or frustrating. It seems like theres no way you could dodge the swatter after taking off, and even if you "predict" it by landing and taking off immediately, the points you get for it are nowhere near the points you get for just sitting and dying.
interesting game. I liked the gameplay, but there was a lack of feedback when shooting, and sometimes it felt like i wasn't able to shoot at all.
Turning was way too slow, slower than the turning of the path. If you missed an enemy you basically had no chance to recover, and they would end up hitting you from behind for a while.
The art is really nice though. good job
This is super cool! I really enjoyed walking around solving this puzzle. It would be really cool if each section was decorated thematically, but obviously that would take time probably unavailable in the jam. Im curious if the markings have any significance other than just to differentiate them. I thought maybe they would be a counting system, but I didn't hit the pillars in any order that matched that theory. The ending is pretty interesting too.
Nice job :grin:
For a flabby bird clone it's pretty good! Upwards momentum is waayy too high though, you can't flap twice quickly without dying.
The art and music is pretty nice though :slight_smile:
Really cute! Awesome 3d drawing on the pico8, looks really cool. Obviously quite short, maybe if the 2D levels were different it would be pretty cool.
Otherwise nice job! I like the art :grin:
wow this is really nice! super cute graphics and music, and really nice puzzles! There's a ton of potential with the logs, but it's already very well designed.
There's a weird thing where you won't eat after landing/stomping, but otherwise i couldn't find any bugs!
Good job! :grin:
Nice game! I really like these types of games where you go around collecting materials. There's not much else to do in this game, but for what's there its pretty nice!
Nice job
wow! super clever puzzle game! There is some serious potential with this idea, with more puzzles. I feel like it was under-explored in this game, but maybe thats for the better! I think it was a good middle-ground in terms of difficulty.
The art and sounds are really nice! Good job :grin:
god.. *incredible* art and music. I love it so much I just want to stare and listen all day.
The story is super interesting and very unexpected. Unfortunately I accidentally skipped a lot of the dialog from pressing a button too many times trying to progress in the game. I may have to replay it to read everything, now that I know what I'm doing. Yeah the controls are a bit weird, but I didn't mind them too much.
Amazing entry!
Really cool game! Having any form of multiplayer in a Ludum Dare is always so cool.
man this is great!! really nice and polished. aside from some timings not lining up perfectly, it plays real well the art and animations/effects are nice to look at :heart:
man i love your style so much. this is so pleasing to look at and experience, really really good work. it's also really hard! I wish i was better at 3d shooters so i could experience more of the game haha. but man you tell such good stories just through world interactions.
dang, blood and volts is so good! the art is incredible, really good colors and everythings clear to look at. the game is super hectic haha. controls remind me a lot of forager? maybe because ive been playing it again recently. anyway nice work!
@nick-barrash aw, :heart: :heart:
@nyunesu thanks for the feedback! 1. this differs person to person. in these types of games i personally find the main motivation comes from not knowing what's up ahead and wanting to find out. (other than that, the layout of the level guides the player upwards) 3. you can place your own checkpoints!
@aeveis thanks for the feedback! sorry about framerate issues, there are a lot of weird intricacies with how it's all set up. Haven't had anyone mention not being able to place checkpoints though..
About the velocity thing, that's definitely something i considered during development. I mentioned it to some friends and they had the opinion that they preferred it the way it is, but I think it adds some confusion because its not necessarily intuitive, so i agree.
As for the power comment, That may just be due to how i designed the level? I proportioned the velocity to the outer ring in such a way that the ring is indicative of how far you can go (against gravity) so you can use it as reference when targetting a platform
thanks for thee nice comments everyone!! i love you :heart:
this is great! The main mechanic is a cool idea and leaves a lot of interesting play available, regarding how to transport the plant and where you can go without harming it. I could see a lot of neat level designs arising from what's already here. The second area is already fun to play around in!
haha this is really great! takes a while to understand what's going on, but it's actually really fun once you get the hang of it. i would assume it's easier on a controller, i never tested it out. but it might feel nicer if the angle interpolated between the aim directions instead of snapping to the 45s, that would add a lot more control. It took me a while to understand what the "stage" was, maybe making it a full box instead of just the 4 corners would help that a bit
the music and sounds were really good, they added a lot to the game. same with the art and effects my high score was 34 btw :)
oh man this was great, i really like the story you built with just these simple exchanges. i loove the main mechanic, i feel like there's a lot of directions you could take this concept of keeping your cursor over stars on invisible paths. really lovely music, great art, and really neat story. well done all around!
This is neat! i love the characters and vibe altogether, there's lots of fun little jokes and stuff, just looking around the ship is enjoyable :) I kept getting failed on storedItems (i assume to be the masking requirement), even when it wasn't asked for. Otherwise I had a nice time trying to figure everything out! I also really like the different planets outside the window, that's such a fun touch! Nice work :)
Victory!! This is fantastic. incredible art, as usual. the whole game was enjoyable front-to-back. I have minor qol complaints, like it would be nice to have a place to have a temporary area to place fish. but that being said, planning around that inevitability makes for some interesting decisions! The game is well balanced, playing and beating it is challenging but rewarding :) great job!!
this is so good. i love the character design and sounds and i love fumbling around and figuring out how the game works. it took me a while since i interpreted both of the main hints in the opposite direction, but i got to see the ending :)
oh man this is so good. really fun idea, i could see this concept working with a bunch of different games. I really liked how the mechanics played with the existing mechanics of checkers, even adding a sorta risky way to skip turns. The hard difficulty didn't seem much harder than normal, but it was still fun :) Really lovely sounds and atmosphere, nice visuals. great stuff!!
im in love with whatever is going on here. really great vibes, i love the mystery surrounding the game. i had a lot of fun playing around and finding random features that may or may not be for debugging. i found the blackbox at least :) really cool, i want to see more stuff like this
haha this was great, i love the quips. The ending made me laugh a lot. simple gameplay but neat sections and boss fight. nice work!
oh man this is so good. incredibly funny, well voice acted, and really interesting concept! I feel like there's so many fun ways to take this idea, and what you ended up with is great. The live reaction quips got me several times.
here's my tas time, i think it can still be improved because of the ending :)
tas.png
haha this is great. really tricky but super satisfying! charming visuals, fun gameplay loop. simple but great :) this is by best time adsa.png
this was so good, incredibly well done. I love the style and awkward controls and fun set pieces. half way through I accidentally clicked the globe icon and thought the game was doing an extended Russian bit, and I just went with it haha. really engaging, I loved my time playing this!
this is so good!! incredible art and animations, really nice music and sounds. a classic short metroidvania, but regardless i really liked the main mechanic. it's simple but has quite a bit of depth. i love the nuanced skill available with just the basic attack, where not only can you get more hits off depending on your distance to the enemy, but also that catching the projectile lets you attack more quickly instead of being forced to wait for it to despawn. the upgrade is even cooler, simply being able to stop the projectile in place gives you so much control over how to attack with it. i also love that the bounce ability is available even with the basic attack, the upgrade just makes it easier. I got stuck in quite a few places (eternal punishment for always trying to find secrets), but otherwise i had a fun time throughout :) incredible stuff!!
This was really fun! My first few attempts failed pretty quickly, so I had an expectation that things may not be balanced, but I ended up getting pretty far (enough to buy out all the upgrades). It's really fun trying to balance killing enemies and filling the catepult, especially when the ammo is the same for both. Very simple mechanics that mesh really well. Art is great, music fits really well, mechanically feels very polished. Great stuff!
Oh this is great. I love this idea, needing to manage weapons and corpses while in the heat of battle. Really makes for a hectic mix. I think having a restricted landing area for corpses is interesting too, adds some strategy in where to kill enemies so you can use their corpses (I do think it might be a tad small though, since the knockback tends to shoot them away) couple nitpicky things, I think q and e being holdable instead of requiring tapping would make it a lot nicer to control (i also think they should be flipped), maybe picking up a gun could be automatic if you hover over it with an empty hand, since guns will automatically start firing when you click to pick them up. The music is awesome, I also really like the sound effects (especially during the end screen text). the art is lovely, very stylish. great job!
This is awesome haha. Even with so few mechanics you've turned this into a really interesting time/space management challenge.
gfhgf.png
I think you probably could've done away with dropping placeholders entirely, and just required holding q/w/e to build. I couldn't find much reason to place drop a placeholder and not build it immediately (it would be useful if building were instant, so you could fire a bunch of rockets at the same time. but that could be solved with an activation button for the rockets), this would also remove the slightly weird interaction with the wall pushing placeholders.
The music and sounds fit very well, the art is great, everything controls well. Very nice!!
Another super stylish entry, as usual! I *love* the echo effect, it's such a neat contrast with the pixel art visuals. The movement is a little awkward in my opinion, but I think it serves the mechanic well (creating a sort of stop and go effect, checking for enemies then finding the best path forward) Sound effects and music are really nice, and I think the story is cute! Nice job :)
This is wonderful, as to be expected from you guys. So incredibly well polished, lovely art, pleasing music and sound effects, and an exceedingly deep game design makes for an all around masterpiece of a ludum dare entry. I found myself continuously "one more try"ing, enough that this review is coming nearly half a day after I first downloaded the game. There's an interesting balancing challenge in designing these types of games, where the game can either feel unsubstantial in the random events it gives you, or *too* substantial, in that it feels like progressing far requires nothing but luck of the random mechanics. Deciding where on that spectrum a game lands may differ between a ludum dare entry and a steam game, and I think you managed to hit a really nice sweet spot that gives this game a feeling of being much more expansive than it really is (though, i cant even say that with certainty because ive only managed to make it through like 5 rounds!!)
In any case, incredible stuff. Always looking forward to whatever you guys come up with next :heart:
(ok i made it further than 5. super fun) chjch.png
this was super cute! really really nice art, everything is so stylistic, i love it. gameplay is nice, reminiscent of super crate box which i love. There's a cool inherent risk/reward interaction with the shop, trying to find or making a good time to get away to buy upgrades adds a whole layer of strategy over the simple hack and slash. The controls are ok, I didn't even realize I could hold the attack button until way later, definitely would've failed the huge boar enemies if I hadn't haha. Music is really nice too. Great stuff!!
@jordwest thanks! Likely what you experienced was matches not clearing until the currently dropping piece lands. It may look like a match doesn't clear until it's updated or something else, but probably a new piece spawned up above, and no matches will clear until everything settles.
very interesting sim game! my high score was 265. It took me a while to understand all of the different mechanics, but I eventually got the hang of it. I think the game is too slow for my tastes, but i dont think it's an unfitting pace. I think it fits the theme very nicely!
