FoonLudum Dare ExplorerUsers → Trevor Shoe

Trevor Shoe

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201945Start with nothingWe Got Nothin' !!!compo933.773.883.793.593.473.683.953.40
201944Your life is currencyLittle Baby Bloodbagcompo204.044.033.934.163.933.503.853.66

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Trevor Shoe

LD44 — Your life is currency

Signal by HitchH1k3r 2019-05-08T03:38:01Z

Really fun. Looks great and the level of polish overall is quite impressive. SFX are quite good. I find aiming with the mouse to be challenging, especially when I get towards a room boundary and the camera stops tracking with me suddenly (meaning, my position is now also effecting my aim).

I especially like the bits of world-building, like the friendly dog at the shop.

See:NoMore by Criobite 2019-05-20T18:43:28Z

Love it! I really enjoy the simulated PC, and appreciate the inclusion of the fake web browser. It comes together in a really immersive way.

It was occasionally challenging to read the later diagrams, when multiple lines were overlapping with other lines. Not quite sure what to do about that, but I ended up with a more 'guess-and-check' approach than I'd really appreciate.

Way to go creating the full story arc, something that feels like a start-to-finish game, in the time allotted.

SFX would have been fantastic.

Scrapitalism by quill18 2019-04-29T05:51:16Z

Clever mechanic. Interesting abilities, and the tradeoffs feel meaningful. Great work. Just wish I were better at the genre :) Ship control feels a bit stiff, it would be worth looking at ways to smooth out the motion while making it feel snappier and more responsive.

The Last Minutes by Togimaro 2019-05-20T18:57:11Z

Really nice game. Undertale occurred to me as well. Great visuals. Some clever dialog. Sad mood. Nice work! Wish I coulda opened the chest. Painful to know that what I asked for was pizza, and it was in the fridge all along!

Life Business by jk5000 2019-04-29T15:48:05Z

Great game, I played it through several times and found it really clever. I made it 21 weeks, with about 550 in income. Once I figured out that I should click on the house that was in a good position and then hover over the options to see the highlights around it, the game became much easier. Before that, I was mousing around trying to remember who wanted what, and it was too hard. Theme is a stretch, could just be $$, but who cares. Great work!

Almost free by Listonos 2019-04-30T03:40:06Z

This is great! Love the pixel art. The monster is awesome. Controls felt good, and the abilities felt meaningful. Is there no sound? Really nice health meter, btw. I love the shape, and it clearly differentiates your original max, current max, and current health.

Almost free by Listonos 2019-04-30T03:41:08Z

Bug? When I died, the game just sat there, and I couldn't find a way to restart. Ended up having to tab away from full screen and quit the app.

Once Upon A Plague by icxon 2019-05-02T15:28:39Z

Cute game, upgrading my weapons felt impactful and cool. The deselect-after-move thing was kinda a deal breaker, especially in terms of wanting to pick up all those health drops. I wanted them, but I just wasn't willing to do the click work. Putting some magnetism on them would be nice, so they'd draw to your character within a radius. The radial health meters below the characters are clever, but could be much brighter.

Love the art overall, and especially in the shop UI. Reminds me a bit of Slay The Spire. VFX of the enemies dying was particularly cool.

Nice work!

LOoSE sLOTS by commanderstitch 2019-04-29T06:06:24Z

Really like the aesthetic. Awesome colors and casino overload. Game looks crazy and great, reminds me of some old-school games like Smash TV. Great work.

Intro was fine, but I think it would have been better to focus on the gameplay, personally. I didn't really understand if I was in danger, and I never had a sense for whether I was taking damage or not... Until the boss finally killed me. Would be nice to have a sense for when I'm hitting the boss, what his health is, as well. Picking up the coins to use as a projectile is a nice take on the mechanic, although I never felt pressed for coins, I was basically firing as fast as I could. Might be fun to tune it so it's more of a limiting factor.

The Necromancer Saga: Endless Dungeons by frankitox16 2019-05-05T00:54:24Z

Cute and clever. Nice work! Your concept is fairly similar to my game, actually. I like the individual models, although the dungeon itself feels bland. Props and some local lightsources would have helped. Nice work on the level generator.

