Princess Ribbon by Goutye 2020-04-29T18:29:13Z
What a lovely concept! Learning the mechanics was a lot of fun and very intuitive, and every time the big heart pops feels very satisfying.
Foon → Ludum Dare Explorer → Users → Trexxak
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Forlornicon - Shoopert's Weird Dream | extra | ||||||||||
| 2025 | 58 | Collector | 亡舟 — GHOSTSHIP BULLETIN | extra | ||||||||||
| 2025 | 57 | Depths | id: | extra | ||||||||||
| 2024 | 56 | Tiny Creatures | Tracks. | extra | ||||||||||
| 2024 | 55 | Summoning | Chill! | extra | ||||||||||
| 2023 | 54 | Limited Space | Thoughts? | jam | 607 | 3.52 | 3.05 | 4.47 | 3.16 | 3.58 | 3.61 | 3.81 | 4.11 | |
| 2023 | 53 | Delivery | SNE | jam | 1046 | 3.05 | 2.82 | 2.90 | 3.05 | 3.23 | 3.42 | 2.25 | 3.67 | |
| 2023 | 52 | Harvest | BLUOT | compo | 2.40 | 2.50 | 3.30 | 2.60 | 2.70 | 2.70 | 2.40 | 3.60 | ||
| 2022 | 51 | Every 10 seconds | HURTEC | jam | 1063 | 2.98 | 2.87 | 3.04 | 2.83 | 2.79 | 3.00 | 2.71 | 2.85 | |
| 2022 | 50 | Delay the inevitable | THEMARUNGA | jam | 1368 | 2.63 | 2.46 | 2.89 | 2.66 | 2.62 | 2.71 | 2.98 | 3.05 | |
| 2021 | 49 | Unstable | Contact Nesigur | compo | 386 | 3.23 | 2.90 | 4.08 | 3.58 | 3.37 | 2.96 | 3.43 | 3.14 | |
| 2021 | 48 | Deeper and deeper | Pescuit Pe Plajă | compo | 689 | 3.11 | 2.96 | 2.72 | 2.70 | 3.22 | 2.88 | 3.48 | 3.28 | |
| 2020 | 47 | Stuck in a loop | (Nu) Da Drum | jam | 1450 | 2.95 | 2.69 | 3.21 | 3.04 | 2.92 | 3.00 | 2.73 | 3.25 | |
| 2020 | 46 | Keep it alive | tiriplici | jam | 2218 | 2.97 | 2.86 | 3.32 | 3.63 | 3.27 | 2.58 | 3.41 | 2.95 |
What a lovely concept! Learning the mechanics was a lot of fun and very intuitive, and every time the big heart pops feels very satisfying.
I'm a sucker for 2D in 3D, and I appreciate voice work a lot - and you did a fantastic job on both fronts. Very intriguing concept and funny dialogue, too! :D
oooh I love the main character and her long ponytail! Goes absolutely fantastic with her fireball flinging. What I liked too were the spooky red eyes everwhere! Really cool concept gameplay-wise and very distinct stylistically! Keep it up :3
Appreciate the effort that has gone into the intro exposition. Really sets the mood and makes me care to not fail at the extraction.
Sadly I failed at the operation table multiple times over :'D Did try all the tools at the wound, but only the scalpel gave me notable player feedback, that is the life bar has gone down. Will try some time later though!
The art is also really weird in a good way and fitting for the subject! For some reason when the setting was mentioned (Oregon, Redwood) I was reminded of the Flatwood Monster sightings and different alien sightings of that era.
Fantastic work overall! Thank you for your efforts!
I really didn't think I'd like this game so much!
In terms of mechanics there's just so much more than what meets the eye with this game, there's real depth to it, which is remarkable for the short timespan.
It's also great you have the medal and highscore system in place - really adds to the replayability a lot. I for one couldn't pass the first level until I got the best medal (other levels aren't as important, but the first one always has to be S-Rankable :D )
I would say that it feels a bit frustrating to need to be so precise with Kevin, but the aforementioned Scoreboard really doesn't agree with me - there are people who enjoy to overcome this challenge and this game seems to already have found it's audience.
Great work! Will surely come back to play again some time :D
this is a finished product! I feel like if you were to give the cube the narrative of "it needs to go to green or it will die" it actually fits the theme quite nicely, no need to overcomplicate THINGS :D
Had a blast playing it, though I did start out having a headache already and your game didn't help my problem :D thanks for letting me play u_u
I really love the creative interpretation of the theme! How to play/ what to do was also a very intuitive, pleasant experience! The art is great, music is great and the gameplay is fun! I'd maybe say that the difficulty curve is apt for a game jam, but for a release candidate it should be made juust a bit tougher, maybe, but other than that it's just fun! Super fun, even. KEEP it up :D
Amazing, really immersive experience!
Two moments really stood out and elevated this from a simple game to a memorable experience for me, the first being finding the seventh stick. It really made me think how happy our real birdies must be when they find just the perfect material for their nest.
The second one was when I was looking for a crab for the first time. I saw a red dot, indicating at least something different in the distance and thought to myself how similar their perception of the world could be, and in the same moment the artstyle made total sense to me.
Stunningly beautiful experience. If there's anything I can critisize it for it's that my left arm is hurting now :D
You got me with the ending! While I _did_ expect something like that, I still was a few seconds away from panicking :'D
Well done! Really makes you think why desktop games aren't explored more!
Wow what a funny game :D What this game delivers is, in a very primitive way, how taste in music works, which I really liked. The game idea could easily be extended upon, and overall I really had a great time. Few nitpicks: - The 3D renders seem a bit overkill, especially seeing how they did not even render on the html version (that might just be on my side though) - The 2D elements lack a bit of love and care, a bit of branding if you will. They do what they are supposed to, but especially the icons which are so crucial to the game and where most of your eye's focus lies feel left behind
Maybe settle either on 2d or 3d? In any case, I had a fantastic time :D I made it to 17 Fog Machines, 6 Confetti and 2 Fireworks n_n
/edit: whoops, I just realized I can actually use the Party enhancers. Great game just got even better :D
This is such a neat concept :D Really wish more people played/ stayed though, especially because you could simply idle and only show up once in a while, like chatrooms back in the day. Thank you for delivering this great project!
oof. The dream died because I gave someone I never saw before 1000 bucks 3:
Very chill little manager-type game. I really loved your interpretation of the theme :D
The soundtrack is also very tranquil and works absolutely perfect with the game <3
Two very intense gameplay moments: The first is, when the game tells you you can glide, catapulting your imagination what might be possible level design-wise to another dimension. The second is, when you realize you have to scout out the area before putting your egg in danger, very intuitively thus recreating bird behaviour (I think?)
Really enjoyed playing through! Great work! n_n
Made it to the space shuttle thingie. Really loved abusing the gravitational pull to predict movement of enemies :D
I did not realize up until now when reading your description that you can actually steal ships, which of course makes all the difference in regards to it's rating, so I'll take a second look at your game later.
All in all though, impressive task you accomplished for the Compo. Thank you for your game!
/edit (04/26/2020): Played it again a few days ago and made it to the last level with the knowledge of pirating ships in mind. As predicted, it was thousandfold as enjoyable. Thank you again!
Hey that was cool! Would've been cool if there were a few "security measures" (i.e. "start at last level") or maybe some indicative help on where the projectiles will land, but I totally understand why that simply wasn't in the time budget. Keep __IT__ up! :D
Oh wow, I really love this! The artstyle is so very nice and I love finally finding a city builder/ god simulator among the entries. Really glad you tipped your toes into this genre!
As for the gameplay, ye, there's a bit potential still open, but I could totally see the finished product blow up in the mobile market space (I guess that's your target platform from the orientation of the playscreen and... well your name :D ) Keep up the great work!
Unbelievable what you did with the little time you had! Like others said, the scope is wild, and considering you had to craft the assets too... just wow! Thank you for your amazing job! And birbs!
Gorgeous game. Can't imagine how you made it to the Compo finishline, as it feels so finished o:
That being said, controlling the 'inventory' was a bit frustrating and even made me quit the game in the first bee-fight after repeatedly being told YOU HAVE NO SEEDS.
But honestly, with a bit of polish and quality of life improvements, this game is ready for the world! Astonishing to think you did all this in 2 days! Wonderful job!
Usually in "bar is running out, scavenge for ressource" games I feel bored after a while and don't care anymore.
What this game delivers however is permanent storytelling. If you don't click stuff, you read, if you don't read, you click stuff. The Scavenge Action-RPG-lite interludes were additionaly a great change of pace every once in a while. Everything that was put into this game made the survival genre actually work for me!
The ambiguity concerning the theme of this ld (is the visitor the one you are keeping alive? is it the fire? is it yourself?) is also a great idea :D
Fantastic work, doubly so for a Compo! The concept of the gameplay loop alone is so complex, but then to think you had to come up and write down the story, do assets AND code and have fitting sound design... unbelievable!
Very appropriate as an educational game for kids, loved the ParticleDex especially.
The music is absolutely fantastic and enhances the experience, and the art is obviously crafted with love and knowledge of the matter!
I made it to 2.23 AU through cheating by simply staying on the bottom border, might want to look into that before handing it off to students who will most likely abuse that and make the cheating part the main attraction :D
Fun little game! I could see how this game scales in difficulty as it progresses, with fun bonus objectives and easter eggs. The game runs really smooth and the gameplay is enjoyable!
That being said, it would have been nice to cut down on borrowed assets. Totally understandable why you would use what is already out there with all the time concerns, but it's just a shame I couldn't see what YOUR fairy looks like.