There are a couple bugs I discovered that (potentially) can lead to infinite score. 1. you can damage the wheels below 0%, once you do so you start moving away from your target point (and once the percent gets negatively large enough, you get locked to the poles, but thats fine because the sun stays 50% there). 2. damaging the transmitter below 0% doesnt seem to do anything, so despite not being able to stop to transmit points, you can transmit while moving indefinitely. with this strategy, you can hibernate/undibernate at the poles, basically just trading off power for points, until you get bored (or get distracted and die like i did)
In any case, I think this is neat!
holy god damn you don't even know how much i love this game. you have no right being this great at pixel art. everything is so *beautiful* i just had to take screenshots, and subsequently die, every 5 seconds. There's so much polish and content, the gameplay perfect. Yes, it is quite difficult, but i don't really think it's that bad. its not artificial difficulty, and there hasn't been a situation i could deem impossible to get out of, even with no upgrades.
I'll definitely be playing this in my free time trying to beat it. I think this is probably my favorite ld game i've ever played
Also, I think this game definitely deserves some screenshots or gifs on this LD page.
interesting game. most people have already commented on the vertical gameplay, and i have to agree because i rotated my monitor so i could play it more easily hahah. The controls were a little weird,and the wall's mechanics of "defeated only from behind" doesnt really make sense since you can't go backwards. To me it seems like there's a max distance you can go, unless the enemy spawning is random in which case it's just chance whether you get a good run or not. i really like the graphics and idea! good job
nice little game! a lot of the visuals were very nice, especially with the clipped backgrounds. though things like the fire and the asteroids were pretty contrasting with that. Not much gameplay of course, but for what is there it's pretty nice! good job :grin:
cool little game! not much added on top of tic tac toe, since there's very little you have to think about the timer becomes negligible. maybe if the timer started lower and lower each successive game there would be more excitement. I really liked the visuals! nice animations :grin:
really cute game! i love the idea, it almost made me sad at the end haha. the way you turned the rocks into a puzzle mechanic was really nice. good job! :grin:
ooohh boyy i loved this one. its perfectly polished with very good puzzles, a storyline, and lots of content. the visual style is very nice too. my only gripes would be about the kind of out of place humor, and that things get a little confusing when tiles overlap. if there were a way to show tiles slightly differently so you can tell multiple tiles at the same spot, that would be nice. Really nice job! :grin:
very very fun! i never expected myself to be playing for as long as i did. the leaderboards were very enticing haha. I didn't entirely understand what changes how many times you need to tap the button to fill the battery, so i never got far past the start of that. also i liked the music/sounds, but theres a terrible, high pitched screech that plays every time you restart, so i had to mute the game. otherwise i really enjoyed it! nice graphics, polished gameplay, good job :grin:
cool little game! i like the mechanics. not much variation in gameplay but it's nice none the less. :grin:
wow super cool! really nice aesthetic and interesting gameplay! at first i thought this was just about exploration but it eventually turned into a puzzle game! the weird jumping is my only issue with it, otherwise i really liked it :grin:
nice idea! and pretty well executed. Interesting quirk: enemies will be lit up along your light beam even if your light is cut short by your mouse. good idea and good job :)
really cool concept! but yeah camera/views were a little weird. Also i feel like the block should have actually fallen with gravity instead of just tweening to the next position, that way the speed of falling wouldn't change, and also rotating on the same block wouldn't take time. I didn't really understand the difference between opaque and transparent blocks, they all seemed to work the same. Good job!
@superpokeunicorn wow thanks a lot for this comment! yeah at the beginning i added the screen moving feature because i thought it would help show that the screen is the same one on the character's face, but it totally had that effect of giving more information about how you're moving in the level with how it moves. If i were to work on this further i think i would add something more to show the player's movement. like how the beeping things work, it really helps orient yourself, but have it not give away any surroundings, just have something wrap around the edges of the screen or something. and yeah if i had more time i definitely would have added more level features. i originally planned to have actual tile art, as you can see here:
crt4.gif
Thanks everyone for the comments :blush:
@prettylucky oohh yeah footsteps is a great idea! thank you :blush:
as for glitch #1, yeah i only noticed that *after* like 2 days since i uploaded the game. I may be able to fix it in terms with the rules, but for now i'll just put a warning on this page. and for #2, what an amazing point. this is now priority #1 :wink:
i didnt actually read the main point of the game, so for most of the levels i thought it was just a pretty good port of snake with pretty backgrounds. once i tried jumble and read that it was showing other people's runs though, wow was i taken by surprise. It's such a cool idea, it really doesn't change the gameplay but it really changes how i play the game. now its about racing others, and seeing where others go before you get there to try to catch up. maybe after a while people could try writing messages with the snakes. super simple but super awesome idea, nice job!
really cool game! it felt pretty fast, maybe slowing down the movement and also the timer relatively would make it play a bit better. otherwise i loved the art and idea. I think i pretty much ignored all the directions and got the crystals out of order, which made for a (in my opinion) more fun experience. but maybe it was intended like that! I'm not sure. either way i enjoyed it :)
nice little game! i find it interesting that you made it so the levels start with random orientations for the tiles. I feel like it would be a cool mechanic to let the player keep playing even when they can't see, so if they dont solve it in time they had to have been memorizing which tiles they need to turn, etc. and this would especially work with the random orientations, so they cant keep trying the same solution each time. Either way, i liked it! good job :grin:
pretty cool game! good concept and level design. it's annoying that the game doesn't detect buttons held, only button presses and releases, so if you die and start again you need to make sure to press the button after it starts. this wouldn't really be that big of a deal if it weren't for levels that make you react immediately after the level starts. The camera smoothing was frustrating also, since the direction you shoot depends on your mouse relative to the player, if you're going fast enough you have very little or even no room at all to shoot in the direction you want. removing the camera smoothing or putting a limit on the distance would solve this. Other than that i liked it!
This is so incredibly impressive, making this many games in 48 hours. All of them are super polished, and i love the art style and sound design. I have no complaints. all of the games are great. nice job!
Super cool! i don't think ive ever seen an actual rom made for ludum dare The art was pretty nice, and the music too though it got repetitive very quickly I really liked the puzzles in which you are managing speed to try to make it exactly to the door, not necessarily to escape enemies. Nice job!
Very cool! the art and music is really good, and its very polished! The game is a bit visually busy most of the time though, and difficulty is basically always the same. Otherwise I really liked it! Nice job
Wow that was a crazy experience. The visuals are super neat looking, but the content really got to me. Very interesting game!
woah this is great! Such a great game feel. The changing music adds a lot to the suspense. the puzzles were very fun to solve. I really don't have any problems with this other than a lack of ending. Really good job!
Really really nice! the art is so good. I really liked the concept! But some platforming sections were really difficult, especially with the bounce blocks. My only other annoyance was that moment where you have no control of the character after hitting a checkpoint or respawning. Otherwise it was very good :grin:
Super cool! interesting puzzle integration having to manage your ammo, and wanting to have low ammo for tougher enemies. The art and sounds are nice, the music is pretty good too but got repetitive quickly. Nice job!
neat game! I also like how you speed up after getting hit, good way to balance difficulty.
Really cool! As others have said, really difficult game, but fun nonetheless! I really like the art and sounds
gosh what a cute game! very calming, I really enjoyed it.
Oh my god this game is amazing. Sooo well polished, really great visuals, and the music is amazing. Also, the music is so well integrated with the game! Having modules like the flashing border one actually line up with the beat (as well as basically every other module) may seem insignificant but it's really really nice. This is by far my favorite entry so far, I wouldn't mind playing just for fun in my free time Great job :D
I wonder how long I'll stay at the number 1 spot :grin:
Thanks for the comments!
@sean-s-leblanc I knew about most of these things, unfortunately time was the reason most were not fixed. I definitely did think about something happening when shooting the mouth with the laser haha. The bug after picking stuff up should have been fixed in version 1.1, maybe you played an older version.
Also for the glass block bug you mentioned, do you mean that crushing things like pebbles turned them into metal (slag)? That was also something fixed in version 1.1
@aeveis Putting the name of the item in the bottom corner when holding it was something I thought of adding pretty early on, but I never got around to it. I do think that would have helped though
@sean-s-leblanc yeah that's because there's actually an invisible laser inside the block (and mirrors). and i thought i handled that issue before, i dont remember why it did that. but its definitely fixed now
@logan thanks! yeah the charcoal paper thing is kinda strange, having the most cryptic steps for something that's supposed to help.
The bug you're talking about is weird, I've definitely seen it but I don't know why it happens. It's not *thaat* big of a deal, especially since you knew what materials you actually needed.
This is super cool! I haven't seen a game quite like this before. It's really challenging! Nice job
Oh man this is so well polished! really really nice. The camera movement looks very cool, unfortunately not being able to see ahead makes enemies really annoying, especially for being one hit kill. The thing that caused me to stop playing was dropping onto an enemy I couldn't see. other than that, super tight controls, great visuals, and nice sounds. Good job!
wow! super cute game! Movement is a little awkward, being able to hold the buttons would be better, but otherwise I really liked the game! Pico-8 games are always cool to see in Ludum Dare
Cool game! reminds me of the old "World's Hardest Game". It would be nice to know where the next red ball would spawn, or at least prevent it from spawning on the cursor, which happened to me quite frequently. It also caused some green balls to be completely inaccessible. Also, I do like the music but Compo rules disallow any music you didn't make. Other than that, it was fun! nice job
You seemed to have made stock exchanging fun! (though maybe it was already)
First time I played I broke it, had some NaNs show up causing the Current Price to always be 0
After that playing a normal run was pretty fun for a bit. though i noticed that buying and selling basically immediately tended to cause prices to rise. testing this granted me great riches:
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Nice game :)
Interesting game. It was quite slow on my computer, making it difficult to play, and while it does fit the theme decreasing the jump after each death is very counterproductive to the player, and eventually just made the levels impossible. Otherwise it was alright!