I would suggest bringing down the field of view on your camera, so there's not as much perspective; it feels odd seeing far off into the distance. It will feel more like a dungeon crawler when the world gets flattened out a bit. SFX would really help the actions feel more responsive; so would VFX. Time constraints though, I understand.

Some fog might have been cool too, to constrain that view distance and make it feel more atmospheric.

Capsule Collector by uvwar 2019-05-01T22:27:41Z

This is weird. I like it. I wish the physics felt a little more stable, and the input more responsive. The fingertip flickering around breaks immersion a bit. But it's fun, so nice work!

This is your life now by reuno 2019-05-20T19:58:25Z

Wonderful. Looks awesome, I really like how the backgrounds change as you grow up, and the drawings for the different things. Music is great, although it starts to get a bit repetitive. Solid in-world UI design. Writing is good (nice Bowie reference). It's funny how having the ability to jump and double-jump keeps me occupied and happy during the slow parts. Lots of nice little polish touches, like having my followers turn at randomized delays when I turn; ends up feeling really good. Jump and landing VFX are perfect.

I would have liked to feel like I had more control. I wanted to hang onto my nerdy passion (it's why I took a boring job the second time!), but couldn't find a way to do it. Maybe I need to try again and avoid friends and love more though... hm.

Awesome work.

AstrO2 by Khamekaze 2019-05-01T03:56:40Z

Nice physics, and I enjoyed the art. Cool take on the theme. I'll tell you what confused me though; that the propellant was straight back. I expected it to be like a jet-pack, where it would push me upwards like superman. Maybe that's not how space suits work, but I burned through half my fuel confused about why I kept going on the wrong direction.

Great work!

Idle Idol by Daniel Moreno 2019-04-30T03:24:37Z

Great game! Love the artwork, love the mood. Would be nice to tune it such that manually clicking becomes irrelevant sooner -- that's what's keeping me from a second playthrough.

Seaway by Constantin 2019-05-02T05:28:54Z

Just lovely. Really like the changes in color scheme as I move around. Prettiest game I've seen thus far. Would love a little info about the tools you used to create this.

Gotta agree with @BabyKing about the subject matter, and the missed opportunity, but I was able to enjoy the game regardless.

One complaint! The white cursor would get lost in the white part of the screen, and I'd panic for a moment that my mouse was gone and I couldn't mind it.

Seed. by AVAVT 2019-05-20T21:52:51Z

Really nice work. I made it to 3820 AD... played again but couldn't figure out how to unlock the other ending, or what I might do differently. Music is perfect.. reminds me a little of Chrono Trigger, which has some similarly sad themes. Keyboard shortcuts would be very nice, just numbers corresponding to the trees. Art is great, I really enjoyed the beauty of my forest and all the different plants. Very impressive, creating such an emotionally poignant mechanic!

60 Second Supermarket Sweep by Historymaker118 2019-05-01T16:25:45Z

Great work on the visuals, love the supermarket and the destructability of the environment. Super cute. I like the old people slowin me down too. I ain't got time for this, granny!!

My favorite part was sending the carts smashing around. I couldn't quite figure out how to get better at the actual game, e.g. finish my shopping list. I just couldn't find everything. A little more straightforward sense of what to do and how to play would make it more of a game... but it's fun to just mess with as is.

Demonic Dealings by Paul Nadan 2019-04-30T04:52:38Z

That was fun. Took me a bit to get the hang of it, but I was eventually able to free myself! Seeing the opponents hand in advance felt odd; I'm going to try to get the best hand regardless, so why not just reveal at the end for a more poker-y experience?

Gore by Tudvari 2019-04-29T17:27:28Z

Looks really nice. Cool take on the theme, deciding people's fates, hope for reward vs sacrifice. Nice work!

Plays a bit slow; takes quite a while to carry the prisoner all the way back to the entrance, and then walk back to where I was. While the altars are cool, it might be nice to just make the decision on the spot. Increasing the move speed would be nice as well.

Swordplay felt a bit awkward, slow on the response and then hard to get my shield up in time to block. Might be I just need to practice more though.