Big fan of the very easy and smooth experience through the abstinence of ultimately unnecessary input (i.e. why would you click the tree? There's no difficulty nor challenge in it).
Also - that smiling face is hauntingly marketable :D
phew, that artstyle tho! Really strong Darkest Dungeon vibes going on there (which is very good thing in my book!)
I really liked the trash-variants of nutrition and got tricked into going for it a few times :D
Fun game! Really appreciate the efforts that went into the aesthetics!
Thinking this is all just 2D sprites with a lot of trickery and know-how is so fascinating to think of. On that same note, thank you so much for including the source code, as I can see people actually learning a lot by analyzing what really happens in there.
Goes without saying that the game looks and plays fantastic, but it's just outshined by the aforementioned education potential. Phenomenal work!
oh boi, I'm so impatient with balancing games D:
For having no prior history with Godot, this is amazing! Personally couldn't make it through the first colourscheme, but I see from the screenshots you have at least 3 tilesets aka I was far from finishing the game. Big Kudos all around!
whoa, nice blast to the past!
Really appreciate the in-depth settings-menu!
As for the gameplay, I love the reversal of the genre. Yes, how about you play the facehugger? Great idea and even makes for something like a stealth/ puzzle game.
Had a lot of fun playing through this! Thank you guys so much for bringing us this game!
The visuals work great together, well done!
Wow. Very emotional, thought-provoking experience. Gorgeous presentation, that goes without saying, but the content---
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oof, it just hits you right in the heart.
Thank you guys for bringing this brilliantly heartstringy game to me <3
Loved the idea of the combo-system! Not a big fan of the artstyle though, but I guess there is a big audience who will appreciate it :P
Very impressive what you guys achieved all in all!
this game is so addictive, I have no idea why, but I couldn't just stop playing before beating it. I really love how the hack wave has actual utility, though seeing how it "disables" the turret with one shot while the blaster needs two, maybe it is a bit overpowered? Or there is a message hidden in these mechanics about not destroying but recycling :D
The art is absolutely great, and the music you chose really fits the atmosphere. Thank you for letting me play your game!
Slick, smooth experience all around!
Was a lot of fun trying to keep the specimen alive, although the perspective sometimes tricked me into thinking I could make it reset when I obviously couldn't :'D
Instructions unclear. Got boner caught in ceiling fan.
Nice, fun entry! Especially like the sliders, big fan of sliders. And jiggle physics.
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i cri evry tiem :'(
Fascinating stuff! To think you did this all on your own O:
I think, because the game is otherwise easy, the bit of chaos introduced in the multiplayer with the colorscheme being confusing brings a bit of conflict-dialogue to couch co-op, which in turn would be a nice mirror of the mayhem that has to go down in a real-life news station :D
Oddly enough I had more fun goofing around with the puppets on my own rather than playing the game normally, so yes, I did only manage to gather the attention of 3 people, but at least I had fun "singing" all my little ducklings with two virtual socks, and isn't that all that really matters in life? :D
Thank you for bringing us this wonderful experience n_n
gotta say, I was never a big fan of tamagotchi, but this was a really cute little reminder of those more simpler days... Thanks :3
Very intriguing idea!
Would really love to see this concept expanded upon! Keep it up!
I too feel like I'm in the team too-stupid-for-this-game, but it does look and sound awesome! I didn't understand it, but I still had a great time :D
What a satisfying game about a frustrating experience! The artstyle kind of reminded me of LISA (which is a good thing in my books), the animation was so slick and smooth, and the gameplay was varied and unusual in a good way (how would I know that vomit might be a good thing in this game except for trying it out or accidently walking into it), and then there's all the interactions between objects, different states, wow.
I'll definitely try again later to get the highest score!
Gorgeous aesthetics and presentation! I'm also really thankful for the in game tutorial, as I was really struggling doing anything on my first try. Good thinking on including that!
Stunning job all around. Thank you!
YEEEEEEET! Cool game with very clear win/lose conditions. The gameplay could be a bit more forgiving, for example, sometimes it feels unfair when you pull the gun out, shoot the target and then get YEETED out of the game because people thought you were rude :D All in all though I had a fun time with this!
Really, really love the aesthetics! Gameplay too is funny to say the least :D
Can relate to the cat :(
Interesting concept for mechanics and really nice realization! It's easy to see you were really having a blast with the level design :D On the same note: Thank you so much for your playthrough video! I tried, I really did, but I couldn't make it even halfway it seems.
Really love the art too, it's just a shame the cave is a cave and thus dark, making the protagonist almost disappear in the shadows. But I feel it was a deliberate decision, maybe to add a bit to the difficulty?
Either way, I had a great time with it! Thank you for letting me play your game!
Really liked the gameplay loop a lot and the difficulty curve seems just about right. I would have liked a few landmarks, a few more colours maybe, as I was losing orientation sometimes.
The most important thing, the gameplay though, is very enjoyable. Great work!
Very fun game! :D Had a lot of fun with managing my partygoers up and down and up again for maximum dancing! Great game idea!
sweet little minigame I could see being implemented in a bigger project. Feels very finished and packed up. Great job :D
Amazing game with absolutely stunning presentation! Gameplay feels very intuitive and is really in depth for a 3-day-game.
It just shows you guys are very well organized and/ or extremely good at what you are doing. Absolutely adore the game!
very soothing gameplay, the ominous timer takes away from that a bit. The soundtrack might be the best one I've heard today and unbelievably fits the mood!
"Alles Vergängliche ist nur ein Gleichnis"
Oh this game is too real :'D No problem whatsoever immersing yourself into the shoes of Sachka as someone who's experienced quite the bit of guild-drama and raid-healing!
What I found somewhat out of balance was the gameplay sequences - they felt very challenging and not really telegraphed all to clearly, but then again, that's just the ordinary experience of an unorganized, multi-tasking dungeon group :D
Great work overall, thank you so much for the efforts you put into this game. They really came through!
/edit: Oooh, what I also really liked was the portrayal of people through simple movement: You have the sturdy, somewhat bored tank and healer, the overambitious little brother DPS who just has a lot of fun with the game and the dickhead elitist dps who doesn't even move most of the time but just loooves to tell people how bad they are. Fantastic little touch that makes such a difference!
I like turtles!
Cool tower defense-y game! Really liked how the difficulty curve kept ramping up. And also the inclusion of the crab dance. All in all great work!
okay?! This is epic?!
Had a lot of fun with it! The evolution-aspect is definitely what kept me interested after dying the first time around and the Food mechanic is such a neat concept and makes stall builds actually work!
It feels so nice drawing trails in both overworld and dungeon. Really like the aesthetics too - for some reason the enemies being worms and your root looking oddly similar I had strange, otherwise aesthetically speaking unsupported, Earthworm Jim vibes from this, which is always a good thing in my books! Such a unique, interesting experience. Thank you for that and keep it up!
Very intuitive gameplay! It really did come all together neatly and without hesitation. The difficulty curve seems perfect for a jam game, too!
Don't know whether intentional, but at some point 2 of each enemy type combined and "danced" in a circle, creating a beautiful new shape.
Wonderful job! Thank you!
Vittusaatana was this great fun :D
Very much appreciated the intro with finnish accent. I was confused at about the third checkpoint though. I didn't know where to go, somehow the buildings led me back to where I was. Oh, and Windows at first didn't let me run it because it suspected a virus, thought you should know.
Would be incredible work for a jam-game, but as it is a compo game even, I'm at a loss of words. Very nice stuff!
oh noooo seems I need to upgrade my PC very soon D:
So thanks for reminding me lol :D But seeing the video - this looks absolutely phenomenal. Can't even comprehend how one would build something like this within 72 hours! Fantastic work, thank you so much for this experience!
Mysteriously the game won't load on my machine D: Like, yes, there will be a process, but it won't show up anywhere but in the task manager. Any idea why?
Really looking forward to finally play this and be sure I'll try my best to fix it myself :3
/edit: nvm, fixed by downloading again. weird.
I do agree with Lizette. Why worry about Quarantine if you should really question why the mother plant is offering you a weapon of mass destruction winkwinknudgenudge
Great game! Had lots of fun with it. The soundtrack is absolutely amazing. The preparation song especially has that 24/7-Chillhop-Music-to-Study-and-Relax-to vibe to it :DD
The animation work on the trees is a little detail that makes such a world of difference I feel. The animation work in general is phenomenal. Everything feels so slick and sensible.
Really polished up game! I am very thankful to be able to play it. I can't think of a single thing I did not enjoy. Absolutely great work!
Mindblowing gameplay, amazing presentation and intuitive point this game communicates. Absolutely fascinating. Thank you for this gem!
Played this on the first day of the jam and was absolutely amazed not only by the graphics but the sound design, too (...and the ragdolls, everybody loves ragdolls :D). Really love the alternating between turret mode and on-foot mode and how they both have their reason for being in this game. Thank you for this pleasurable, pretty game!
Liked the artstyle a lot! I think this blend of RPG and Detective Game has great potential. Keep at it!
THIS IS SUCH A CUTE!
Loved every single minigame to bits, the art is glorious!
And then the crab danced, it's a beautiful day outside, birds are singing, flowers are blooming... on days like these, devs like you... should really be proud of themselves!
As someone who never learned to code properly and desperately needs tutorials to move anything in a game, thank you so much for your work! If nothing else it'll definitely help people in similar situations learn how to bend C++ to their needs!
That aside, I really like how smooth the gameplay loop is!