This was a cool idea! Strange control scheme but quite easy to get the hang of. Nice artstyle and sounds too :) Nice job
really nice concept, of course it would be more interesting to have a different minigame than a purely luck based coin flip, but the idea is there! i always love seeing pico8 games. the art is pretty nice, and i like the variety of enemies!
nice job :grin:
suuuper incredibly polished, which i appreciate a lot. great art style. the gameplay however fell kinda flat. i really loved the gampling and upgrading, but the enemies don't ever really get harder. after a couple fires or really any amount of offensive towers, you can stop buying them. And at that point, as seen from many of these comments, it just becomes a game of buying as many money towers as you can until you get bored besides that,it's really nice and clean for a ludum dare game. nice job!
super interesting concept! but really hard to get anywhere, at some point it feels like i cant get the average of the food, water, and energy to go up; even disregarding knowledge it seems to go down consistently. other than that, i really appreciate the separate art and music for each area! cool concept :grin:
super cute art and character design as always! I like the concept of rebuilding a city, it's an interesting contrast having a more calming block building game in between a destruction portion
oh man this is super cool, great idea! It was pretty interesting trying to think of ways to make the time spent while shooting shorter while still hitting the enemies, like aiming further so you didnt have to wait to hit the very end of the bar, you could stop a bit shorter since you overaimed. :grin:
this is so great! i loooove the art, and the music is great too. I think the balance between gardening and pinball is very good, but i didn't feel like the pinball portion felt all that great to play. the physics are very strange, sometimes the ball shoots at mach 5 but sometimes at pretty normal speeds. sometimes the ball magically gains momentum in situations, and other times it feels like there's 100% friction on the ball and it just stops instantly. (my speculation is that there is friction on the ball but the ball rotates, but in a computer simulation this can be finicky so i'd suggest removing rotations and setting friction to 0%) other than that it's a super solid game! nice job :smile:
interesting concept! the art and gameplay are pretty nice, though at some point i stopped getting fish and ended up just dodging birds.
really interesting game! I like the mechanic of having to balance different aspects of the game to stay alive. the art and music is pretty nice too :slight_smile:
this is super cool!i didn't think i would enjoy it at first, but after i understood what to do it was pretty fun. actually it's a great way to encourage faster typing, i really had to think about what i was doing once i got swarmed. nice job!
really nice game! there's a ton of content here, and it all looks and plays really well! The only complaint i have is the link styling changing colors to links ive already clicked, maybe its helpful to some people but it just made it confusing to navigate for me. otherwise i really liked it! good job :smile:
This is such a cool concept, i like it! The art is really nice, but the rounded corners kinda make it ambiguous where the bird would turn around or go on top. otherwise i like it! :grin:
super interesting! there are a couple online tetris games but managing to make one this polished for ludum dare is pretty crazy. managed to find one other person in the room when i joined.
I might be missing something but it doesn't really feel like there's any added mechanics from the "mmo" portion, as if this just lets you watch others play at the same time as you.
Other than that its a pretty nice and polished tetris clone, good job :grin:
ooh this is cool! i really love the combination of these two puzzle ideas. The gameplay felt really slow, even if it would have made it harder i think i would have liked if the snakes moved a little faster, eventually i lost just from getting impatient. otherwise i thought it was cool! i like the art :grin:
this is cool! i like the idea and for a memory game the gameplay was actually pretty fun! though i didn't like how you had to keep tapping to lower the block faster, i wish you could hold it. also different shaped blocks mightve been a cool way to add difficulty
nice job! :grin:
really interesting game! the graphics are great, except for that its hard to tell when you have a piece selected. The music is pretty nice too
the gameplay however just seems unfair to me. maybe im missing something, like a way to generate more ener-gears, but it feels like there's no way to place pieces fast enough to hold back a few seconds of waves. even if you only place pawns, they spawn way quicker than you'd ever be able to hold back.
Other than that, i thought it was cool! nice job :grin:
this game is great! i love raccoons and this is no exception. the beginning placement is a bit weird in my opinion, i basically ended up just restarting until i got a jump or leap card to get me on that ledge. The facing direction was a little arbitrary too, at some points i just couldn't progress because he was facing the wrong way. but eventually i did beat it! very nice job :grin:
The two genres you chose are super clever! For a while i couldn't understand what i was doing, probably mostly because of a lack of feedback when attacking enemies. I didn't know my towers were actually dealing damage. Otherwise i really liked the aspect of social gameplay overlayed as being a goal, since normal tower defense games don't necessarily have a goal, they're usually endless or stopped at an arbitrary point. So good job!
oooh this was really cool! it's rare that i see rhythm games made for ludum dare, i really enjoy them. and this is no exception! Music was good and beats were on time. I feel like there could have been a bit more to incorporate the rhythm game portion with the other parts of the game, because it just felt like i was playing ddr. but i really liked the alternate endings!
Crazy game! i loved the action and the graphics, though most of the time i was just holding shoot and standing still, you really can only hope to get lucky to shoot a car while driving. Otherwise i thought it was really cool
really awesome concept, i didn't think it was possible to spinoff connect4 in such a well designed fashion. It creates really interesting strategies. and of course pico8 is always great to see. nice job! :smile:
this is really cute! i love the portrait art, and the concept of a dating sim racing game is really interesting. There are a lot of ways to play with this simple idea of touching response targets, it's really interesting!
Nice job :grin:
I always enjoy a good pico8 game! little hard to understand what to do at the beginning, and the controls were a bit slippery, but otherwise i liked it! nice fish graphics :smile:
@Levimoe Alright, i should've done this way earlier but i've made an executive decision under the guise of the "bug fixes" rule to allow restarting, and added the change to the description. I was too much in the mindset of "it's done, don't change anything" and i should've just done that haha
@Sean S. LeBlanc oooh that's an interesting idea with the slowly progressing time! And thanks! you're right i should, i really surprised myself with how well it turned out :)
ooh this is a super cool concept! it would be neat if the rotation came from actually turning instead of a button spinning it, also it doesnt really become difficult ever, it would be cool if the driving was automatic, and got faster as you progressed. otherwise the idea is nice and well made
this is a really neat puzzle mechanic, i really like how it plays. you could build a ton off this simple idea, not that it needs it. I found the click-dragging mechanic a little annoying, especially since sometimes pieces will be rejected even if the icon is in the right square, just because the cursor is not directly in the center. other than that i enjoyed it :) nice job
aaa the character designs are so cute, i love the look of this game. it's also extremely well polished, which i really appreciate. really nice music and sounds too.
it would be nice if there was just a bit more variety in the commands for each file, i ended up typing the same things 3+ times in a row occasionally. i also find it a little weird that you cant enter a line when you take damage. maybe it's on purpose though. other than that, it's a super solid game. i could definitely see myself playing this to improve my typing speed, haha. nice job :grin: i really can't get over how cute and clean this looks. it's so good.
also
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this is neat! the time reverse mechanic is reaally cool. but im curious as to why it's even in the game, it isn't really used as a mechanic. and when you die you effectively restart from the beginning anyway, so its basically just a cool visual gimmick. but even still, it's neat and works perfectly. the platforming controls felt a little loose, i felt like i was dragging along. but the levels didn't feel unfair.
Also, that troll kill at the end made me audibly yell "you bitch" at my screen, hahahaha. that was really funny. wonderful end song too, i wish the normal background track didn't play on top of it
nice job :smile:
really cool game! it's pretty interesting having to manage basically two games at once; platforming and match-3 style gameplay. I found it really challenging and fun.
I feel like maybe the jump height could be changed to 2 blocks and the game would still be as challenging. it felt kind of unfair at times, getting trapped by a single block. raising the jump height would allow for much more strategy in your positioning
The changing backgrounds is a reaallly nice touch, it adds a lot to the feel of the game. however, some backgrounds make some blocks really hard to see (red on red, yellow on yellow, etc.). adding a dark background to the play area would help, or something similar
Really nice job! :grin:
this is so cool! i reaally like the art and animations. i found it really interesting that not only did paths diverge, some of them converged near the end as well. not sure if that's good or bad, but i don't see many story games do this. really nice humor, also the music is super great and fits really well with the mood of the game.
really nice job! :grin:
also:
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interesting game! a few weird issues: moment keys got stuck sometimes, either preventing me from moving or forcing me to move without pressing anything. also, sometimes an enemy would hit me several times in quick succession, while other times it would last several seconds before another heart was taken. I found a cool technique of surrounding myself with corpses, then the enemies couldn't get me. but i couldn't shoot back, so it was basically a stalemate.
nice job :slight_smile:
wow, this is really cool! having the arrows seem to randomly miss some is a little weird, but i see why you did it like that. the game becomes really challenging really fast, but there's still quite a bit of strategy involved. it reminds me a lot of a certain fight in undertale ;)
also it creates a super cool looking map after a while
LD42_arrows.png
The music got a bit repetitive, but otherwise i really enjoyed the game
interesting take on tetris. i ended up just ignoring the match-3 entirely, it didn't prove very useful, or at least as useful as normal tetris clears. maybe if more (or all) of the blocks were colored, it would add more to the strategy.
other than that, the game runs fine and is fun to play. nice job :grin:
wow, this game is surprisingly addictive! I can't believe how fun a concept as simple as this could be. There really doesn't need to be anything added or removed from this, it feels pretty solid on its own. maybe some sound effects, but that's about it. nice job!! :grin:
I found some pretty helpful techniques while playing, here's my high score:
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neat little game! interesting choice to use the mouse as input, i feel like just having the player shoot in the direction they are facing wouldn't change the game much. the movement felt a bit too jumpy, even a quick tap would send me into the wall a good distance away. i like that the rocks spawn more often when the walls are closing in, it adds to the suspense and really makes you feel like you can survive longer. without that i feel like there would be a hard cap on the high score.
nice job! :grin:
oooh this is really neat! i always love good puzzlescript games :grin: very nice puzzle-in-a-box!
oooh this turned out to be a lot more fun than i expected! the mechanics are super solid, i really love that. It reminds me a lot of Stephen's Sausage Roll's movement, and even how the mechanics involved in that are very concrete. I found it a little strange that you could just sweep a crate over the dropoff zone if it's the last one in the queue, but that actually made it a bit more fun to strategize. the voxel artstyle is also really nice. good job :smiley:
This was my highest score
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really nice!! the visual style is super cool. and the music is really nice. maybe i wasnt listening closely but it sounded like a short loop, but didnt feel very repetitive at all. Some weird nitpicky things: the rotate arrows on the screen both point in the same direction (the left one should be flipped vertically. It would be nice to have some sort of highlight on the building you have selected. the only indicator i found was a bit of text at the top. The puzzles were very nice. each level had a good amount of size to them.
is this even possible? i cant find a way to get back to the center after touching all of the colors. the idea is neat, and it's pretty well polished. i just wished i could see if there was more, haha
@pace thanks for the feedback. i definitely agree that some deaths felt unfair, i found myself getting frustrated with my own game while making it, and feared it would be the same for people who played it. the nature of the game doesnt really allow for a solution to those slight movement errors, but what would solve it is the ability to reverse time, turning into a more puzzle/strategy game.