Jack The Reaper by Madbeagle 2019-05-02T19:37:50Z

Fun game, nice work. I made it to Round 3. The floaty controls can be a bit frustrating, when I'm still moving upwards from a jump and I wish I wasn't about to hit that golden ball thingie.

Also! After I use the powerup and collect the enemies as coins, when new enemies spawn, they should flash for a second and not kill me. It's very annoying when I instantly die, the very frame a new enemy has spawned where I'm standing. That happened to me twice.

Enemy Of The State by Darylsteak 2019-05-01T04:34:27Z

Great intro and transition into gameplay. Art is quite good as well. Bullet SFX is a bit loud. I think you could get the movement physics to feel snappier and more responsive, but it's not a big deal. Really nice work!

Pig Web Tower Defense by Kevin Palani 2019-04-30T02:18:13Z

Clever idea, I really like *wanting* some enemies to get through. The shop flow felt a bit clunky -- perhaps just click an empty slot, and show the shop UI contextually instead? Would be nice to make lasers a different color for the sniper tower, so it's clear when it's firing. Some DPS info in the shop UI would be appreciated as well.

Fun game overall though, I clearly see the potential!

I'm a Revivor by NorthernHawk 2019-05-01T19:42:33Z

Really nice work. Looks awesome, reminds me a little of Cave Story (which I loved). Fun to play, and good mechanical take on the theme. Music and SFX feel spot on. I'm a little confused why, as a zombie, I'm bringing the crabs back to life, rather than making them undead like me... I forgot and let the zombie crabs touch me the first few times, thinking they were my friends.

I made a somewhat similar game but used shift/ space for abilities -- kinda wish I'd used left/right click now. Feels easier to remember.

One idea for camera is to zoom out based upon the player's movement speed. Another is to lerp the camera towards a point in front of the player, in the direction they're moving, so you provide some forward sight. Might be tricky. Dragalia on mobile does some of this stuff reallllly nicely, I was fascinated by it.

I'm a Revivor by NorthernHawk 2019-05-01T22:40:25Z

@alejandrodecea thanks for the explanation, that's interesting. Offsetting toward the cursor is a cool solution. Capturing the life from the crabs is a neat idea!! Thus tying it back to how much ammo you have. Ah making games is fun :)

Dungeon of the Blood God by LurkinMcClerkin 2019-04-30T04:08:47Z

This is great! Really fun to learn the timing of the enemies. Love the intro art. Music is spot on, SFX are good too. Nice work! More variety would be great. So would a font that's not all caps, it's slow to read.

Piggy Bank ! by FlavienRombouts 2019-05-01T19:59:50Z

Great work! I really enjoyed this. At first it seemed a little one-note and simple, but by the time I got to the ice world, I was really being challenged. Agreed with other comment about mapping cardinal directions to diagonals, although I got the hang of it quite quickly. Still awkward. You could try out a control scheme where you highlight adjacent squares and click them.

Really nice ramp-up with the overall difficulty, as well as, introducing new mechanics with simple levels to show them off, then adding the challenge. Solid game design work there.

Looks great, I love the different environments. Really cute little vignetted worlds. Reminds me of some of my favorite mobile puzzle games. With this aesthetic, I'd turn down the specular and go for more of a matte finish, personally, but that's totally subjective.

The Iron Syndicate by Hare Software 2019-05-01T04:25:48Z

Super cool. Love the pixel art, it looks fantastic. Sound effects are top notch as well. I was sad when the game ended when I, er... no spoilers. I wanted to keep going in the story though! That's a good sign :)

Very clever, really appreciated the time period take on the theme and the quality.

Only feedback -- provide a keyboard option for the dialog. Just number them, or add up/down (w/s) and enter to confirm. I find it jarring to very occasionally use a mouse in games.

I also wasn't sure how many beams I was supposed to make with a given pot of metal, or when I'd shoveled enough coal. A little more surfacing around that would be helpful. I get that the manager isn't helpful, but kinda walking me through it the first time would help me-the-player out.