I'm going down to South Park, gonna have myself a time :D
Very fun idea! I don't actually mind the perspective - in my eyes, an uneasy perspective can be used for difficulty.
What I did find a bit more frustrating than rewarding was the small hitbox of the balls, maybe. But that's more of a nitpick. The gravity pull of the stages on the other hand - very satisfying seeing tiny balls getting sucked away!
I love the animations of the concert and the whole style. Great job! :D
Great art direction, although it is still obvious there were time concerns. I'm sure if you guys were to expand on the game, you'd change the MC's model to something more unique-looking :D
While you did not provide your own music, the music chosen for your game fits like it was made for your game, so great job at the selection!
Gonna be honest, I'm not much of a Luigis Mansion fan, or of the overall idea, as such I did not have too much fun with the game, but I just have to be objective and acknowledge that that's my problem and that you still did a great job at what you set out to do! Thank you for letting me play your game u_u
can only mirror what @loopypicklehead said. The assets are phenomenal!
I was confused how the dice influence the battle though. I wasn't even sure what the symbols on them meant. Maybe a tutorial would clear up these questions?
I am 0% pumped :DDD
Love the concept of the game, but I would have inverted the win-condition. My mind runs wild when it has to associate crazy ideas with each other - being passively penalized for what is, in my opinion, a great thing feels really frustrating :(
Huh. now that you mention it, no I didn't lose any lives, it just ended with the timer running out. Also the score was staying at zero, but I thought that was just me not being able to make sensible connections :'D
Mainly use Opera, but I do have Firefox and Chrome installed, if that answers your question :D
it works now! Finally my friend stopped being passive agressive about his pumped-level for my ideas :D
I'm really not good with these controls :'D Otherwise great concept!
Great artwork and very DnD-y gameplay :D I was happy to see that consequences weren't too harsh like I know them from these type of games, but instead forgiving if you don't choose to do something extremely ill-advised, and even then the game is so kind to remind you that you did an oopsie.
Absolutely stunning visual work! The graphical fidelity is nothing but breathtaking and the artstyle in general is just on point. One could even be led to think this was a AAA title prototype that got leaked or something :D
The movement on the other hand, especially the seems between overworld and individual levels, as well as the awkward movement angles on the planets made me have motion sickness. Throwing the javeline could be a little bit more forgivable, too.
I'm curious to see where this is going! Thank you for this great entry!
@inky I think it might've been the rotation mainly, but now that you mention it, maybe if the speed was a bit slower the rotation wouldn't have been so hard on me :D
I'm so in love with the ~~monst~~ plant design! The colourscheme, artstyle and music are so in sync! Weird and wonderful!
Beautiful artstyle <3
I felt the controls were really hard to get used to, but the basic gameplay loop is fun overall. Great work you guys!
I played it for a few minutes, not realizing the whole thing with packing the unicorn up, said "wow, that's it?", looked at this page again, reading repeatedly "GET CLOSE AND CLICK TO GRAB UNICORN" and felt extremely stupid. I was then amazed that the play area is so big and immediately dreamed up what you could do with this mechanic. I was also immediately reminded of "expectation-reversal"-games like Pony Island and other Metagames of that time.
I think it would be awesome (but require gigantic cojones) to hide the real game in plain sight, showing only the surface, the starting dancefloor, not telling the player what they can actually do, and let the casual on-looker think that the game is trash.
You guys inspired me, that's for sure! Thanks :3
/edit: Oh, my first "real" game score is 14880 :D
@zebraatomica Oh, my pleasure! While there are many great games in this jam, this one is one of only two that made me have one of those "meta-moments" - and those things I celebrate greatly!
Okay, so I played a few more times now that I got the drift.
A few thoughts: - I love shotguns in videogames. It's sad that I'm always disappointed when I get the shotgun upgrade here :( The machine gun just feels so much more on point and balanced while the shotgun just lacks behind.
- On the same note, it would be really nice to have some indication on which gun you just picked up. When walking around with the horse on your back, you can't really see the gun, so I feel it's on some level deliberate, but on the other hand, you did colourcode the machine gun red, the shotgun green and the pistol blue. Maybe the colour of the ammo amount could reflect which weapon you carry?
- I'm sometimes unsure about the distance at which hits will register
Also, a few expansion ideas if you guys were to keep developing this super interesting game:
- While the music selection is great, wouldn't it be cool if you could load up your own music (as a player)? o: (At least for the party sections, but maybe even in the "wild" when walking around random variations of the player's music could play O: But I can't even imagine what a nightmare that would be to code)
- The monster design shows a great promise of variation. Would be awesome if their behaviour would reflect that! "Gotta kill em' all" and stuff :D
- The monsters being easily outsped by the MC already makes for a great 'zombie' vibe. Could easily see the game become somewhat of an open world kinda deal where you can make it to settlements and be safe for a while. Until the monster nation attacks again!
sooo much potential, I love it!
Oh, I forgot to mention last time: What lured me in here was the great cover art! Really sets the mood! :3
(did manage a highscore of a bit over 45000 by now, too :D )
why.can't.these.people.just.be.nice.for.ONCE!
awesome entry! Really dig the art, music and the idea in general.
Charming art! Is that font your own handwriting? It's so fitting to the whole ensemble and really ties everything together.
Also, please don't be mad, but your game really invokes some deep emotions, so I will have to play the second time through another time D:
@isayneigh oh, but everyone can be a poet and writer if they only have the courage to be!
Let's just say for now I'm very empathetic, which made the "write only"-route immensely heartbreaking for me, while at the same time giving me strong cognitive dissonance - very weird to explain.
That being said, I found the time to play it a second time and third time through and I wasn't as affected anymore. Taking off the emotional lenses, the writing seems to repeat a lot, which is not really an issue for a jamgame, but took me out of the story.
In consequence, I think the game really shines with the first playthrough. You invest so much thought in Evelyns life and are moved when things don't turn out to be as positive as you thought they'd be, very much delivering a unique, unforgettable experience.
And yes, at least for me, you achieved invoking the feeling of helplessness.
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Never knew I wanted that, but I really wanted that o:
Really love the humour of your game, really right up my alley :D That being said, usually in these type of games there's a common logic behind answers, sometimes I really felt screwed over by the game. Maybe give indications of what which card does? I understand that you probably deliberately chose against doing that, though.
What was also really weird is how I had playthrough after playthrough landing at Day 19 approximately, and then, when it finally clicked, I made it to day 40. That is because after a certain storyline ended, the cards just repeated from the beginning, so there was no problem making it to the end.
Overall though it's really a great game you did there and I had a lot of good laughs from it :D Thank you for your hard work!
also this:
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oh god, the voice acting is just top notch, not even joking :'D
Really loved the whole principle behind the game, and it was quite fun to play! Thank you so much for the good few laughs I had with it!
The text you saw advertising the title loops into the beginning of the game.
You close In A Game Wherein.
While you did maintain a smile throughout the game, you feel proud for correctly guessing how the game would turn out.
You go back to your browser, back to the page wherein "In A Game Wherein" was found.
You look for the "Ratings" section, then search for "Innovation" and smirk.
You feel yourself as superior for your hazardous guess that turned out to be true, yet you can't deny the game was clever enough to make you smile.
You admire the accurate guesswork "It Mustn't Wither" delivers for some titles, though you would have liked "The Campfire Can't Go Out" included within "In A Game Wherein", wherein only "It Mustn't Wither" and "To Keep Me Alive" can be found.
Briefly you ponder the possibility of conscious fires, then disregard the thought as it only distracts from the task at hand.
Click one of the five stars.
[:star:](https://ldjam.com)[:star:](https://ldjam.com)[:star:](https://ldjam.com)[:star:](https://ldjam.com)[:star:](https://ldjam.com/events/ludum-dare/46/in-a-game-wherein)
You don't click them because this is a comment.
Now you consider clicking one, but reading this sentence assures you in the assumption nothing will happen.
You click one of the interactive stars within the "Ratings" section for each row.
You scroll down, here and there reading a word or two from other comments.
You reached the text field.
You write "good game :)" and click on the blue "Publish" button.
good game :)
Never seen a puzzle point and click like that, but then again I'm not that familiar with the genre. With "like that" I mean with the constant danger of walking into a trap.
Is the aforementioned pause-unpause strategy a valid one? Without reading the comment above, I had trouble making it through that arrow-shooting section.
All things considered solid entry. Really inspiring idea! Keep it up!
I want to be honest, I started playing and immediately went into Zen-Mode. I love the idle animation of the leech, the slushing sounds it makes, but I have no clue why I'm bleeding so hard while taking a stroll down the labs. maybe it's a bit tooo free of consequences, but other than that I'm just vibin' to the nice Soundtrack!
This was the very first gamejam game I played, which will make it a milestone forever :D
Really involved gameplay and really atmospheric, but, I don't know whether it is intentional, I had no idea of what I was doing. Somehow I planted a tree, eventually I found out how to get some wood for the fire, of course I stayed HYDRATED at all times, but then I died.
I'm not too much of a survival game connoisseur though, could actually see fans of the genre really fall in love with this! Great job!
Beautiful game. I actually had a tear in my eye when the babies hatched :')
The concept feels so 'natural' yet unexplored. Loved every piece of it. I played it alone in Multiplayer, which still felt immensely appropriate.
oof, this is a hard game! But I bet it doesn't compare to the real thing harharhar :D
Phenomenal work for 48 hours... The modelling on the baby alone! Also like this pressing mood the game exudes. It really is immersive in a weird way and works fantastic as a metaphor (I think).
Fantastic stuff overall!