The clipping through walls issue is known, i could fix it but for the most part you can't use it to your advantage and the only way to get stuck is if you were already trapped, so it doesnt really need to be fixed for the compo
@electr1ca oh interesting, i never knew you could clip through the one-way gates. thanks for the feedback :)
@duzzondrums both of these mechanics are already in the game. i even explained to some friends while working on it how much better it makes the platforming feel
@horun it's funny, the purple background was a result of me just clicking a random spot on the color picker. i never changed it
@james-shipp this is my favorite response :) i love seeing people play my games in groups
@kokonaught sure, which is why it was built as a platformer and not a puzzle game. puzzle games are fun, but platformers are built upon the idea of frustration, because it's rewarding. which isn't to say i made my game purposefully frustrating, of course i tried to minimize that. but if i wanted to make a puzzle game i would have
@kodiqi oh nice, do you know what channel it was? watching videos/streams of people playing my game is one of my favorite things
Thanks so much for the nice comments everyone
nice little game! It's a little weird you didn't just disallow jumping if you went over. the up arrow doesn't restart the level, so you can just use that to jump and you can beat a level with negative jumps. the boss is really neat though, definitely my favorite part
haha, interesting game! voice acting is always cool to see in LD games, and this is no exception! Maybe a bit gory for my taste but it has an interesting message haha. the art is nice as always, good job!
really nice game, very well designed puzzles (though the difficulty curve could be a little more in-order) and fun concept! Got stuck on a couple tricky puzzles but managed to get through all of them. nice job!
haha, this is amazing. The last level is definitely my favorite, super clever! really nice art and music as always
oh man this is so cute, i love it!! really nice art, animations, and sound. Not much of a game but the story is cute and really full of character :blush:
@pablodap probably, im just busy. i have like 4 projects im working on right now, one of which needs to be finished in a week, and also college finals. Also i'm not asking for ratings, i have more than enough.
Either way i *have* played other games, mostly friends' entries. i just somehow completely forgot to click the stars
@aeveis thanks! sorry about that, i really have no idea what's causing that. it happened to me only on chrome, so i figured it was either just a chrome thing or just something on my end, apparently not. Haven't found any issues with the windows build, but i'll keep that in mind
this is cool! I really like this type of game, random floors and upgrades. The attacks and movement are a little finnicky, but the idea is all good! level 2 gets very difficult very quickly, havent passed it yet
this is nice! really good graphics and music, and gameplay is pretty fun. always a pleasure to see pico-8 ld games :)
dang, this is awesome! love this concept, super fun. i got stuck on "spiral". nice, soft sounds, good simple art. very nice job! :smile:
really really cool! i love terrain simulation stuff like this, this is great! especially for a ludum dare game unfortunately I encountered a bug twice which ultimately led to me giving up, which has to do with moving sections of land across the screen boundaries other than that, super cool and very fun to play around with :smile:
this is super interesting! lots of neat mechanics, like a mini metroidvania. it feels like you wanted to take the mindspace further? i think that wouldve been cool anyway. the map is really big and i got lost quite a bit but it was enjoyable also reallly good sounds/music and visuals :smile:
really cute, great art, good music. i spent a good bit of time just moving the cursor to the beat of the music on the start menu haha the game is great, makes me want another hardcore sylvie platformer with this movement mechanic heheh. i want to do crazy jumps and stuff with it :cat: :strawberry:
this is really neat! i really like the idea of a landscape generation type system like this, with different materials having different combined effects. There is quite a lot of missing information. There's no feedback when clicking on a material, so for a while i had no idea that that was how you generate them, which is compounded by the fact that different materials require more clicks before one is generated. Even further beyond me is how tiles are generated outside of clicking. my best guess is the number of those tiles in existence dictates how many generate, but this never seemed to hold true for the swamp tile which i never got to generate. i figured out one method to consistently generate swamps, which is to create alternating columns/rows of water and dirt, but i never had swamp tiles auto generate for me. i completed the 100 swamp tile requirement with an autoclicker. the dark grass and ice blocks seemed to follow the behaviors of the others and just generated more based on having more of them on the board. so im still lost on that part The music is neat, i like how it gets quieter the further you travel from the center. also the character sprite is amazing, i love it and its animations :heart:
I also found an interesting bug due to how you are handling input. movement speed compounds when multiple of the same direction input are given (so pressing w and up gives you double speed), *and* losing focus on the game when inputs are held causes the game to miss the release input. So with this, you can focus the game, press a direction, unfocus, release, and repeat to gain infinite speed. after about 5 or so of these you clip out of the land tiles
great concept! i always enjoy fast-reaction arrow key hitting (maybe coming from my experience with stepmania haha). and as an extension of that i wish the game were harder, such as the time limit being shorter or the arrow count higher, maybe even increasing as the levels progress. otherwise its pretty fun! also egg :egg:
Really great idea! i Loved all the little details, such as the voices saying the letters, the sound when you cross over a chest, the lighting on the UI, and of course all the flavor text for the letters/enemies :smile: I think it would have been cool to get a hand size upgrade or something similar, there were only so many words i could make with 7 random letters (and sometimes none at all!), and maybe certain words could have different effects, like "fire" or "harm" but otherwise for a jam game this is great! really nice idea and really well executed :blush: oh yeah i ended with exactly 100 score
this is wonderful! love the humor, the game is visually beautiful. very good stuff couple of bugs and weird polish things (such as the music doubling up after the elevator) as already mentioned, but mostly inoffensive especially for a ludum dare game. also the music fits perfectly. nice, fun experience :)
@shieldgenerator7 hm. every single one of these points is already implemented. there is a 'retry level' button on the pause screen, in fact this is the main aspect of the objective of the game, being that you get 3 'lives' (retries) with which you attempt to get as far as possible until running out. This is mentioned in the description under the game yes, not being able to see what you are placing is integral to the design. so much so that it is implemented as its own mechanic in the form of a powerup, allowing you to see the pieces you are placing for a certain amount of time. the first level always contains only blocks, and the second only blocks and spikes, by design. Pressing enter to start the level is also described in the info below the game.
very cute! nice art and music. didn't realize at first that one of the enemies looks like candy, so that was a bit frustrating for a while. otherwise it's a nice game :)
not too often do i see simple objective-less games made for LD! really neat faux 3d visuals as always. I mostly enjoyed just spamming R to see the neat generated land. also crabs :crab:
wow this was great! very fun, cool idea. good level design, and just the right amount of levels for an LD i think. nice job :)
oh man this is awesome! incredible production value/polish, feels like a game i would just buy on steam or something. loved the main mechanic, being able to choose how many upgrades you take while making the game harder for yourself. really cool idea, and i imagine balancing such a thing is tricky. but having randomly less or more difficult enemy cards alleviates some of that while putting a risk/reward sense on the player's behalf, if that makes sense anyway really cool. lovely art, lovely music, lovely sounds. my only two complaints are 1: it's very hard to tell when you actually take damage. a screen flash, screenshake, some aura around the player, etc. would help. i dont even know what the current tell is, which means it probably isnt obvious enough heh. but the game is easy enough that i never actually died, so that drawback never turned into frustration for me, which is good. and number 2. the sound mixing is a little harsh. some sound effects are 4 times louder than others, and sounds of the same type stack up causing them to be louder even though it's the same sound playing. other than that, really great stuff as always. couldnt imagine less from a team like this.
this is super cool! loved how it's all clipped within the circle, especially with the player at the end. small detail i really enjoy. i really liked trying to figure out what the goal was. really nice game that fits well in a ludum dare context, where the gameplay loop is immediately revealed and you can spend however long you want playing it. highest i got was a bit over 1500
ooh very nice! really interesting mechanic, puzzle-ish game with fairly restricted movement in the form of a turning radius. also lovely art as always! really meshes well with the character designs and personalities. At the beginning i found it a little confusing, it took a while to understand how to actually move in the direction i wanted, because i kept pressing buttons and i wouldnt change direction, or redirect randomly (now understanding it just took whatever input i happened to press at the time it looked for the next direction). I feel like some indication that the next direction was registered would help with that. also theres an area in the dark clouds where i could reproducibly undo into a wall that i never entered, which was strange. but it only seemed to mess with a couple undo steps. Otherwise super clean and fun to experience :)
ough this is gorgeous as always. looove your style so much this is a really cool game! again, really like being forced to figure out what to do. also ive always liked these types of metroidvania/progression games, finding powerups to help you get through places you saw previously right before the creation upgrade theres some blocks you break to get up, if you happen to break all 3 do you just have to wait the cycle out? i only accidentally did it correctly and realized afterward
thanks a lot guys!
@joh @aeveis yeah i do think i went a bit overboard with the difficulty of some areas. i was trying to create situations that require you to actually "solve" them (for instance, knowing the angle you need to orient yourself in the lock area) rather than stumble on them accidentally, but in doing that i also made it mechanically difficult as well, and that's much more difficult to get a feel for regarding other people's abilities when i only have my own abilities to base it off of. i think the one lock puzzle is probably ok, could be made a bit easier. but i think the green area door is pretty much unnecessary haha
damn this is rad! making an online game is definitely quite an undertaking for ludum dare. i think this mechanic is super interesting! basically a perfect way to add online interaction for a game like ld where people will probably not be playing at the same time my only complaint would be the movement. feels very floaty, and the jump is velocity based (so when falling the jump doesnt have full force, and you get the highest jump by pressing jump twice within a frame) these things could be done on purpose, but the level design doesnt reflect it if so. also really cool visuals. simple but i always love some neat post processing effects. and nice music that doesnt get annoying when looped hahah
oh gosh this is great! neat presentation, I like the visual effects. It's a bit hard to tell apart the body parts and the living humans, but understandably that's a bit difficult with a top-down perspective. (maybe an outline/circle around the still living people would help) having your abilities bound to different body parts, and losing them when those parts are removed, is a super nice touch. adds a lot of character to the game for something fairly minor in the grand scheme (and uncontrollable anyway, at that).
music is great, and the sound effects are super juicy. overall lovely little game :)
oh man this is incredible. one of the best LD games i've played in a long, long time. you *nailed* the fun factor for me, getting into a groove with the patterns for each fish is soo satisfying. the upgrade progression is great, the game is super funny, sound effects are punchy and nice, music fits well. everything about this is wonderful! incredible work.
this is really neat! lovely aesthetic, and great sounds+music too! The gameplay is interesting, but I did find it a bit confusing at first. it felt like I was doing something wrong by (clearly) making everything harder by shooting, but my points only went up when doing so. but understandably i can imagine finding that middle ground design-wise is tricky.