Nutty Twins by Supernapie 2019-05-20T19:40:07Z

Really clever, great puzzle design and interesting mechanic. Looks great, SFX and music work. Love the nonviolent innovative gameplay. I was a big fan of The Lost Vikings, which has a lot of similarities.

I found the controls frustrating and hard to remember. Keeping the controls onscreen felt intrusive. I repeatedly respawned the wrong character. I think making the game screen larger and allocating a space for persistent controls would have been nice. Or perhaps a single button for respawn, and then use the arrow keys to pick which character -- that adds a keypress, but removes the possibility for error and probably allows for faster play overall.

Like the aesthetics a lot. Might be nice to differentiate the two characters, make them look like their roles somewhat (TLV did a great job of this).

Great work overall! I played to the end and was consistently challenged.

Cursed Samurai by palsina 2019-05-01T18:00:52Z

Love the art. Love the aesthetic overall.. the cold, barren story, and the cold, barren landscape. Animations are great too. Great take on the theme, my fav so far.

It's so hard though!! I made it to 15. As someone who loves Hyper Light Drifter (which this reminded me of in many ways) and Dead Cells (bit there too)... woof. Mostly it's just the time investment, relative to having to start over every time, and get back to the enemy whose mechanics I'm trying to master. Maybe I just have a beef with roguelikes, I said that about the bosses in Dead Cells too.

Great work.

Danger In The Snow by omercanbalandi 2019-04-30T19:42:56Z

Great visuals, love the pixel art. Music feels appropriate and sets the mood. I enjoyed the strategy, although some runs, I felt frustrated immediately by the random boards. Sometimes map 1 was easy, sometimes it felt impossible.

It would have been nice to avoid the need for a mouse click in the Map/Upgrade interface, since everything else is keyboard. Just make "Next Level" enter or space or something.

Killbi by HEXIEZ123 2019-04-30T01:56:56Z

Fun collection of mechanics, I appreciate all the cool ideas that went into this. I do agree with the previous comment that it would have been beneficial to focus on one or two mechanics, with such a limited amount of development time. For example, bouncing bullets seems awesome, but I never saw a real use for it... you could build a game all around that.

BloodVirus by Team-on 2019-05-01T03:49:14Z

Weird and fun :) The radial meters over the buildings are really hard to see, which makes the whole mechanic confusing. I prefer the starcraft model of place it and wait for construction in-world, personally, but that's a separate issue.

The enemies didn't seem to be attacking after a couple minutes, they were just getting close and then milling around.

Overall nice work!

Arrow of Light by sylvie 2019-05-10T00:45:12Z

Really nicely put together, with a few frustrations.

I found the aiming mechanic quite challenging, meaning that I died a lot. That meant I constantly had to wait on the screen fade to the main menu, shoot the 'new game' balloon, and go back through the non-skill rooms. It just felt slow. Hard to practice and improve when there's 40 seconds of boredom between attempts.

It seems unfair the enemies can magically shoot through the ground, but I can't. I got hit by a lot of far-off shots that I _felt_ safe from.

The music is lovely, and the art suits the game quite well. Love the dialogue and world-building!

Frozen Yoghurt by cpx3 2019-05-02T18:54:09Z

Nice work! This is cute. I like the antarctic theme, and the weirdo AI. Visuals are solid. I made it to the room Backfire. I'd like to find out where the story is going (TELL ME AI!!!), but the first 5 or 10 levels are a bit too slow. You don't even really need to move. I'd enjoy the game more if there were more enemies forcing me to move, and I had accordingly more health.

King's Alchemist by Vlad Dae 2019-05-08T02:35:28Z

Looks great and fun to play. I enjoyed Overcooked, so no surprise to me that it's a bit stressful.

I won the game, but never had to make a pie; seems like that mechanic isn't quite there, purple blood never became an issue, and seems to be undertuned. Keeps it from really embracing the theme, unfortunately.

Really nice how the ingredients are different colors and shapes, makes it easy to remember. Appreciated the simple setup and in-game tutorial; I tried to do these things with my entry as well.