The controls feel a bit wonky at times, but that's actually all I can criticize this beautiful entry for. Everything else is just so enjoyable. Thank you!
oh. Mankind doomed. Sowwy. :(
Really creative idea though and really cool execution! I really liked it a lot and could see great potential in this energy transmission mechanic. And everything's so smooth! You also chose a really nice-for-the-eyes hue of green. All in all just a very pleasant experience.
I THREW THE FLAME!
/edit: but in all honesty, very cute game with a quite a few challenging puzzles! Loved playing through it! You guys should expand upon it and make it a full release :D
Nitpicks: - The MC's movement is a bit 'floaty', especially when falling down. - The MC being just a random no name is a bit sad.
Other than that, very polished game. I experienced no glitches, bugs or other odd behaviour (except when walking towards the end - there's a green pixel in the middle of the air).
Very atmospheric! Thank you for letting me play this gem u_u
Weirdly enough I couldn't click the aliens in the opera browser, so I changed to firefox and it worked. I really liked the humorous flavour you gave everything - example:
2.png
yes, this did indeed make me laugh :DD
Other than that, I do have to agree with @lery on the difficulty - even when not being able to play (back with the Opera Browser), I managed to get through Gorid-19 with only 1 casualty (but maybe that's just a little, hopeful scripted joke about how we will all make it through the crisis atm). I did manage Egora with no difficulties whatsoever on the Firefox Browser afterwards... so maybe raise the difficulties a bit?
All in all a fun little simulation game :3
Very creative, intriguing gameplay! Loved to balance out whether watering my cacti or the tree was the way to go. Artstyle and sound design enhance the enjoyment too!
Absolutely magical artstyle! I really want to play a full release Shiny game, because it is so, so pretty and intriguing. I want to explore this world of swordwielding foxes, rat-wolves(?) and living spacedebris!
The gameplay could be improved a bit though, - the triggerarea which lets Shiny move could be a bit expanded. - the spawnrate of the enemies seems a bit too high for any real exploration outside of the maintrack to happen. - there is bloodsplatter as indication of the brave Fox being hurt (I think?), but I have no clue how many hits he can take before dying. Does he die? Or is the bloodsplatter just to obscure the view? - Shiny dies a little bit too fast for my taste :D
But honestly guys, please make this a full game, I'm so in love with the world you crafted <3
Was confused what exactly I was trying to do (still am honestly :D) ended up racing the other chicks and exploring the level. Had a lot of fun with that, even if I was on the wrong path :'D!
Really appreciate the humour :D Very clear visuals and really unique setting for a puzzle game!
Maybe the controls are a bit overcomplicated? I feel it should be a tiny bit simpler, but that might just be me.
All in all though really great work!
Overall this was a very nice entry! I don't have too much to complain. Gathering the crystals is a bit awkward sometimes. You think you get only one out but get 4, then the next time you think you'll get all and get none. The only other thing that could be detrimental is that it gets samey very fast. The first three level were really exciting, but my curiousity sated and so the fourth level I didn't even care whether the torch runs out.
On a completely different note: The whole game through I thought how cool this would be in VR :D
whoa, this is such a good game o:
I love all the unique things about it: - the setting is way out of the ordinary - the cute sprites (I like the thiccshroom the most :3) - the colourscheme (lovin' the purple), - the sounddesign and music is awesome and on point - the gameplay is fluent, fun and, well, very much unique!
Unbelievable thinking one single person came up with all of this. Certainly you deserve your username, this is one hell of a happy little game! :D
Thank you for this absolute gem! I will certainly come back to it and try to get the highest score!
After understanding what to do this is so much fun. Made it through and left the island, eventhough I'd really loved to stay a while longer <3
Clicking the trees, while making the map interactive and bringing more depth to the table, felt kind of unintuitive, but other than that I really can't stress enough how much I loved playing this gem. Thank you for bringing this great game!
Cool entry :D Really loved the sound design, especially the background soundtrack was soothing and on point!
Oh wow, this is really cute! :D
Appreciated the short introduction story, and was left curious what "pugspective" is (was that the first idea for your game? Now I want to see a game based on a pug ragdoll :DD )
Very straightforward, fluent gameplay loop! Had a lot of fun playing, thank you!
Dig the artstyle and metal soundtrack a lot! The concept too is really cool (or hot/ thunderous/ something-with-earth) and expandable I feel :D
That being said, I feel the great amount of customization from the get go is a bit overwhelming. Super submission, thank you for all the work!
The feel when you are too distracted with reading and this happens:
0.png
:DDD
Great artstyle, great little story, great game overall. And great twist at the end, of course.
Appreciated the humor and the aesthetics a lot :D
Absolutely brutal blood splatter on the chimpansees there :DD
I think you nailed it with the picking animation - feels very enjoyable clicking stuff. The sound effects too are very fitting!
The windows distribution lacks a .pck file though, just a heads up :)
Loved the clean look of the ui elements! In the same vein also greatly appreciated the iconographic explanation of the game :D (MC + Ghost = Ghost is kill, Ghost + Fire = Fire is kill)
I like how the need to explore is given with enough time while at the same time always trying to look out for ghosts near the camp, makes the map stay fresh for a long time, as you simply don't want to stray away too much. That balance was on point!
Sadly, sometimes the ghost did not behave appropriately (aka despawn after you walk through them), which was a bit frustrating at times.
I made it through the Tech-Tree until I had 1 of any kind of upgrade. Again, great, cleaned up UI! Would have appreciated a bit more variation though, maybe something more than a numbers-upgrade, but then again, I understand how limited the time was.
Overall was a great experience! I can mirror the sentiments of @idf-productions and @overmolo - it seems like a viable, complete, almost ready for the world game!
Fun entry! Personally had a hard time being very good at it, though :'D
Not enough ducks... Never enough ducks!
Impressed by all the different deaths, weather and more special fields implemented. Great job :D
Short, simple, atmospheric experience! I especially liked the sound effects who, to great effect, contrast the gloomyness of the artstyle with silly cartooniness!
nice, relaxing experience! Loved to see Godot used in a top-down RPG fashion! Had a few problems understanding how the wheelbarrow is supposed to work and found myself getting a bit stuck in the bushes, but that's far outshadowed by the cute, chill atmosphere of the game :)
Tumbleweed? Goosebumps! (That is to say, absolutely phenomenal, I felt things I was not ready to feel for this experience)
Very nice spin on the RTS genre (at least I interpret it as RTS-y, kind of). Really hope to see more of this!
Great idea, very creative, one might say :D
A concern though: Why is the .rar-file so big? 146 MB? That seems kind of inappropriate for a 2D Pixelgame. Did you accidently pack assets you're not using in the game? It might feel nitpicky of me, but I almost didn't download it because I grew skeptical.
When you take the trolley for the first time and the music starts playing, you just know there are some heinous acts you will commit! Very cinematic moment honestly!
I loved it's roguelite elements. If it weren't for the bubblegum machine, I would have quit after the first night, because I felt I'm simply too slow with the keyboard to really enjoy the game as it should be enjoyed. With the upgrade system though I felt things could only get better and the excitement to explore the next upgrade. Very good thinking implementing upgrades!
Other than that, I feel the game might be juuuust a bit too unforgiving, but that might just aswell be my incompetence :D
I really liked the "voice" acting and the previously mentioned score-soundtrack. OH and the lonely, yellow balloon transition was superb, visually!
Nice entry! Especially liked the RPG-lite Upgrades :D
Maybe it's just me, but i had problems seeing any indication whether I do a melee attack. I had an audio indication, but couldn't see a sword or anything, which again made it very hard to hit orcs in melee range.
Still very nice for your first entry n_n
Very chill simulator with some interesting implications :D
Did have a few tries and always accidently killed all the planets :( Before I stopped playing I did manage to ascend one though - which was a planet I was ignoring up until the one I was actively babysitting died on me. Funny how these things can turn out :D
Absolutely excellent work for a jam game! I can't even start to begin to imagine how much math was required in the making o:
Do you guys think it would be possible to map Heat, Life and H2O Cargo-Selection to the 1,2,3 keys (or better even - the mousewheel)? I just intuitively pressed them and had to remind myself that I actually have to click them.
Phenomenal work all in all though!
The art is really cool, especially the animations for smacking and sucking things up. The text is a bit small though, which makes having any idea what you are actually doing rare.
I was sceptical at first when I actually had to install the game, but my oh my did this game deliver! It actually feels like a polished, publishable title that is intuitive to understand and actually really fun to play! If I were to really critique it, I had to be nitpicky. So I am I guess :D
- The Icons for the guns look to samey for me, I shortcutted the 'selectionwheel' in my head to "ok the 4th one does this" instead of looking at the icon to get an indication.
- the shotguns feel too weak. That being said, I had the most fun with the spread-gun and the 'sniper'.
- there seem to be a few optimization issues, don't know where they come from, but at about the fourth level (I think) my character started to lag around a lot.
But honestly, this is the most fun game I played up until now. I made it to 8 minutes :)
Really like the concept. Impressive work for 4 hours, keep it up!
cool little catching game with a twist! Would be even cooler if the gameplay varied after you get the jist of it, but for what it is still a cool entry! Keep it up!
aww I didn't expect people to actually play it <3 yeah, the toaster was meant to take 4 hits, but I couldn't implement it in time. There was also the concept of the toaster losing "signal" the more he strays away from the fridge, but I was not able to visualize that in a proper manner, so I scratched that too. I'm so happy people actually had a fun time :DD
@mhykah Thanks man! I myself aren't too good at the game honestly, but you're right, movement should definitely be more on point! With the sound, yeah I figured that it can become quite repetitive, so there's a mute sound button in the upper right corner. Maybe I should've communicated that better with the player D:
@Ridde @Pagetb thank you so much! Yeah, the game play being a bit boring was a last second change of the spawning mechanism of the toasts. Before the version you played, it was quite impossible even getting to the first corner.