In any case, i found my best strategy was to just sit in the corner and spam bullets: cs.png
haha this is so cute! the character designs are so lovely, no surprise there. the intro cutscene is great, you don't see that very often with LD games. great music too, really sets the whole mood. other than there not having much of a goal, exploring the different characters and expressions is really fun!
lovely! your effects and animations are always so nice. really nice sounds and music too, fits super well. Other than some minor bugs (undo weirdness mentioned on the page, and got myself stuck at the very end messing with several dozen dragons), this is a very nice puzzle game! fairly short but still got me scratching my head at some sections. great stuff!
really clever idea! I feel like this could have gotten very complicated to keep track of everything, but you kept it simple enough to where that didn't happen, at least for me. I also think there are a lot of neat ideas you could go with this!
Also the music is great, having it change subtly across al the branching paths. Unexpected for a LD game!
Nice job as always :)
this is so cute! and surprisingly challenging! just the right size to not make me frustrated after dying with a bunch of items haha. Also the prospect of speedrunning this is very intriguing, I can already imagine a bunch of different routing options (I even ended up skipping some segments in my playthrough, I got the "last" item before several others, but the price of that makes it less worth it haha)
nice art, good controls, funny dialog, this has it all! great work :)
also sx-1076.gif
this is super clever! love the use of the microphone, i don't think ive seen an LD entry make use of that before. couple of the hitboxes felt unfair to me, but otherwise it's a nice fun game on a unique mechanic. nice job! :D
what a wonderful little puzzle game! there are some really clever puzzles in here, I particularly liked floor 11. this has such an interesting set of rules, I haven't seen anything quite like this before! it makes for a unique puzzle having no prior intuition about any of the solutions. I don't know if I solved the last level intentionally, I was trying to use the bombs as support thinking that would be clever, but I accidentally solved it before getting to that point. The only thing i was missing was an undo button! but having a state-based checkpoint is an interesting alternative, I wonder if a puzzle could use this behavior intentionally..
great stuff as always :)
this is awesome! lovely aesthetic, reminds me of the original flywrench. the beginning tutorial is perfect. the controls are great, and the level design makes good use of them. there's a lot of leeway when hitting enemies which is very appreciated. I love the small bit of nuance with the controls, where you can release a charge prematurely to make a mid-sized blast that lets you recover faster, makes me think there are some neat speedrunning tactics if anyone were to speedrun the game :)
the narrative of digging downward through different layers of hell/sin is super cute, and the level presentation reflects that very well. and the music is *incredible*, I would honestly just listen to that on my own.
overall a lovely game!
i've spent the longest time playing this submission out of any of them, by far. this is so incredibly unique and innovative, i've never seen a puzzle game with mechanics like these. I'm super into difficult puzzle games like this, but i might have to give it a break for now haha. I got to level 24, after several hours. ill probably come back to it eventually! but in any case, really great game!
@jezzamon you got here so fast hahaha
@pancelor thanks! that was my intention originally but i decided the puzzle in the second room was better. both ideas would've worked though!
@notan-lemon you can still turn even when against a wall, and the direction you are facing is relevant to the puzzles
@jefvel :heart: congrats to you for your 3rd overall!
The whole presentation is fantastic as always! incredible stuff, love it. this is deceivingly difficult! I think either the enemy bullets are too slow or they attack too fast, because I found it basically impossible to kill them without getting hit if they start shooting. if i didn't kill something right when i got to it, i would have to skip it. I basically resorted to just constantly digging down and hoping i land on enemies.
Other than that, this is wonderful. all it needs is some juicy sfx!
great atmosphere, and intro/ending cutscenes! not super common for LD. art is beautiful, sounds and music are very pleasing. everything is so well put together.
also those reflection walls, what a clever mechanic! adds a whole layer of complexity to your movements and strategy from something so simple. my two pieces of feedback: 1. the sides of the reflection walls can still reflect, even if you just hit the corner on the ground. caused a few deaths that felt unfair when im aiming at the ground away from me 2. i think the feedback for reaching the exit should be more pronounced. maybe instead of animating landing then jumping back, just have it suck the player in immediately
Other than that, super lovely game! great work :)
ohhh this is awesome!! suuuper cool presentation, as to be expected from you haha. What a neat control scheme, I haven't played any game like this before! I'm surprised you managed to make it feel this good to play with just one button, i can imagine this being much more annoying. Unfortunately I couldn't beat the game due to (i assume) a bug :( The camera keeps gradually shifting to the left (maybe after each death), to the point where the player is completely off-screen and I'm just guessing where the obstacles are. Otherwise I'd love to 100% complete this!
In any case, this is super fun. nice stuff :)
incredible work as usual. everything from the visuals to the sound effects is absolutely gorgeous. definitely a game i can see myself playing causally from time to time, just enjoying the atmosphere running around in different areas. nothing short of impressive
oops i totally forgot to post a comment when i played this haha. this game is incredible, i love the art direction, both the 3d and 2d sides. they compliment each other very well, and the 2d art is gorgeous. The levels were unique and really fun to figure out. i think my only major gripe is that level 4 is more or less brute forcing, i was expecting a more clever solution. otherwise i love the idea and had a great time :D
ohh this is wonderful. really great way to add challenge and mechanics to a balancing game! I also really like the dichotomy between the weapons, they both have their strengths. though, i think the knife's ability to take you all the way to the other end makes it better in my opinion. try as i might, i have been unable to beat your time. and my arm says no more haha
i only have two gripes with the game 1. you cant jump near the edges, which removes the ability to stabilize yourself quickly or get out of the way using the knife (i also kept falling near the edges i think because i kept thinking i'm clicking to lean forward/back instead of left/right. something you can get used to though) 2. landing right as an attack triggers happened a lot for me, and dying without any way to react is never fun. over time it got a little better as i learned the timings, but never fully went away especially when, for instance, keeping yourself in the air with the weapon. an on-screen icon of some sort would have worked ok. nothing to make me quit playing though!
otherwise i found this fantastic. art is charming as always, the sound effects are nice and punchy but not overpowering. lots of gameplay variety. very nice :)
@jefvel I have beat it! my best time is a 2:08
ah, fullscreening is a good idea. I never considered that!
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alright so: really cool game! works well and fits the theme just fine. the sounds and music (what little there are of it) are quite nice. i generally really enjoy playing these kinds of games (getting over it, etc.), but i have a few complaints about this one. i think the biggest source of frustration is with the view distance, i found myself several times running into a cactus or falling into water that i could never have predicted. there are many areas where you simply just have to make a blind jump, and hope there isnt some lethal hazard where you end up, and i don't think that's particularly fun. trial and error is ok, and even part of the genre i'd say, but only when it's "i see where i need to go, and i don't know what angle/power i need to get there yet" and not "i dont see where to go at all" and effectively throwing away your first attempt (and all the progress made thus far). thankfully, the game isn't very long. i think it's the perfect length for being the way it is other than that, i think the game functions well! i think the mechanic of tumbling down and having no control until you stop is really nice and fits well in the genre.
now onto what happened with that screenshot there's two things wrong here. 1. if you jump on the first frame of the game loading, you fly very fast and instantly win (it may require a particular angle, i didn't test enough) 2. i think your time counter is completely wrong, or otherwise i don't understand it at all. i beat the game several times using this technique, all of them were in the 1-5 minute range, despite performing the trick right at the start. this lead me to believe it was counting all the time for previous failed attempts as well (which i would disagree with if that's intended). however, the run in the screenshot happened after just as many attempts without even closing the game. i just tried it again, after about 6 deaths in 50 seconds, i got the trick to work and it showed me a time of 14 minutes. my actual legitimate run gave me a time of 26min 20sec, which i know is longer than it actually took. i think it was around 10-15 mins, assuming the timer starts after the last death
anyway, bugs aside, this is a nice game! i enjoyed it :)
lovely game! i really found the knight-move mechanic clever once i realized it. great art, there's so much charm. i really enjoy the gameplay loop too, being forced to look at your surroundings under time pressure. going for a full clear is quite hard! i think my only gripe is the view range, it's only slightly larger than the distance you dash to, which makes it quite likely you dash into a barrel or even just in range of a chicken if you jump in the direction of your dash. on the other hand, i understand having a small view distance for the sake of preventing a ton of enemies from moving (and therefore forcing you to wait longer)
the only bug i noticed is that you dont collect a coin when landing on an enemy that is on that spot.
other than that this is lovely entry, i enjoyed it a lot!
this is great! definitely a unique puzzle game mechanic, as far as ive seen. i think you explored a perfect amount of the idea in this game, it didn't drag on and also didn't feel unsatisfying. except for the last level, which may have been tedious if i did it the intended way. the only 'bug' i found was that you could inch your way under a ledge and because of how the stacking works, you'll be able to drag any number of dogs along as they repeatedly hit their head and fall, and i abused this during that level to bring them all under the ceiling at the same time. (actually looking at your playthrough video, it doesn't look that bad. i may have even made it harder on myself doing it this way haha)
but lovely game in any case! the art is cute and the music is nice. great job :)
haha this is great! there was much more content than i was expecting from the first few moments. interesting way to kickstart the game, having you talk to everyone to know their location and function, i like it! i wish there was more interaction with the bird, unless i totally missed something (i was expecting like a food-counter at the end as a bonus objective)
art is super nice, sounds are great, very polished experience. lovely!
@jefvel haha, you're close! the damage tick timer is per-enemy rather than global, so you can theoretically do constant damage by hitting a different enemy every frame. (also it's not unlimited range, its just a bit longer than the diagonal of the screen) but yeah I don't think there's much to counter that, enemies get faster as the stages progress but I still think that technique could win out
@swoopie the latter! so if each of your guns has 100% rarity, then each one has an equal chance to appear next. a gun with 50% rarity will show up half as often as any of the other individual guns at 100% rarity. admittedly it's not a great name, but also it's hard to find a fitting+succinct name for the mechanic
ough that hit a spot in me, i'll say. Not the usual kind of entry i see, but lovely nonetheless. animations are really nice
really nice! i don't think i've played a text adventure ludum dare entry before. not my usual kind of thing, but this was fun! art is lovely, as to be expected. there's not a whole lot to do, it's mostly following instructions. but i like the story the game sets up for you, and having an ending choice (however small it is) is a nice touch.
great stuff!
incredible stuff. the game's flowing with that classic jevfel juiciness, really great animations and visual style. game is fun, very hectic. the enemy behavior is really well done, really feels like you arent necessarily everyone's target, while also not being so easy that you can just stand back and wait. really nice music and sounds too, everything is so satisfying! very very nice
oh man this is awesome! the animations are incredible, really nice sense of timing and anticipation. you really did a lot with the individual elements, makes everything feel super satisfying. gameplay wise, it's pretty good! pretty easy and pretty short, but enjoyable the whole way through
This was really charming! Visuals are super stylish, as usual from you. Sounds were really good, too! very clean. Also, very lengthy for a jam game! (and with good pacing, too, in my opinion). I found myself getting frustrated at the gameplay sometimes, getting bad results from seemingly random happenings (whether a guard turned at the wrong time, or if they even happen to see me during the light seemed random at times) but retrying was very quick so after a while I didn't mind it. I think the on/off timer felt largely irrelevant for most of the game, at the very least it would've been cute to tie that into the story! especially with the ending (funny twist :) but maybe the king couldve been the one flipping the lights on and off, i dunno!). Eventually each level became just sprinting paste everything, using club the cloud as backup. but i didn't find anything displeasing about that. All in all, this is really good!