Would be nice to avoid the 3-level deep structure (order board > crafting > recipe book). I think you could include the recipe book at the bottom of the crafting UI and save me some clicks. Perhaps that steals away the gameplay of trying to remember them, but memorization isn't the most fun part anyway. Alternate idea would be to have Order Board and Crafting as a lateral transition, alternately, e.g. side-by-side (think Clash Royale UI).

Really nice work.

Prospector Stanley by kypello 2019-04-29T19:06:48Z

As a fan of Adventure Capitalist, I enjoyed this. Easy and fun. I enjoyed the artwork. Liked the transition from title screen to gameplay in particular!

The menu for purchases could certainly use some UI improvement. Those arrows at the top feel a little clunky. Not sure what this was made with (would be nice to mention that), but scrolling with the mouse would be nice.

Why'd I die!?? I was like 1 click away from having all Minebot Omegas. Oh well. Not sure if it's based on time (like see how much you can earn) or based upon getting so many awesome miners like I did.

Note that your Source Code link is broken.

Specimen Delve by arkinrev 2019-04-30T19:25:22Z

Nice work, this looks really good, and plays responsively. Yay wall sliding. Freezing the specimens feels a bit slow, relative to the pace of the action, but I get the gameplay value of having to stand in a spot vulnerably for a couple seconds. Have to agree that playing in silence is less fun. Does the slime have an effect? I couldn't quite tell.

Splitter Cells by Gunnbju 2019-04-29T23:29:07Z

Fun game! Love the pixel art. Cells are cute, implied minimal environments are perfect. Nice animations. Moving around feels fun and responsive. A bit hard to tell when I'm landing a hit on an enemy cell, and how much damage is being done by enemies. Fading yellow circles appear all over the place during combat in later levels, and I don't understand what they are.

Spending the cells is a nice thematic touch.

This has some similarities to my game in the Compo, heh.

DEA-7H by b3agz 2019-04-29T06:28:20Z

Wonderful pixel art. Great effects, especially when you click a target to view details. Ambiance is excellent. Very funny as well.

Dialog appears toooooo slow. Since the game tells me "new information", I know instantly whether it's useful or not, which means I get impatient waiting for the non-useful dialogs to complete. I'd like to be able to hold a button and have the text appear more quickly. Or just 2x the speed by default.

Little Baby Bloodbag by Trevor Shoe 2019-04-30T20:11:12Z

@seriar, @listonos and @gus-the-shark great feedback, thank you! I really wanted to include higher tier enemies (e.g. security guards) to check against the power creep, but just couldn't get to it. I love the feeling of having 25 or 30 zombies in tow, but you're right that something needs to cut that number back down and keep the challenge intact.

As it stands, I just try to maximize my Largest Army score for a challenge... I've gotten 30 twice, never higher.

Little Baby Bloodbag by Trevor Shoe 2019-05-01T18:15:16Z

@hare-software thanks for appreciating the button prompts. They were some of the last things I got in, but I _really_ didn't want people to be confused! Even as the developer, I kept forgetting about the shift-to-drain mechanic and dying and feeling frustrated. Felt like an epiphany when I thought to put the 'shift' prompt up in the health meter. Wish I'd had time to have it flash red as well, at that threshold. I love that type of quality-of-life UX stuff.

Fateshift by dougLima 2019-05-02T15:17:01Z

Funniest game so far. I LOL'd at the banana peel description. And the scyther. Really good stuff :)

Made it to level 24 and had a lot of fun. Nice variety of enemeies, and the game looks great. Obviously plenty of room for polish, it's a 72 hour game jam. I think some small touches could have made combat feel more responsive.

Fateshift by dougLima 2019-05-02T15:19:20Z

You opted out of humor!? I was about to give you a 5 for being the only game to make me actually LOL!

Ballsy Escape by GeneralAnimal 2019-04-29T15:54:30Z

Cute game, strongly agree with the great feedback from Boltkey above. Show flow felt cumbersome, relative to just deducting the cost upon pressing space or c. Frustrating when I'd place a box, and then it'd physics its way off the button, with no way for me to push it back.

LifeSaver by Wesley Vong 2019-04-29T15:20:14Z

Great pixel art. Noticed a bug with the WebGL build where I wasn't able to see the whole shop menu, and wasn't able to close it.