@Mikabrytu Thank you for your great advice u_u As mentioned earlier, I will definitely look into making the movements more satisfying, especially concerning the toaster. In regards to your second point, there are three types of toasts - the ranged standard ones, the bulky ones and sandwich-Flies, the latter two being spawned later down the line, so I really can't blame you if you didn't know :D Your suggestion for a minimap is a great one! Will be implemented. I think. About the font - you mean the one used for the tips in the title screen, yes? :D Promise I won't use it again (at least not without making sure that it's actually readable what is written lol, totally get your point).
@adamv @BEBADBOI @rein oh thank you so much! I really think you actually nailed the selling point of this little prototype, and it's your comments that made me consider making the game a full-on, polished, actually playable post-ld release.
@sugarsores :DD really glad you liked the artstyle! Will definitely look into a tethering mechanic! Oh and if you're really interested why the fridge has a spring: I finished work on the toaster and was thinking to myself "k, a toaster with wheels is easy enough to wrap your head around. Now, what is not?" :DD
@coleslaughter thank you for your great feedback and high praise u_u I'm completely with you on the projectile speed - it is ridiculous. Projectiles were a last minute addition to make regular and muscular toasts more distinct from each other (before the muscular one were simply slower). I really do have to adjust the speed to a sensible level.
Thank you again for your nice words of encouragement, you all! It really means a lot to me, as I'm actually kind of embarrased about the poor excuse of a game I ended up with. It feels good knowing I did not waste your time completely and that you actually found some enjoyment with tiriplici! <3
@dextreon thank you for the praise! I do agree with the song I chose actually, I just felt a raw beepbox midi wouldn't cut it (I tried), so I recycled this munching and smacking orchestra I previously made, thought it was fitting. Sadly it's just not that up to snuff.
@louiejams you are absolutely right. Communication is really not the best with this game... I guess I could try and fix things in a way by decorating the ld and itch.io page a bit. First thing I'll do tomorrow, I promise!
@legolaz Thank you! There's a unique "thing" marking the end, but there's not really much to it, so nothing of value was lost, really :D But yeah, I should have made it more obvious where to go at times.
@savvu @conor-galvin Thank you so much :3 Really glad people dig the artstyle, as I was often worrying that it could be perceived as cheap and browsergame-from-the-early-2000s-like :D And yeah, I do have to change some thing in terms of movement.
@santiago-lafosse geht mir ebenso, sehr schwierig dich zu verstehen :/
@eckkert RIGHT? I don't know about you, but I love cruising around with my toaster B) Really glad you enjoyed it n_n
@causalpigeon Thank you! Yeah, so there's this weird bug with the itch.io distribution. The sound just won't load sometimes. I have no clue why that is, but it happened to me myself a few times. Guess I will upload a normal zip too, that would also eliminate the framerate problem I think (which should be the cause of the fridge walking baggyly, like LeGoLaz mentioned).
@zebraatomica Thank you so much for your insightful feedback <3
If my game can be associated with Tommy Wiseau's masterpiece, I really can't be too far off with my idea of the aesthetics :D Had actually planned out dialogue between toaster and fridge with the toaster being the actionmovie hardass and the fridge being the shy but inquisitive secret psychopath. Shlocky, and I really do love shlocky! So, I did plan to bring in some indication for the player, the way I thought about it was having a little dialogue on certain "checkpoints" before a new wave of enemies is spawned, I just didn't have enough time left to do that 3:
Colours. Yes! I absolutely agree with you and LouieJams there. I do have to admit I put a colourfilter on top of my game (a darker hue of yellow-ish brown I think?) to make the toasts pop a bit more and harmonize the different assets in general. In retrospect that might not have been the smartest move. Will absolutely looked into u_u Regarding your concerns with the gameplay I, again, can only agree. I myself don't like the final gameplay loop.
(... and yay! Finally someone mentioned one of my little "haha funny xd"-things I was so childishly proud of implementing :DDDD)
So, guess I'll have some thing to do later :3 Thank you all so much for your feedback!
**EXCUSE MEEE EXCUSEEE MEEE?! HENLO?!**
I did some things to the page. I think it might help people find their way into the game a bit more. Also - gifsss :3
Also also, while I was strictly against it at first, I did fix 2 bugs that were extremely detrimental to the enjoyment of the game and just weren't supposed to happen. As far as I understood it little changes like that are allowed, please don't be mad at me, I'm very new at all of this D:
Also also also, there is now a Windows distro available that makes the game just so much more pleasurable.
Also also also also, I learned in the process how Markdown formatting works... kinda.
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@notan-lemon thank you so much! I really appreciate your nice words! n_n If I'll decide to make this thing a game, I'll most definitely pay closer attention to sound design u_u
@zebraatomica aww thank you. Yeah, you know, in retrospect I did care a little too much maybe for the sprites, so much so that everything else had to suffer D: To give you a little inside in my workflow: On the first day I was only occupied with assets, music, etc. On the second day then, when I was finally ready to start Godot, I was like "40 hours left? Pffff... EEEASYYY! It's not that much I have left to do..." Turns out there was and my arrogance blinded me into thinking the scope was reasonable. Especially since my programming knowledge is unbelievably limited. For most things I have to google tutorials for. Oof. So yeah... thank you again for your feedback :3 I really feel like I owe you one now :D
@zebraatomica you got a deal with the "'member me" thing :D (btw check my profile... if you want to, I mean, you don't have to rush or anything...)
Ye, the bridge thing is annoying! A friend also got stuck there on both distributions... will have to fix that too, I guess. >.<
@trozeman hey thanks for your encouraging words! Never thought of it as a roguelike, but now that you mention it - yeah! That could totally work with a few upgrades on death and a bit more enemy variation! Thanks for your great suggestion! As for the performance, I'll look into it. u_u
@texz thank you! Waypoints I definitely thought about, and it would have surely helped people in this ld build :/ will be implemented when this thing is made into a game (if it doesn't turn out to be a rogue-lite :P)
@treska @enya454 @mathias-van-hooreweghe thank you guys so much! I too miss an arrow indicator whenever the toaster is off screen, seems like a sensible thing to do. Guess the way I would implement it as of what I think today is rather as an exception mechanism, as the toaster, I feel, should not be able to go as far out as he does anyway. I'd like to limit his distance from the fridge. And yes, a minimap would help immensely u_u
Abilities, yes! The fridge already has an implied ability. Whenever you click the winged toast the fridge was supposed to shoot out jam or honey up to them. Didn't have time to implement that on a visual level, though 3:
How I came up with it: So, the theme was announced 'Keep __it__ alive'. "tiriplici" is a romanian term for "thingie" or "a nobody", I like its sound a lot (it's pronounced tee-ree-pleetsh) and had it on my mind for a while now. Before the theme was announced, I thought of a concept that would work with any winner theme, and I came up with the basic principle of having a character control an rc-car while at the same time being attacked by other stuff to make it a bit more dynamic. So, it all came together somehow. The protagonists are an hommage to two of my friends who really encouraged me to go into gamedev, and the enemies are a conclusion of what a fridge and a toaster could "kill" in a sense. Sorry if I overdid the explanation a bit :'D
@proforce Thank you! :3 Yess, I will definitely make the controls work much better in a post-ld build.
@undead-aubergine Weird as in good-weird or bad-weird? :smile:
/edit:
@hiisileiri woops, seems I missed you. Yeah, especially the fridge's movement suffers in the html-version. Kind of regret that I chose it over a simple executable when the deadline came near. But I learned a few things about what is suitable for html5 through this whole experience, so that's nice at least :3
Whoa Multiplayer! That would be incredible o: Though I'm actually pretty new with coding, so I think I'd have to watch a lot of tutorials on networking :'D Or maybe just local co-op?
@hiisileiri Thank you again! I definitely will think about realising your intriguing suggestions.
@joemid aww, no thank you for playing <3 Very glad you read the inspiration thing, too!
@sheinxy Thank you for your praise u_u sound effects will come in a post ld-build, already recorded them even, I just ran out of time, you know how it is :'D
@shakedimus aah, don't mention it. How wouldn't I help you out n_n Thank you for your bug report, I will look into it. Was planning to do a final bugfix build anyway before starting on a post-ld build. Appreciate your feedback, thank you for your time! u_u
@fabula-rasa Thank you! yeah, I totally get what you mean with the ice-skating bit. Movement overall will see improvements!
---
I think I will take a break from playing, rating and giving feedback for a bit and focus on bugfixes for my own game aswell as improving with a post-ld build based on your feedback.
As always, thank you so much for your feedback! I will continue to answer to your feedback once a day, as I feel that's the least I can do for people who went through the pain of playing my thing!
Oof, that was a lot longer than a day. Sorry for the delay, stoopid real life came in my way (and minecraft tbqh)
@madalaski I'm so glad to hear you had a good time :3 Sorry to hear the thing with the framerate though! The new build should've fixed that hopefully.
@linluk Thank you so much! Reading a lot of comments, one point that was brought up a few times was how repetitive the music gets, and while that is true, it's nice to hear some people actually enjoy it n_n About the sound button ,I feel it wasn't the smartest solution of me binding it to the fridge honestly :'D Will be reworked in the post ld!