this is incredible, as always with your games. the game is just absolutely gorgeous, I can't stop gushing over it. very very very visually pleasing. all the clean lines and circles, the beautiful fluid movement of the particles, the movements of the enemies, the dashed lines and flashing icons, everything looks so good. The audio is also incredible, it's immensely satisfying the way the sounds and music line up with the seconds on the timer, pentadrangle did an incredible job there. Gameplay wise, it's super interesting. I've never played anything like this. the dynamic between running from enemies most of the time to then trying to get as close to as many as possible is really interesting, it has a very cool intrinsic risk reward system. discovering what all the creatures did was very fun, I could totally see this expanded basically infinitely, with any number of new enemies and abilities. The set you've ended up with here fits really well. I think it's just barely on the threshold of needing another mechanic, the blasting is neat and i like the current gameplay dynamics (moving to dodge, blasting when you're in a pickle) but it feels lacking, at least compared to how many different elements were given just for the enemies. The lure mechanic feels largely useless to me, but I may just be misusing it. After about 4 runs of dying in a few rounds while i was learning the mechanics and enemies, I ended up with a run that became basically invincible, as how @amolker mentioned is possible. because of the damage invincibility time, once you get 5 medibots and refillers, it's impossible to get hit enough in a round to lose more health than you gain. I'm not sure what the best solution to that would be, other than just limiting the max number of medibots. Regardless, it was fun to play around in effectively a sandbox mode after that moment. I wrapped the circle with catalysts and medibots and stopped once I realized they circle forever: ccc.png
fantastic work guys.
Oh man, this is lovely! gorgeous pixel art and animations, as always. sounds are super satisfying as well. The movement is very involved! I like a lot of the ideas here, I bet if i put a lot of time into it i could see myself really enjoying the movement. At my current practice level, it feels pretty cumbersome, but not in an annoying way, more of a motivating way to find out how to improve, haha. I was able to beat the relay on my second time around c.png Really enjoyed my time with this, great work!
awesome! super hectic, the timer adds a ton of difficulty making it super satisfying when you get the right word. great work for how little time you had, too! congrats!
this is really nice! the art is super cute, very visually polished :) the gameplay is interesting! i don't think ive played a game with a manipulatable slot machine like this. there's a lot of interesting nuance, like the order of your slide moves mattering to give you the most possible matches. I think i end up never using the freeze ability, there's just too much chance required. it'd be cool if the freeze lasted for 2 turns. Not a ton going on, but a really nice game for a ludum dare entry :) nice work
this is awesome!! super cute artstyle, funny dialog. reaally good music. im surprised by how hard you made it! my years of playing stepmania prepared me well for this :) usually these ddr-like jam games end up being way too easy so this was a lot of fun haha, but i imagine itll be tricky for many people. having a column dedicated to just holds is an interesting divergence from classic ddr, it'd be cool to see an expansion on this (a column for just rolls, or a specific pattern maybe). really polished and really nice :)
this is so cute!! really nice puzzles, havent seen a puzzle game quite like this before! the difficulty progression seems a bit non-linear to me, but either way the puzzles are really nice! the art is cute and the music is super nice, fits really well. also the secret at the end as a reward is so funny as a concept to me, heheh. very nice work!!
this is really neat! of course it does feel unfinished, but what's there is really nice. the art and animations especially, gosh i love how this looks (along with most your games, of course). music and sounds are also really nice. it's very satisfying to play! i wouldve loved more things to buy :) really nice work in any case!
i'm in awe. completely subverted my expectations *multiple* times. each new surprise totally surmounted what i was going to say before it, but i'll list them in order here anyway:
a. initial thoughts: i was considering making an incremental game myself so it's really cool to see a nice polished one pop up! the simple mechanic of enforcing a cooldown limit for decrees makes for some interesting purchase order strategy (at least in the early game). maybe just for speedrunning sake, but with higher cooldowns and costs it could be a substantial part of the decision process. the cardgame-like effect of the 'doubling' decree adds even more mechanical/strategic intrigue, i'd love to see more stuff like that in an incremental game. my brain's going wild thinking of the optimal strategic purchasing order when interactions like that are involved, haha
b. i literally gasped out loud when i got new planets/areas. multiple simultaneous clicker games is such a cool concept.
c. once multiple windows appeared, i was floored. every little minor interesting mechanic was completely shadowed by this. what an amazing idea. conceptually not too different from just separate tabs like before, but it feels so much more substantial. and having a central window just for a bird's-eye summary of the other worlds is so so cool. Clicking through like a dozen worlds each with a *unique design* was incredible, in a larger version of this game i could totally see myself translate out the languages. i reaally love the concept of essentially cramming together a bunch of simultaneous clicker games of different themes. what a wild concept for a gamejam game.
I think the overall pacing of the game is really nice, i could see myself being fine with spending even *more* time on each planet building it up like the first one, but i think making it as quick as it is now is good for a jam game. this plus the lack of need for translating makes it very approachable for all kinds of players.
And of course, the ending is hilarious. wraps up the game so nicely. incredible entry, one of my favorites of any ludum dare.
this is super fun!! really neat movement mechanics, super fun to control. also there's an interesting strategy in having the twig count carry over from the previous level, i can already imagine a lot of neat decisions for speedrunning if someone were to do that. really nice art, really nice sounds. loved it!
this is really cute! I was really surprised about the amount of content in the game! I didn't expect a whole card shop/upgrading system, that's super cool! The gameplay is really interesting, I like the mixture of strategic card game with realtime combat. It's pretty balanced too, I never found it too hard or too easy, I lost a couple rounds and ended up winning. I was going to mention that you can get an easy head start on a round by playing a crane before any enemies showed up, but because of its cost it isn't as obvious of a decision as I initially thought.
The art is very cute, the music is nice, feels very polished. really good stuff :)
this is really good!! lovely art as usual, really nice gameplay. i loved having to balance watering and attacking, makes for some hectic moment-to-moment gameplay. dialog is funny too, amazing you fit all that in 72 hours!!
this is so cute!!! really fun ideas all around, i was content with just the inital login puzzle being the whole game, but there's so much more!! tons of content for a ludum dare jam game, really impressive work. the final challenge ended up being really challenging haha. really nice aesthetics, really nice sounds and music, fun idea. nice job all around :)
this is really nice!! simple but fun upgrade game :) it's interesting that upgrading the harvester width is actually detrimental long term, since (at least in my experience) the rocks ended up being the biggest bottleneck for progression, even with all the upgrades to reduce them (which to be fair didn't seem like they did much, but i assume they worked as intended)
nice work :)
@plexsoup i think this ludum dare takes the record for longest time i spent deliberating on an idea before going forward with one. in general i try to mentally design the entire experience first and foremost -- or at least come up with a complete game idea with understood goals and mechanics and their purposes, certain ideas can absolutely come up during development (for instance in this case i hadn't come up with the idea for the dirt ball until near the end). but in general if i can't formulate a purposeful game loop then it means either the idea wont result in a good game or at the very least it will be hard to grasp for players.
this is really cool! parts of it remind me of dont starve. i loove the idea of frequently-walked tiles becoming paths, that's such a cool interaction. it would be nice if the visual for it was a little subtler, i initially thought it was destroying the terrain and making it so i couldnt plant on it anymore (which i would also accept as a perfectly viable mechanic. actually i never tried planting on cobbled paths, maybe that is the case). having things to discover in the world is also very fun, even if it's just one main thing in this case :)
this is really nice! cute story, nice art and music. it's interesting, for me the mechanic of plants dying never came up until the "you win" level, i think it would be neat if that mechanic was expanded upon further, maybe even with water to revive dead plants. there's a couple minor bugs and rough edges, and some level design choices i would change, but otherwise this was a nice short puzzle game :)
this is extremely good. played several runs, the highest i got was something in the 130s. addictive. art is lovely, sounds are very nice. i do also think it's very luck-dependent, but not to the point where it's crazy frustrating, something a balancing change could make better probably. really great stuff :)
this is soo so good, as usual from you guys! havent played an arcade vs game like this in a while! and putting a roguelikeish upgrade system spin on it is great :) visuals are gorgeous like always, really nice music too, fits so well
another amazing entry, well done guys :) art is incredible as usual, sounds and music are great. gameplay is very unique! I havent seen anything quite like this, the upgrades add a neat level of agency which is always fun to play with, but ultimately the best upgrades organize themselves in your head (e.g. the scent upgrade trumps basically any other search-based upgrade, and the extra time ones are a direct solution to the problems of the other mechanics). running fast is definitely the most fun part of it to me, which makes things like bushes and enemies more of an annoyance than a hinderance. (the collisions on trees was particularly annoying, since it felt more like a bug than anything). but im not sure what the best alternative would be for the player to overcome! I got to level 32 and the game crashed, i was interested to see how the game concluded, if it ever did! regardless, very cool game, really neat mix of mechanics and interesting take on the theme. fun to play and very nice to look at. wonderful job :)
this is really neat! nice puzzles, cute aesthetic, nice fitting music. I could see a lot of really cool mechanics that could fit into this base game. i didn't catch the connection to the theme, but that mostly doesnt matter. also, one time i caused an infinite loop and had to restart (i think i placed an arrow at the same time the tile was reached? not sure) very nice game!! :)
aah this one is great! short and sweet, super satisfying to play. the box visuals are incredible, super cool to look at. puzzles are well made, and don't overstay their welcome. One of the letters required guessing which exit to take in the previous room, which was a bit upsetting. other than that, i have no complaints! another really great entry :)
this is great, lovely aesthetics as usual. characters and dialog are very fun, gameplay is neat, i could see this being expanded on in a lot of different directions. Having enemies on the street is an interesting decision, they can't kill you and you can't kill them, so all they do is slow you down a little. probably something interesting could be done there, but i like the designs regardless!
On maybe day 3 or 4 I got in a situation where no new orders were coming in but i wasn't done with the day, so I was essentially softlocked. I stopped there, if there's more i may try again later! either way, super clean and fun entry :)
oh man this is lovely. really great level design. the last level was particularly fun, i wouldve loved more technically challenging levels like that, but the more puzzle-oriented levels are great too. the visual effects are awesome as well, particularly the death animation. short and sweet, really nicely done!
aaah this was so cute!! incredible art, great music. really nice gameplay, i can definitely see myself coming back to try to perfect each level (I was like 1 away from each one haha). super polished, I have nothing to critique at all. great job!