Market Master by zactical 2019-04-29T06:16:35Z

I made $250,000 so I feel good about myself. The idle clicker aspects were easy for me to grasp, but I was at a loss about how to make investment choices and do better or worse.

Game looks nice, and feels fun, like a clever take on a 90's business sim like Aerobiz Supersonic.

LIFE Corp by pl4typus 2019-05-20T23:01:00Z

Really nice environments, love the art overall. My camera did a lot of clipping with the ground, which was quite distracting. The LIFE bots were frustrating, in that they'd seem to instantly flip to face me while I was jumping toward their control panels. This could use some work. Overall physics could be improved to make it feel more visceral and action-y, since that's where the fun of the game is going to live.

Mouse sensitivity felt fine to me, I wonder if the issue others have had is based on screen pixel density or something. I've had similar issues developing for different mobile devices.

Like the introductions and overall presentation.

Escape from Hell by Becher 2019-05-02T17:55:31Z

Very nice artwork, clearly inspired by Sword & Sworcery. Would be nice to get it 'pixel' perfect, seems like there's some anti-aliasing going on, esp with the font, that's blurring it out a bit.

The interior 'hell' felt a bit disappointing after the exterior was so beautiful.

Fighting slimes (which apparently are soul-vessels, like in The Little Mermaid?) is pretty boring, and since it's unlimited, about 4 minutes of grinding here made the upper boss go down without much challenge. From a game design perspective, this needs work. But bonus points for making something so visually polished.

Also! I liked the in-world button prompts and credits at the end. That's really fun.

utsvulten by ditto 2019-04-30T03:57:24Z

Love it. 2 player mode??? Would be fun to get some additional reactions in to eating various things, or removing various parts, but it stands just fine as is.

BraveBelly (Thiccboy hurdle jump sim) no download required by TomasMunro 2019-05-01T23:41:58Z

Really nice artwork and animations. He looks great. Gameplay is a bit thin, especially since left/right doesn't really have much use -- just stay in the center. Jumping the hurdles is too easy, unfortunately. Might be fun to occasionally space them closer together, add other obstacles moving at different rates, etc.

Would be really fun to have him get thinner as his weight goes down... lotta work though :)

Slice Me Out by Marcus Gambit 2019-05-01T03:39:18Z

That's fun! Great creative take on the theme. I like the simple keyboard controls. It would be neat to visualize the movement, e.g. thinking of those as being 'fuel' that's burning 1 per square.

Moreeeee levels!

Shroom Bois by Torculus 2019-04-30T02:10:31Z

Beautiful aesthetic. Makes me wish I had a friend... or that you had single player mode! I found controlling both of them to be beyond my skills.

Love the SFX as well.

Not a detraction, but if you're building out of Unity, you might as well do WebGL and avoid the installation process.

LD45 — Start with nothing

You found nothing. by atraxgames 2019-10-16T16:16:27Z

Nice work, reminds me of the beginnings of some of my favorite clicker games... A Dark Room and Universal Paperclips. Made me hope it was going somewhere, but this is a game jam, and I liked the slow addition of the gold and store. I've always liked the undefined and expanding feature set these games have. A little slow to get moving with the rocks and gold!

Area 45 by conk 2019-10-17T04:56:49Z

I couldn't quite figure out the mechanics, but the visuals, theme, and music are perfect. Really nice work.

Praying didn't seem to do anything..................................

Lol :)

Nothing to Say by celia14 2019-10-10T00:59:05Z

Really nicely done. Love it. Fun to explore a single conversation over multiple attempts as you "find your words", heh. Bit of a Groundhog Day (movie) vibe. Looks great and well written. Sound would have really finished this out, added to the immersive quality.

#000000 by kevinworkman 2019-10-17T04:29:20Z

Capture.PNG Very cool! Love the mechanic, focusing on how to raise the three values together. Took me 59 clicks, which was a little long, dancing around white... but I quite enjoyed the experience. Would be a great opportunity to get some music in, set a mood, and modulate the audio or add tracks based upon the overall value (or individual channels).