@artur-hawking Very happy you liked the humour! I'm so annoyed at myself for not having had the time to put in some basic narration to give it some more flavour D:
@molpe whoa, thanks again for the video :O It just feels so unreal to me people would actually think this game worthy of promotion <3
The multitasking part - yees, I can see that! The first time you have to deal with a butterfly and a ground unit simultaneously there's this strange knot in your head, right?
(Say hi to Prague for me - visited the city 5 years ago and immediately fell in love with it. Would move to the city of Kafka in a heartbeat if I had the means to do so <3)
@anonymous Really appreciate your praising feedback! Hope you didn't comment anonymously because you didn't like the artstyle, because I won't hold a grudge against that opinion at all :3 Totally see how it wouldn't appeal to everybody.
@panzerr Oh thank you for saying that! Honestly, it sometimes feels like such a basic idea that had to be tried out at some point, so I wasn't really expecting doing anything too novel :D
@artemftw Don't worry, nobody likes how much the toaster slides around - not even me :'D Thank you for your kind words!
@thebreakfast Wow, I didn't know! Thanks for the information! The 90s are a bit hazy to me, but of course a time I personally romantisize a lot because I was only growing up and the whole world seemed so crass, "neon-lit" and interesting! It's so cool to somehow accidently resemble that era, and it's such a nice feeling especially to give off Ren & Stimpy vibes, which was my introduction to the whole "ugly does not necessarily mean bad"-aesthetic. Thank you so much!
As for the other points, I totally agree with the sound effects part, especially when it comes to some indication when the fridge gets hit. Those will be implemented in a post-ld. The sandwich bug is so annoying... I'll try fixing it for good first thing tomorrow.
@cheesepencil Ohnonono, I have to thank you! Really can relate to the way you're looking at the game and am quite pleased to know I confused someone :D
@gameovermexico Thanks, you are very welcome! :)
@LCStark Thank you! The movement of the toaster is disliked by about everyone including me :'D
Just played yours and there are a lot of great things that are in there that I would've included in tiriplici given more time. Specifically the tethering to the generator aspect and your clean minimap - with my post-ld I'll try to implement a system that will bind the toaster, for the most part, to the circumsphere of the fridge.
@evert I'm really glad you enjoyed it <3 I really like your idea with the zooming in and out to get a bit of orientation o: Will definitely be experimented with! Thank you so much!
--- Good news, everyone! There's a new build out that should allow the killing of all flies.
I might've stretched the definition of a bugfix a bit at some points, but I tried my best to not get overboard and be honest with my original vision. As always, the full changelog is posted in the description as well as on the itch.io game page, the original game version is still accessible.
I will try to post a last "Titles You Should Play" this week as well as a short essay of what I learned from this experience, but I'll focus my attention on making the game a bit more "releasable". I can't just let your awesome feedback go to waste <3
@hamzeh Thanks! :D Glad you liked it! The version I'm currently working on will make borders way clearer, absolutely see where you are coming from!
@kjscott @matootsy Thank you for the feedback. I am not knowledgeable enough to make the web version work, really. It was a mistake to even go for a web-build in the first place. I should have gone exclusively for a Windows distribution, but this is knowledge I only gathered during the ld.
@matootsy the theme was "Keep __IT__ alive" - if the fridge is not an __it__, I don't know what __it__ means. Maybe you were blinded by __it__s beautiful eyes into thinking __it__ was a person? Can't blame you though, am in the same boat! :D
I did nothing on paper with this game, only brain and computer dancing into the night and back into the morning. Not even used a drawing tablet. Mouse.
@kjscott yeah, I can see that, and of course I'm really grateful for all the feedback I've gotten up until now, but at the same time I feel conveying my principle design ideas is a lot more important to me than getting a lot of eyeballs, if that makes any sense?
Of course, going all the way with that thinking would, again, lead me to a browser-only publish with a focus on performance. Will reconsider how I'll do these things in the future. Thank you very much for your thought-provoking impulse!
@johnnysix Oh, nothing to apologize for :D Thank you for the feedback! I feel honored by your high praise for the animations!
As for changing the engine... I don't know yet. I only started "coding" and taking my dream of creating my own game a little bit more serious in january, and as far as I can see, Godot should be able to handle what I was mainly thinking of, especially seeing what other people here are able to do with it. I'm just a little too inexperienced to make it work is all I would think. Do you have any engine suggestions for this game in particular?
@tobiasw Dankeschön for playing :3
The controls feeling sluggish is, sadly, by design, but they will be improved significantly as soon as the first "real" build comes out. The lagging on the other hand is concerning and seems to be a real problem for many. I can't reproduce it on my machine(s), which is a bit frustrating. I understand you are very much experienced in the technical aspects of games, looking into your linked portfolio a bit. Do you have a theory where the lag is coming from? (I mean, the easiest explanation would be the spaghetti-coding going on :'D)
As for the single-player experience, I think your suggestion does somewhat conflict with the main gameplay idea. It isn't really meant to be couch-coop, though it might be played like that. The way I look at it, the great strength of the thing I accidently created is the multitasking aspect, having to manage two bodies on your own and react quickly to the environment and how it has different effects on either of those two protagonists. Advanced mechanics I thought about will hopefully explore how far these concepts are expandable (e.g.: Do puzzles feel good in this game? How many enemy-types can be on screen without overwhelming the player? How can I improve the movement of fridge and toaster and how would "upgrades" look like?).
That being said, I do think the suggestion has some merits. Maybe the fridge could jump towards the toaster and away from other entities when hit? Or maybe the fridge will follow the toaster once it reaches the screen boundary? Toggle movement options? There's certainly potential there and I'll be sure to look at how these implementations would turn out! Again, thank you so much!
---
While I planned on having something that is worthy of being called a "game" by the end of this ld, sadly some other responsibilities came through to me. I'm still actively developing it, but maybe not as fast as I first thought.
tiriplici will be back soon and I can't wait to show you how all your immensely helpful feedback has formed the post-ld version. But first there's work to be done, a lot of it.
As always, thank you for your feedback throughout these 3 weeks. It's such a nice experience to have people dream along with you and give feedback to come closer to your own vision. I feel this is such a rare give-and-take scenario here, and I'm really glad I could experience it! I will still answer to your feedback whenever I can, but for the most part I'm going to take it easy from here on out. Ok cool, see you soon!
Concept is sweeet. Can't believe this wasn't already a thing. :D
Other than that I really enjoyed the humour.
All in all it is obvious great efforts went into the making of this, especially the monster design! Great work all around.
Imagine picking up a badge and suddenly jump 2 meters high :D
Really cool power-up system and neat graphics!
This is not a Game Boy game. It's way too beautiful for that :D
Thank you for bringing a part of my childhood back! Together with the fact this is made for the Game Boy, the design decision to not make checkpoints available and let the game be played by trial and error really, really makes it an authentic experience. Trying, and trying and trying until you are the absolute master of the game seems like a somewhat forgotten idea these days. I love it, and as soon as I get my hands on a Game Boy be sure I will play it on there too!
All the good things have been said and I can't add any critique. Phenomenal work. Thank you all!
nice, scalable ressource management. Good work!
This was a pleasant experience! Loved the writing on the wall :D
The gridbased movement broke down after a while and the character had trouble moving. Other than that - great game! Terrific understanding of aesthetics especially!
Interesting and obviously very fun idea! Like others said, yeah, the camera's sometimes awkward, but other than that - I had a blast!
What a GRATE experience. Would have been even CHEESier if the hand was a Monty Python-like real-life hand that comes in when you do an oopsie.
Very distinct, pleasurable aesthetics!
I smiled through the whole game, thank you for that. :D
1.png
C'est absolument parfait!
This is only the second game to receive all the stars from me. You just delivered an original, full game with everything I'm looking for, I don't know what to say man. lol me ded? :D
Wait, you mean twine games count as games? Whatever. :smile:
The whole [Redacted] thing as well as the aesthetics of establishment and removal really reminded me of "The Trial" by Kafka. But more tongue in cheek, of course :D
Fun little story. I learned not to invest in hotels and that cereals can be deadly.
Really dig the art, especially the sound really sells the mood!
If I had something to critisize it's that the game could start out with a few more spawns, as I was really confused what to do for the first 10 seconds or so until I finally found something red :D
Other than that though really great work!
Great atmosphere as well as orientation - you really did accomplish creating a believable room layout, I very intuitively understood where everything was.
Good job! :3
wow.
I think I understand what you were going for.
You absolutely blew my mind, I simply don't want to spoil anyone which is why I choose not too say much, except the obvious: The visual fideliitty is absolutely unfathombale for the little time you had.
Unquestionably my absolute favourite game I played up until now! Thank you for letting me play your game u_u
/edit: you know what? I will spoil something. For you! 5s across the board! :DD
I liked the graphics. You could really up the difficulty though, since the mechanics aren't too difficult.
funny idea and cool gameplay the presentation is a bit bland though other than that cool game
Really great little game :D The mechanics sounded stupidly easy when I started, but felt a lot more meaningful and difficult as I progressed, as they should. Absolutely fantastic for your first jam game. It seems you actually found the scope to go for and thus delivered a finished product :3
Ey, I really like the ideas in there! I understand you borrowed assets and music? Not that there's anything wrong with that, I'd just have loved to see the game how you envisioned it :3
Great submission in any case!
Way more fun than what I anticipated! Thank you so much :D
Really nice little mini-game.