@sergilazaro introducing shapes in stages was the plan! the code is actually set up for it, I just didn't have enough time to finish implementing it
damn this is awesome! a whole vehicle construction sim in a ludum dare entry, that's incredible. art and music are really nice, gameplay is a bit finnicky, but i think that's mostly just due to the flimsy physics. the last level is particularly difficult! i dont know how you'd ever be able to get it to the end without tipping enough to spill. either way, really cool game! amazing amount of work for the jam.
another absolute banger from team bugulon. immense admiration and envy for the amount of skill you guys put on display with each of your games. and for a 72 hour jam, no less! incredible. art is top-notch, so beautiful. i can't overstate how nice this looks (as for all your games). music and sounds are delightful. gameplay is wonderful, controls are solid and satisfying. everything is so well polished, it's perfect. because I like the game so much, my criticisms are going to be very nit-picky, i hope you don't mind too much!
- biggest gripe: no restart button. i spent a good half hour 3-starring every level before the levels got long enough and i got fed up being forced to follow through with the level anyway. a very simple fix that has nothing to do with the core aspects of the game - the game is way too far zoomed in, or visibility is an issue at least. the speed of movement with no look-ahead camera makes for an incredibly tiny window for reaction time when you're sightreading a level, or even just playing normally. i could see a case be made that memorizing the level layouts is part of the intended experience, but i found it more frustrating than satisfying. the visibility issue is exasperated by the fact that the game is displayed in a wide 16:9 ratio *and* is vertically squashed due to perspective, *and* the levels are predominantly vertically designed (as a consequence of the kitchen doors being horizontal, i imagine). smacking into walls became strictly an issue of memorization, not mechanical skill. - i think the "remaining orders" icon should be different from the customers' order icons, it often confused me to think there was an order i didnt take in the top-right of the screen somewhere
non-criticisms: - i didnt notice until a few levels in, but stopping the timer while in the kitchen is a great mechanic. slowing down in the kitchens was annoying under the assumption that the time kept ticking, but knowing it doesnt makes this whole part of the game work very well. slowing down here removes the expectation to perform well in this cramped space, and creates a nice pacing contrast between areas. - others have mentioned the slowing mechanic to detract from the fun of moving fast, i do agree that moving fast is the most fun part of the game to me, but i also really like the consequences of requiring you to stop in the table regions. this kind of system sets it apart from something like a basic racing game, in a way. it could be removed and still be fun, but i think it gives the game charm.
i have to say again, absolutely incredible entry. incredible game in general. one of a kind work, and you guys pull it off every time. cant wait to see what you all make next!
another great sirmilkman entry :) extremely fun to play, very high energy and satisfying controls and feedback. the hitstun had this dual purpose of feeling really nice while playing, and also adding some difficulty/strategy, since the enemies don't get stopped by it. the music is great and the visual style is neat. great job :)
ah man this is awesom! super novel take on the base mechanics of sudoku, really liked the dichotomy of the thinky puzzle mode inbetween hectic tile collection, i wish there was even more to engage with in the latter! getting upgrades for completing rows/3x3s feels super nice and rewarding. also the music is really good. awesome stuff :)
haha this was very fun. puzzles were well designed, art is super clean as usual. very nice :) oh wait yeah after reading the comments i realized i also didnt open the safe, i just inferred the rest of the word puzzle. may have to investigate further.
Edit: ok tried it again and got through all the puzzles as intended. couple of things i noticed: - there's no sprite for just the screwdriver head, so opening the toolbox and getting the screwdriver doesnt let you open the vent unless you also happen to click the pot - you can get the scissors again by clicking on the box after using them - the safe had me a bit confused because i tried starting by going right, since that's the direction you turn dials on combination locks. but i did get it eventually, and to be fair the numbers go in the right direction anyway. (i just now realized what the colors are meant to mean, while writing out a bad suggestion) - sometimes i get stuck in a weird state where the screen stays blank but i can still get killed. every 5th or so try i just have to sit and wait until it decides to let me play.
otherwise, the rest of the puzzles were also good!
this is so fun haha. handles really well, very fun to drive around in. and really nice concept too, fits the theme well :)
gorgeous art, very nice music and sounds. lovely little game! high score was 10680
wow this is wonderful! buitifully polished as always, really neat to see a purely "ui" game from you as a departure from your usually very juicy and flashy games, and how the design style transfers :)
this is a very cool sudoku modification, im surprised i havent seen it before! it works really well. and fits the theme great of course :) very nice work
@pinky-toast you should try pressing space!
@levi (and whoever else may be having performance issues), please try downloading the most recent build (1.5) and running "opengl.bat", it's helped some people who have had the issue!
@kaliuresis healing is a purchase available in the shop
@mao this exact scenario (performance issues when multiple windows are open) has been brought up elsewhere, i pushed a fix for it in the v1.5 build if you run the "opengl.bat" file
@mncc8337 thank you for the kind words!
you can try running "opengl.bat" to resolve the performance issues when multiple screens are open, this has been a similar case for several other people.
you can also enable "pause on losing focus" in the settings to mitigate issues with clicking outside the window (or simply keep the mouse button held down when moving it outside the window)
@lastuck the "pause on losing focus" and "windows always on top" settings are meant to mitigate this. but I personally find it a fun consequence of the game's environment, which is why the former is disabled by default. (it's perfectly valid to find this frustrating)
aah wow this is awesome!!! man, thinking about the consequences of the visual design's impact on a game's difficulty is really cool. love how such a simple gameplay setup creates such a rich experience for any player skill level, by simply allowing you to proceed at your own pace (that is, that the difficulty is entirely limited by your own ability).
i think the only feedback i have is that there's no repercussion to simply spamming space to let the jellyfish on without needing to think about it. the fix for this could be a double-whammy by having space also skip the train, to eliminate the need to wait on full trains. though, i really do like "waiting" as a gameplay mechanic, forces you to appreciate the surroundings more :)
really lovely art, really lovely music. another wonderful experience from you guys :)
this is super neat! i looove the visual aesthetic, everything fits together so nice. and the music is incredible, could listen to just that alone. the game idea here is interesting, i really like the idea of building platforms for yourself to travel further upward. i could totally see the world extending further and further up, with different areas and secrets to find (which you already explored a bit with this version!) i do think there could be something further added or changed to the current mechanic to complete the picture, currently it does feel like just trial and error. it would be cool if you had agency over what color you dig up, or something like that. an extra dimension to the puzzle solutions, beyond just falling into what the game has pre-designed. other than that, this was very enjoyable :) nice job as always!
oh man this is great! really interesting set of mechanics, I could see this expanded on a lot. the set of puzzles you made for the jam feel perfect, good difficulty progression and explores the mechanics pretty thoroughly. That last level was crazy, took me longer than all the others combined! music, sounds, and art are all lovely :) aside from minor visual polish things, I have no complaints! great stuff as usual
oh man this is super fun!!! really engaging gameplay, i got in a perfect flow state of moving and dodging. nice and challenging. the art is really nice, everything is clear and easy to pick up. no complaints here, nice entry!
oh man this is so wonderful!! the characters and dialog are so fun. the game is super enjoyable, i had so many fun trick shot moments. and the music is amazing. really solid entry, no complaints here. great job as usual!
this is great! the sense of speed is super powerful, it's a really fun feeling. my best time is 2:22! I think the controls are a bit more convoluted than I'd expect. I'm surprised that holding right is necessary at all, that was the main confusion at the start. I also find it strange that you need to press flap repeatedly to go up, holding the button doesn't trigger anything beyond the initial flap, but the inverse is true for diving, that you hold the button to continue accelerating downward and pressing dive actually cancels the vertical momentum. and then both of these actions have unique behavior with dashing, where if you are holding flap you *do* gain upwards momentum after the dash ends, and if you are holding dive you gain downwards momentum only if you are moving fast enough horizontally, otherwise it has the same momentum cancelling behavior as pressing dive. anyway this all just resulted in me basically spamming the flap, dive, and dash keys. Beyond the control scheme, I do wish you had just a bit more control of your movement. It feels like most of the time the objects show up faster than I can redirect my momentum, and hitting what I want is left up to luck. Outside of that, the art and animations are amazing as always, they add a ton to the experience. the music is also really good. Every time I ended a run I felt like I could've improved and wanted to try again, I played it like 5 times haha. Great job as usual!
haha this is super charming! really funny dialog options, love all the references. great art as always, nice work :)
oh man what an awesome idea. i really love this kind of asynchronized multiplayer. this builds a really interesting sense of engagement with others, even when nobody is directly interacting. love this idea really fun puzzles, and really nice music! great job as usual :)
this is great! lovely take on tetris, the string system adds a whole level of strategy i never wouldve thought about otherwise. really nice art and animation, would've loved some audio along with it! (you may want to opt-out of that category!) nice job :)
This is great! love the art and animations. I really enjoyed becoming familiar with the controls. outside of the issue with losing focus when moving the mouse outside the screen, getting efficient at moving the character where you want is really satisfying. I also loved finding all the secret tunnels :) I ended with 160/160 cheese. Very fun!!
dang this is great! im amazed at how much content there is. i had a really fun time exploring the different areas and figuring out what everything meant. really nice art and effects, and the music and sounds fit very well. i got a bit stuck in the last area but otherwise i had a really great time digging down :) nice job!
ah this is great! the music is great, and the art is incredible. i really enjoyed exploring deeper and discovering new fish and creatures. I also really enjoyed learning fish values by collecting them, as a direct contrast to the limited carry size. That mechanic is nice, it really changes how i play through the game, focusing more on evading than collecting. The discovery that dashing actually goes through attacks helped with that a ton. I think if there's any change I would make it would be to make it more obvious that you're invulnerable during a dash, but discovering that was fun anyway. Great stuff!!
really amazing. the core concept is really clever, and you managed to explore a lot of neat mechanics with it. at first i was thinking the magnets were just an inferior/redundant version of the warp tile, but there were some really nice puzzles that came out of it! something i was hoping for was wrapping while the diamond was moving, that would be cool. (i also tried getting on top of the pyramid but the diamond goes off screen before i can get very high.) really nice level design, beautiful art and effects, and really good music. amazing entry, well done!
this is great! I really enjoy difficult platformers like this, and this core mechanic feels super fun and expressive. I really enjoy the mental process at play required by using the 4 button direction keys instead of an analog control for a game like this. The visuals and music are very nice, I only wish there were more levels! Great stuff
wow this is so cute! really really nice art and writing, all the characters are so fun. the music is fantastic, my goodness. and the sound effects are really good. The core premise is super nice, definitely fits the theme. I really like where you guys went with this!