FOREST NINJA WIZARD GHOST by johnnysix 2019-10-25T04:23:13Z

Looks fantastic, really like the noisy pixel art, and the lighting effects. The gameplay is really simple, but it's intrinsically fun just to get chased around such a wild environment and try to brighten up the place. Great work!

Nothing Engine by freakoftheyear 2019-10-08T16:13:18Z

There's some great stuff in here! Love the art, and it's all really bright and silly and funny. Nice SFX and music too. I wasn't able to make anything resembling a "game", but it was fun to play around with all the different assets provided. Clever. I got the spaceship flying around, but I wasn't able to figure out how to control anything else, eg. my little pokemon buddy.

Naked in the snow by Marc Grabow 2019-10-11T04:08:50Z

Nice work! Reminds me of this time a couple winters ago.

Super silly, I like it, and a solid execution. It didn't get more competitive as the rounds went on, for some reason... meaning for the later rounds especially, no one was really fighting me, the NPCs all put on their hats and stood still. Would be extra fun if these were all real players :) kinda like Joust (or Killer Queen) at that point.

Nill by Jonathan Fischer 2019-10-08T04:10:25Z

Really beautiful. Love the art direction, the mood and atmosphere.

I was ok with the intro the first time, but there really needs to be a way to skip it subsequent times. I know I know this is a game jam, but that makes it even more important, honestly. After I died a second time, I just called it. Was curious to know what was at the end of the maze, it looked interesting over there.

Bob the Brawler by itsdanidre 2019-10-16T16:25:03Z

Great work! Got a high score of 67k. Kept wishing for more depth, another enemy or something, but hey this is a game jam -- this looks great, feels really polished, has great SFX, and is very fun overall.

Unraveling Nothing by Zachary Shah 2019-10-17T04:50:11Z

Really nice visuals, like the setup. Motion blur and bloom felt slick, like the rain particles as well.

The physics felt promising, but it's a bit hard for me.

Also, noting that the controls listed don't include SPACE, which dismissed the before I could read it in-game on my first playthrough... and so I couldn't figure out why I couldn't make any progress.

Also, I repeatedly failed the tutorial level because I died (jumping off the edge looking for land) before the game auto-advanced. Probably more graceful ways to advance the player, like putting a target area in, rather than an invisible time countdown.

Clean sh*t by Styleshit 2019-10-09T21:05:42Z

Good work! Although my goodness this is so hard! I like the three different elemental biomes / bosses, that's quite ambitious for a jam! Pixel art looks great.

Seem to have hit a bug where the ice boss froze and stopped responding, letting me easily beat him. After that, I tried going over to the fire boss, but the portal was gone and I was stuck.

Voidborn by Shelvid 2019-10-11T04:46:41Z

Nice work! The game is really nicely put together, and I'm impressed with the amount of content. Love the voice in the speech bubbles too :)

Found it a bit hard -- I felt like the hit boxes on the projectiles were unforgiving, and was constantly doing an accidental jump after landing on a platform. I could probably get better, but that would require really dedicating myself.

Voidborn by Shelvid 2019-10-11T18:51:41Z

@shelvid one idea for the jumping issue I mentioned would be to listen for "key down" on space, rather than "is pressed" -- that way, I'd have to manually press the button for each jump. I think this is how most platformers do it.

Color and Creativity by Collin Thompson 2019-10-11T04:20:42Z

Looks great, love the atmosphere. Color controls with the mouse are fun. The combination of extra-loose controls, camera changes, and minimal checkpoint system made the whole experience a bit frustrating though. Made it past the "I can't think of anything" guy after 20 attempts or so and gave up after the next ramp.

Word of Mouth by Sciman101 2019-10-11T18:48:02Z

Really nice work. Solid execution, fun mechanics, straightforward play experience that's great for a jam.

I'd love to see this expanded out, where convincing the red guys required more of a conversation. Felt a little too easy to convince people that pineapple on pizza is a good thing.... which it's NOT.