It was fun balancing my favourite food around, though I would have liked a bit more variation in the gameplay. Still great submission, keep at it!
oh you can drown :D great work on the assets! Very clean and pretty visuals!
eggselent fun game! I am a bit impatient with balancing games however, so thank you for uploading a video featuring the shooting mechanic.
Clever combination!
this is such a great idea for a game, and the execution feels really polished! I love how the player has an option to play either "safe" by first clearing the puzzles and then catching the visitors or bruteforcing it through :D Not enough praise get be given for the great aesthetic the game managed to maintain. Really loved it. Thank you guys for bringing this neat experience.
If I had to nitpick something it's that the MCs collision body sometimes will hang on to a platform, yet not fully reach it, making the player actively give up. But that's really not a big deal. Another thing that might be raised a lot is a problem with the perspective, but I honestly feel like the perspective IS the difficulty.
Thanks again for one of my favourites :D
Yeeted April(?) directly into the fire, survived the game with ease. I'm sure I could've done that without the human sacrifice too, but this April just really needs to end :D
Amazing assets! Inspired me to actually use Godot for 3D some time soon, thank you for that!
Gorgeous models and in-depth gameplay customization it seems. This has great potential!
@texz Sorry, I'm in the same boat my dude.
~~We'll get through it eventually. If you need someone to tal-~~
I mean great game 8/8 would play again!
Awesome aesthetics and great humour :D Loved how the game tried to guilt trip me for leaving!
That being said, I couldn't make it far, I suspect because of a bug? Or maybe I'm just being stupid. The first time I was playing, I closed it at about the point where you should craft the crafting module after having gathered 2 scraps and 1 battery. After restarting, I wouldn't find any batteries or scrap anywhere. Restarted it again, same problem. Reinstalled, started - same problem. Would have loved to get further into the game 3:
Still absolutely awesome entry!
oof, turns out I was just an idiot and wasn't clicking and holding the ressources the times after the first time. I made it through the game now! Honestly great journey and great end :D Thank you for this great game! Looking forward to see you at the next jam :D
If there was a prize for a cutest game, it would surely belong to you guys :3
I can't put my finger on it exactly, but something feels a bit unfair when you're getting surrounded by enemies and lose a lot of spinning power. Other than that, wooow, such an adorable and polished game <3
such a charming and cute artstyle! :3
The opening was incredibly funny, couldn't stop laughing for a few seconds :DD You guys were on point with that! The gameplay feels a bit too punishing in my eyes, but other than that: great entry! Kudos to this very polished game!
I didn't expect much from this game tbh, but wow did it deliver on the fun! also like the smooth and subtle animation of the player rectangle a lot! The screen inside the game is also brilliant! Great job!
Well done! I did play a lot of orientation-altering games this ld, but yours is the first that did not give me a case of motion sickness!
The puzzles are maybe a bit too easy, but at the same time, I can appreciate a game not making my brain hurt for once. Played 3 times through thinking with further loops more rooms would unlock or something, but it was the same game, which is fair too.
Ha, this feels very accurate to the real thing! Especially how infuriating it is when someone cuts into your line! A real game of patience… and a bit of luck. Made it to Level 10, but I will be back to make it to the Arc de Triomphe! Thank you for this realistic traffic hell simulation :‘D
yeah, this feels really, really good. 'specially the dashes do their work admirably well! Can't really complain about anything really, everything seems to be on point. Of course it gets repetitive after a while, but that's kind of the point in this kind of games! Very solid work!
Mhh, touching experience! Making the world colorful again felt amazing!
Fantastic in all aspects! I assume the theme comes into play with the narrative, right? Didn't finish the game just yet, but I assume at the end the player is alone again until there is a new "another" one.
This would be impressive for a jam game from a team, but for a compo I'm at a loss for words, man. Thank you for creating this gem!
The music just keeps you playing and playing and playing! :D
Really appreciate being able to change the controls! What a nifty quality of life feature you implemented there! Talking about controls, handling the ship feels slick and satisfying! Especially loved how smooth and relatively undangerous it is to visit a shop!
Super fun game!
Asshurtiveness: Exceeds expectations
:DDDDD
Great humour and fantastic concept. I would've liked the game reacting to my mouse input faster, but I guess that was a deliberate choice to make the whole "office" setting even more immersive :D
The game stopped reacting completely shortly after it called me asshurt though, so I don't know who has the real problems :shrug: (this one isn't intended, I'd guess?) /edit: turns out the server went down... Will play later to finish the game for sure!
Nonetheless, well done, I really had fun playing this :D
Horrifying. 10/10
First of all: doge is a cute :3
The main idea of the level looping around in a twist is super cool and is what has drawn me to the game! The controls feel a bit too inaccurate though which made for a bit of frustration… But maybe I’m just bad at the game. super cool game otherwise! :D
Clever game, fitting like a glove for the theme! I like the minimal aesthetics a lot, and the gameplay makes... sense, in some sense, the good sense! :D
Whoa! Loved the puzzle! Did take a few minutes to solve the tv room and the following, but with reading a few tips on this page, I finally managed it!
"F" to applaud yourself on this creative puzzle you created (and the audio prototyping tool, aswell)!
ld_s6.png
What a lovely experience, I really didn't expect that! Well done!
awwww what a beautiful experience! I'm in love with the art! Thank you for sharing this walk with me right back at you <3
I'm absolutely blown away! As soon as I discovered the "main game" it became an instant favourite. What an amazing job this would have been for Jam title, but as a Compo? Chapeau bas! This is a masterpiece, thank you for creating it! u_u
Wow, I feel this is really great to come up with musical prototypes! Placing beats felt really intuitive, as do the other controls. Nice work!
Ahh, I was just thinking "well this isn't exactly like chess" before reading your comment about Mandarin Chinese. Thank you for the explanation!
I couldn't play it with anyone else, but I like the concept a lot and could see it becoming a classic board game with time, if you were to consider making it a physical version, that is.
As soon as I get the possibility, I will play this with a friend! Great job, the game feels very much like a finished concept!
This may be one of the most underrated (literally) games this LD, wow!
While the gameplay is relatively simple and the difficulty is tuned a bit too forgiving maybe, nothing else negative can be said about this game! The aesthetics work - the artstyle works together greatly with the sounddesign and, of course, the gameplay. Although the ghost-clone mechanic was used a lot this time around, it feels like it's very original and belongs to the game.
Well done! Thank you for this great hidden gem! u_u
Amazing! Hope you work on it, I'd love to see the introduced mechanic explored even more, the atmosphere is fairly unique and completely different from Portal or Super Hot, which is good!
It was super satisfying shooting those enemies up into the air! :D
Wonderful entry, thank you!
Sslick and fun and polished and quick... and short?
Yeah, a bit unfortunate that their's only that one level, but at least that one level was of top quality! Thanks!
I got both of the hamsters of the first level to the hamster wheel, but they didn't want to go in or something? Don't know what I did wrong there D:
Regardless, great style you went with and music is very fitting for a puzzler. The mechanic, while struggling at first, is intuitive enough. The hamsters just... won't go into the ~~loop~~wheel! Ergh!
Can relate with the getting a job again thing... Take care of yourself before playing my excuse for a game, yeah?
With the fixed version, I can definitely see your brand shine through (Keith's Flint & Steel is still very memorable for me)! You seem to have this gift to make your games very easily understandable with seemingly almost no effort at all!
The first two levels were easy to get through, will take some attempts for the last two. I love how you introduce new mechanics in every level, too!
What I somehow didn't mention in my previous comment: The musical score is fantastic. It is chill enough to let you concentrate, and even after repeating several times over, due to its subtle nature, it doesn't lose its charm at all! The artstyle and animation is even better!
Splendid work, man!
Very unique concept for a game! The artstyle is beautiful!
That being said, I trial-and-error'd my way through, I have the feeling that's not the intended way to play the game :'D
Mhh, yes! Loved how the gameplay mirrored your overarching topic (right at the beginning, the sloppy lift is such a genius interpretation of how it feels to not get forward with your plans, for example!) - also getting stuck at a point REALLY hammers the whole idea of getting "Stuck in a Loop" home!
hah, what a neat idea!
Was really surprised to find a clone of myself! As others, I hope you work on it, as I see great potential here and would love to see the mechanics introduced being explored a bit more! Great entry!
haha, really love the concept! I just suck/ don't have the patience required for this, but it IS fun! Nicely done!
the base idea is very nifty! I just feel the implementation could use some work, as it is now, the game feels very punishing by getting a game over after just one hit, which usually isn't the fault of your weapons setup but not concentrating on the screen at all times. What I could see working is the bullets of defeated enemies being deleted as soon as they are, or a slower projectile speed.
The different abilities felt great to use though, and I could see this making for a great hybrid rythm/space shooter!
Like others already said, the artstyle is looking great! The narrative portrayed does also make a lot of sense within the games world and did capture my attention. Very intriguing and fun game you created! Thank you!
Aw man, what a nice reminder of the times when the journey was at least as important as the destination.
Enjoyed the game greatly! Also had to grin at the street names. Could see the game being way easier for german speakers, as we won't have difficulties differentiating them too much :D
The game just works, there's not much to complain about here, you even included several radio stations! Lovin' it. Thank you for bringing this game!
It does everything it wants to and feels like a complete game! That being said, I suck at the game and could only make it to level 4 with a lot of trial and error :DD Maybe the gravitational pull could be tweaked a bit? But again, that could be my own incapability speaking. Really cool title for a compo game! Good job!
ye it's simple, fun nonetheless! Sweet little game you went for :3 Also: Welcome to LD, btw :D
This is ridiculous :D The polish you guys bring to the table is insane... The cowboys AGAIN delivered an unforgettable experience. Thank you so much :'D
This was way better than I expected, no offense :D
You tuned the game just right that even someone like me with not too much interest in bullethell's feels accomplished, chapeau!