Ah man this is fantastic! I've seen platformer-like mechanics in puzzlescript before but this one manages to expand on the idea in a really satisfying way. everything makes sense logically (in a puzzle context anyway) and solutions feel totally natural. It gets really tricky towards the end! the stair stacking puzzles at the end were probably my favorite, there's so many things that need to be considered in order to construct a solution. The final gimmick at the end was also clever. I'm interested to see what other sorts of ideas you had! Really great entry, niuce job :) (ps i really enjoy all the videos you make on puzzle games! I end up finding so many hidden gems from you showcasing them, so thank you!)
You guys have done it again. Absolutely stunning visuals, art, effects, polish... Masterclass level work in every new game you guys put out, I can't stress this enough. I am endlessly jealous of the level of quality you guys manage to hit every time. The area and enemy design is amazing, there's such a high diversity it's insane. Every animation feels so well paced and visually coherent. The music and sound effects are no exception either, really really nice to listen to throughout. The movement alone in this is so fucking fun. it's incredibly satisfying and expressive. I like it so much, to the point where I actually found myself disliking the enemies! The first few levels were some of my favorites, followed by some random individual levels in the later stages (like the ufo stage or the final stage that requires some precise directional input). I think the challenge the enemies provide is nice, but I was really impressed at the beginning of the game where i noticed that the enemies and obstacles thrown at me ended up being either 1. only useful to me, like the bombs, or 2. only interact with me by *pushing* me, like the fish and ufos. I think if the game focused on those kinds of elements and highlighted the quick pace and precise movement of the game, it would have been overall more enjoyable for me. Regardless, these are criticisms that would come more or less from a complete commercial game and not a 3 day game jam game. Almost none of this really impacts how impressed I am with the game. Really great stuff, I will always be looking forward to whatever you make next :)
Thanks everyone :) Hopefully the speed related/stuck bugs should be fixed, sorry about that!
@kaliuresis thanks! this is interesting to me, funny enough i actually wrote about this in the big message that gets cut off. For one reason or another i'm obsessed with the idea of hiding things in games, so the extra content was something i definitely wanted to do from the start. In trying to make good time management decisions I didn't have anything besides the base done by the end of day 2, so I had a sort of ultimatum decision moment at that point regarding whether I thought I could improve the game by more than 50% (by whatever metric that means to me) if i took another day to add the extra stuff. I realized I cared more about that than the base game itself, and thought I would just be wasting the potential by not doing so, so here we are. Nothing was really cut, but I could've expanded on it more or less indefinitely given the time.
this is so good!! really cute art, really fun idea. the actual gameplay is engaging despite being comprised of only picking up and placing pieces. having the building platforms double up as a pseudo inventory creates a really neat optimization environment as you try to manage pieces to build as fast as possible. i would really love if price calculations were not simply linear; trashing one rusty piece vs five gives the same points per piece, so there's no interesting though process going in. same goes for golden pieces. if they compounded, it would add a lot of depth for very cheap (e.g. do i submit now for guaranteed points or risk waiting for more golden/rusty to improve the score, making it harder to manage my inventory altogether) i think this is a perfect jam idea and execution. small, simple, and effective. really nice work!
this is very impressive for a ludum dare entry! The map is unbelievably big, i'm amazed at the scale of the game! the art and animations are very good, it's very pleasing to look at. i really liked exploring, but i do wish there was more to do mechanically or at least that your base movement speed was a bit faster. otherwise i think the idea is nice and it plays well. great work!
this is really cute! simple idea but executed well. i like the set of mechanics in the game, and it does a really good job of pacing them out. new mechanics were introduced at a fresh pace, and while none of the puzzles were particularly challenging, that aspect alone kept the game from getting stale. i do wish the movement was a bit faster, but otherwise i had no issues! the art is cute and the music is fun. good stuff :)
This is really cute! the art is fantastic, and the writing is really good. genuinely laughed at a few of the bits. i really like the little bit of lateral thinking required with the clues, it acts an interesting middle-ground between simple memory and pure deductive reasoning, while also adding a sense of humor to the game. of course it would be nice if the game was longer, but what's there is fun on its own. nice work :)
this is wonderful! really cute idea, great music, fantastic art. i loved all the preview designs. I think there's more to be desired from the gameplay itself, and i find the upgrades to be a little arbitrary. but trying to draw with a drunk cursor is very silly and fun. great stuff :)
this is super cool! it took me a couple rounds to fully understand what i waws doing but once i did the game really opened up. visually identifying constellations is surprisingly tricky, and makes the game way more engaging to me. and the constellations that give higher star spawn rates have a really interesting risk/reward component, since the more stars there are the harder it becomes to identify constellations. even though you're mostly at the whims of the game's rng, those few decisions you can make regarding what constellations to form, on top of the inherent difficulty of identifying them in the first place, make for a much deeper experience than i initially expected on the surface. the visuals are nice and the sounds are really good, it's very satisfying making really long constellations just from the visual and audial feedback alone. my high score was 10598 hhss.png
this uis really nice! the aesthetic is great, i really love the look of the ui and the world. i also love the various ways to navigate, e.g. using the velocity meters even without the sonar. collecting items was very satisfying, and also tricky to get them all! nice work
this is so good. incredibly funny concept, executed superbly. the illustrations and cutscenes alone make this game something special to me. Some of the failure criteria felt a little arbitrary to me, but i never expected it to be a super rigorous process anyway. really good stuff as usual!
This is great! really well polished. i love the visual design, everything is so clean! The gameplay is simple but fun, some minor touchups like better feedback when landing a hit etc. would help a lot but don't really impact my experience that much. I would love if choosing cards had more of an impact, and wasn't just "pick the highest reward or lowest enemy card", perhaps make the enemy cards give higher rewards to give the player a more interesting risk/reward choice, or make the puzzle piece cards require some interaction aside from just walking (e.g. they despawn on a timer so you have to memorize that card's layout to pick up as much as possible. I really love the aesthetic theming, mixing playing cards and puzzle pieces never occurred to me but fits so well. The ending stages replacing the floor with an actual card looks really cool. Overall this is really well made, nice work!
simple game but fun to play! really good aesthetic, and the sounds are nice. it would be nice if it sped up a bit overtime, but otherwise i think the game does what it needs to :) nice work!
fun little game! i can imagine it being hard to tune an opponent AI for a game jam, but i think it turned out well in this case :) it's fun playing against the computer's decisions. i also like the mechanic of "pulling" items when pushing into an edge, a simple but elegant solution to preventing them from getting stuck on the edges while also introducing nuance to the mechanics. fun game, nice work!
this is really fun! the art is fantastic, it's definitely what drew me in initially. the gameplay is simple but very fun! i think the balancing is a bit off, the start of a run is very rng dependent; either you get a lot of chips close by and they give high time rewards or you likely just die due to not being able to reach them fast enough. many of my runs died within the first 10 seconds, the ones that didnt went to 1000+ scores. my last run got to a point where i was fast enough that i could pick up chips as they spawned, so i basically couldnt lose and just let the time run out after i had enough. i also think having jump be the accept key for the choice rewards is a bit of a rough edge, you've (seemingly) softened this by adding a buffer time in which pressing jump just cancels the upgrade (it's hard to tell), but i think if you were to solve this at all it would be preferred to just add a different button to accept rewards, or just make the buffer time disable actions instead of cancelling the reward. anyway, those are just minor nitpicks. the game is a lot of fun to move around in and collect items. i think the map is well designed with several potential paths depending on what upgrades you currently have. i enjoyed it a lot, nice job! :) hhhhh.png
This is fun! the voiceover dialog is great, made me chuckle a few times. the gameplay is simple but works well, going for a good speedrun time is satisfying in its own right. nice work!
this is neat! the visuals are so good, i love how the eyes look and the rest of the visuals fit really well. i think the gameplay is interesting, such a simple mechanic has a surprising amount of depth, it's basically self-balanced to the player's reaction time. it would be nice to see your total score at the end, otherwise this was a nice experience! good job :)
@endurion press Escape
@ellaris you should look around more :)
this is great! there's lots of neat ideas here, i like that collecting pickups requires an intentional input from the player, and that doing so has other consequences (like also sucking in enemies). I couldn't play for very long because of the constant clicking, i would have really appreciated being able to hold to fire automatically. otherwise i think the game is fun and works well. nice work!
this is so good! there's so many directions to grow with this idea, you landed on something really good for a game jam. The game itself is great, i love the two-sided gameplay; one with more mechanical requirements and one purely strategic. There's definitely room for balancing improvements but nothing that makes the game unfun by any means. the art is great and the audio fits very well. really solid game!
this is great! really nice art. music is good, but some sound effects would be nice :) the gameplay is really interesting, ive seen lots of chess-inspired strategy games but none that have you moving all the pieces together. while it's a bit confusing at first, having different pieces let you move everyone in different ways adds a really interesting level of strategy that i havent seen explored in other games. the game seems well balanced, too! at least in the time i was playing, i only barely landed a win using some tricky positioning and ranged pieces. the banners felt a bit arbitrary, especially since you're forced to take all of them by the end anyway, but i like the idea of them. really nice work!
This is wonderful! i love the art, everything looks so clean. the sound effects are very fun too! It would be nice if everything was just done with left click - there's never a case where both left and right click could do something in the same context so it just adds unnecessary complexity. Some hotkey to send a brick to the collection would also be nice! Overall though, really cool :)
@koolruz maybe "strict" would be more apt than "unfair". specifically with the swinging momentum, there's no leniency with the resulting velocity based on your incoming angle, so if you happen to be coming into an arc a little off from the tangent you'll lose a large amount of momentum as you get hard stopped on the other side. while this may be physically accurate, it would feel nicer if some amount of your incoming speed was preserved so that even if i didnt hit the grapple right on the tangent i would still swing with more or less the same momentum i would have if i did. (or a different way of thinking about it, if your grapple rope wasnt perfectly rigid you wouldnt lose 100% of the momentum in the incoming angle when hitting the arc.) i still think if you go straight through the center of the grapple point you should get hard stopped, but if you're close to the edge then i think the game should help you a little. anyway, that's a lot of words just to say that most of my time was spent trying to hit really precise tangents rather than maneuvering through the stages, not necessarily a bad thing but i personally prefer the latter :) (looking back at the gif you posted in response to andriybyelikov, i think that's a perfect example of what im talking about. i feel that the second jump should still result in a similar swing. maybe not with as much speed, but not hard stopping you like it does there.)