From Nothing by arkinrev 2019-10-11T04:28:22Z

Nice work -- the game looks great, and I like the starting sequence of picking stuff up. More polish would be nice, especially tighter controls IMO.. but this is a game jam! Keep it up :)

We Got Nothin' !!! by Trevor Shoe 2019-10-07T17:48:16Z

Thanks for all the feedback so far! Wonderful to hear from people playing and critiquing the game.

@c0d3d @dragonsbeardgames @trusty thanks for the feedback. Definitely needs some high-level thinking about how the Shift mechanic functions. The idea was that there's a time tradeoff, e.g. if you keep using it, you won't complete the level on time. I think there are some oddities to the police behavior making it abuseable though.. and the timer tuning is super rough, probably too easy to exert the pressure I wanted.

@cooperjknapp glad you enjoyed it, GOSH I would have loved to add more levels. They were really easy to add, I was just utterly strapped for time at that point. Unlike previous games I've made, I think this one could actually scale out decently. Turns out 48-hours is kinda heart-breaking, I didn't want to stop. Debated going adding a day and going JAM, but didn't seem worth it.

We Got Nothin' !!! by Trevor Shoe 2019-10-07T17:50:38Z

@c0d3d maybe I should have made you lose $$$ when you hit shift, heh. You CAN almost entirely play the game without shift, which is a pretty different experience.

start with nothing by xart2012 2019-10-11T04:35:08Z

Great work, this is awesome. Really sharp pixel visuals.

Love the sampler feel, way to pull off so many themes. Kinda reminds me of some 'fail' videos I've seen online :)

I had the same problem locomule mentioned about getting stuck. Played it again and it worked though.

Thanks for letting us have the WIN at the end!

42LD45_Blank by sgalasso 2019-10-08T03:55:47Z

When you say QWERTY, I think you mean WASD? Took me a while to figure out why nothing was happening.

Once I Figured out the controls, I stuck with it and beat the game!!! Was it fun?? Hmm. I really enjoyed slowly understanding the 3d spaces involved. But mostly it was frustrating guess-n-check. Made me think of LIMBO in that sense.

That said, awesome work. This is original and interesting submission, and I'm impressed.

42LD45_Blank by sgalasso 2019-10-08T03:58:09Z

Two more notes -- some music would have gone a long way toward making the slow pace bearable, helped set a tone to feel immersed within.

And, if you're using Unity, check out WebGL next time! It's sooo easy, and doesn't require the download then.

In the beginning by nsadie 2019-10-11T03:59:26Z

Great work! Looks awesome, I'm quite impressed with the animation work!

Feels just a little slow, I think if you started allowing input before the previous animation was completed that might make the whole game feel more responsive.

Zombug Slayer by jordanvang 2019-10-08T03:30:07Z

Love the visuals. Gun VFX are great, nice camera shake too. Movement feels a little chunky sometimes, especially when I'd kinda freeze against a collision object, rather than sliding past it. Overall quite nice.

Died in the room with the zombie horde rolled in. Had a hard time imagining what I'd do differently, and felt like a lot to replay.

Fast Bastard by eupde 2019-10-08T01:46:14Z

Hi! I'm seeing an problem on your itch.io where the viewport appears smaller than what Unity expects. As a result, the WASD control image is almost entirely cut off, for example. Might just need to manually set the itch.io res to the correct value?

Start with WHITE by IanTyf 2019-10-07T16:05:29Z

Really nice work. Totally original, had a ton of fun playing this. Love the mood of the game -- music is spot on, SFX and VFX when you hit another color make it feel intrinsically rewarding. I didn't really get a sense for progression with the level numbers increasing. Does that have an effect, or is it more of just a 'streak'? Most frustrating bit was when I felt like I was just waiting around for colors I needed that wouldn't come, watching time run out -- tended to feel a bit helpless in those situations.

Space Flight of Survival by himegized 2019-10-07T02:35:50Z

That's so hard! I like the mechanic of collecting the bullets you use to shoot the enemy. Looks fine. I think the big problem is the lack of feedback, which makes it hard to follow. As you mentioned, SFX or VFX when I get hit, when I hit an enemy ship, when I pick up a collectible, etc, would go a very long way. Good work on a first LD entry!