Liked a lot the upgrade system you went for too, yet I think the optimal power level at the beginning would be +1 sniper and +1 bullets everywhere. Not that this would matter too much, as it made getting the first upgrades even more satisfying!
Oh! I also really like the idea of most of the map being destructable, aswell as the great use of the green-block-generator-enemies!
The music fits fantastically too! Wonderful job, thank you for this game!
Awww sucks to read you ran out of time! Was a fun experience either way though! Loved the moment I could fly the drone, as it felt as I was just promised more invested gameplay only to come to a full stop. Sad. I would rate 10/10 if I could (no seriously, pls continue this game)
oooh, this is such a fun game :D
While confusing at first (is any mechanic introduced this LD not confusing?), I really loved the creative way to rethink a puzzle platformer! Once you get the jist, it is an extremely fun, enjoyable and rewarding ride! What I particularly loved was the death sound of frog_green :D One thing I'd have to nitpick is that the hurtbox of the firethrower is disabled a bit later than the animation implies, which makes the level with the line of them a tad bit frustrating (I personally went with the slow route for that level for that very reason). Other than that though, I really feel this is on the level of an actual demo, not just a jam game. Thank you for bringing us this game u_u.
Well that was terrifying!
Pretty much nailed it with the mood of this game! The puzzle was at first a bit confusing and it kinda broke my heart to see poor Lyza going through these horrors over and over again, but after a while I understood and appreciated the game on a different level completely! Aesthetically the game of course is very pleasing, too! Wonderful job all around!
It's about the cycle of self-doubt, right? Or maybe I'm reading too much into it.
It WAS quite enough! Your description of the game also made me realize what PICO-8 actually is, as I was wondering last LD why those games look so limited. So thank you for that, too! Might try it out myself now :3
The gameplay felt smooth and fun, the transition graphics looked impressive, the antagonist looked creepy enough... More than just enough, from me :D
@toccio94 Oh? You say my premature conclusion was... NOT ENOUGH? :'D
You know, there's a ton of games I played this time around, but yours DOES stick out a lot for some reason and will surely be remembered! Also saw you giving great feedback everywhere you leave a comment! Thank you for your game and your services u_u I'm glad I crossed my path with you this LD and can't wait too see what the Pico-Magician will cook up next! :D
FANTASTIC JOB!
There's not much more to ask of you for a 72 hour jam, this is a complete experience with incredibly powerful commentary on how willfully we choose to live in a fantasy world instead of facing the problems of our own one! I can and will recommend it especially to Animal Cr[redacted] fans among my friends, if you'd allow it? :3
Everything just clicks. The atmospheric music (in both worlds) is beautiful and fitting, the "cartoon cutout" sprite style works great, 2D in 3D, the stark contrast between worlds, where is Jessica... no not the rat, the rich cat, the gameplay loop is fun and incredibly well balanced... Dude, I'm just a fan of this :D
This might be my first 5-star rating! Gratz! :D Thank you for your wonderful work on this absolute gem!
(furthermore: The cake is a lie!)
Super interesting puzzle! I actually managed to play through all levels! As others said, it's impressive how many things you got done, especially how well you implemented all the different obstacles! Big fan of the scratching sound whenever Rogot slides along the walls! Very satisfying for some reason!
very competent and polished looking game! Made it to level 20, as it gets progressively harder to memorize all those patterns :D Well done!
Yes, yes, this is EXACTLY how it feels :‘D Especially loved the simulated coding because I was constantly searching on my keyboard for various brackets, symbolic for the search for the code that’ll „make it work“. Great meta entry, love it! Thank you for creating this!
also nice touch with „the theme does not matter“ :D
That was **PERFECT!**
but...
nah, there's no but. This game is perfect for what it tried to achieve. The sound design is on point, the humour is great, you don't ever feel annoyed or bored from a task. Excellent short game. Thank you for bringing it to life! :3
Felt incredibly satisfying killing the guards! Especially the moments leading to this: ld_s4.png
Liked the idea of repeatedly pressing "c" to generate energy, but I tend to agree that the idea didn't feel realized to its full potential, which I get of course, its always a matter of time - especially for compos.
Played both versions, both were fun! Thank you for your great entry!
aah, the whole game really reminded me of raid progression :'D
Very interesting puzzle/ action game! Love how you used the obvious tried, tested and proven loop mechanic of Respawning instead of trying to reinvent the ~~wheel~~loop!
This is one underdog of an entry I feel :D
Did make it only to level 3, but the mechanics are challenging and fun enough to come back for more! If I had to nitpick on something it's that the background seems a bit lackluster, but that would be everything I can say.
Thank you for this fun ~~ride~~ roll :3
(Oh, and a heads up if you didn't already know: The installer triggers a false-positive.)
aaah, what a nice little experience! Full points on innovation just because I love the simplified controls so much, also for graphics as the assets just worked great with one another! Thank you for that fun experience :D
I love the idea of the shop and the settings being game objects :D
The game played exactly as smooth and wonderful as I predicted, yet I did feel it was a bit harsh to not pause the game while in the shop-menu.
Other than that, it seems you really wanted me to play both versions, and yes - the post-jam version felt a lot better with minimal downtime!
Great work overall! :D
The puzzles are really fun after you get the mechanics!
I do have to say though, this game was on my "to play" list for a long time before I actually tried it out because the schematic you posted made it look way more complicated for me than it actually was in the end.
Also @tino particularly, thank you for helping a certain ld participant learn about common netiquette. It was because of your courage I finally played this game!
Ok, you had me with the salute at the start :D Great humour, lovely surreal game and very interesting mechanic!
Oh man, the art is really selling this!
I got this weird childlike vibe, and things that wouldn’t fit that idea (like the pills, the alcohol bottles and, well, the rope) are put in scene with such a sense of childish naivety that it strangely fits again. Very magical, sentimental atmosphere!
I loved how the bringers of unfortunate events were made to be guides and useful platforms, which really underscored this whole idea of children’s openness to things adults may have strong connotations for. When the rope finally entered the screen, I was cringing a bit, hoping things would turn out well, and while I’m not certain of that, the protagonist does look at it (fittingly) with incredible objectivity.
What a beautiful and strange and beautiful game you created. Thank you so much for it!
YESS! FINALLY GOT IT!!
^ the gameplay moment you wanted me to experience, and it felt amazing when it suddenly all clicked. Speaking of clicking, presentation wise, there wasn't a single thing I could say would stick out in a bad way, you created a very harmonic experience all around (not so much for Bill, of course...)
Very fun short brain-restarter! Thank you for creating this!
Very intriguing idea and realization! Would love a full game with these mechanics to explore its full potential! Game played fine for me on a technical level, but I would have to agree with others - a crosshair would've been nice, or just the hitbox/ model of the anomaly being much larger. Nethertheless, it's always super awesome to see a 3D Godot title! Keep it up!
Does exactly what its name suggests! A lot of goblins and keys! :D
I lost myself in the labyrinth, but in a good, exloring way!
Haha, funny concept and even FUNNIER execution! Loved the clothing wobbling around and somewhat hindering your way a lot :D
The background music really sets the tone with this one! Gameplay-wise, progression felt very smooth and steady, the pace was overall very well adjusted! Liked the puzzle at the end especially!
This game is stunningly beautiful. I especially loved the gradual purple overgrowth and the river changing to a more suitable colour :'D Also really liked the idea of using your corpses as platforms to overcome hazards, but regarding this, while I get that the projectiled traps are a different type of hazard, it felt a bit disconnected that they would still work after I placed my... dead body there.
But other than that man... just beautiful experience. Did the living and the death playthrough. Thank you for this gem u_u
/edit: Oh before I forget: The score is FANTASTIC! Love the positive adventure vibe growing darker over time o:
I love the visual style you went for, the ad-libbed organic sound effects enhance the style furthermore, and the background score meshes them together into one lovely atmosphere :3 The game idea itself is genius in terms of „why wasn’t this idea exploited sooner and more frequent?“ and plays incredibly intuitively. I would have wished the actual end of the platform to be a bit more generous, as I fell over the edge quite a few times without realizing I couldn’t go that far out. Other than that, just a very cute game!
I think the viewport could be a bit closer to the player character, thus making it easier to aim, but other than that, just a solid entry!
What a meditative experience!
Meditative, but still quite challenging. The thermals could be a bit more visible, although I do understand that it would probably just destroy the beautiful landscape. Wonderfully crafted game all in all, good job!
chill, simple and short game! Like others, I didn't quite grasp the mechanics fully, but I still made it through :D Noice!
Neat aesthetics :D
Besides the fluent gameplay, I also really dig the very clean and minimal controls!
Perfect game to relax to! Personally, I would love to see you expanding on this, as I would legitimately play this whenever there's nothing else to do. The chill background music really enhances the experience, as does the very clear style you went for. Thank you for this great zen-puzzle!
What a lovely entry :3
The game played super nicely, the visuals were clean, the score was very fitting to the game! Can't really complain, very solid game all in all!
Incredibly cute artstyle :3
Love the creative key-mechanic introduced in later levels aswell!
This is mad scientist levels of genius! I had the feeling it was overtuned a bit, but I really, really hope you'll make this a full game, as it has something very unique to offer I didn't knew I wanted!
powerful, as you did a great job at making the bar going up be very satisfying. I especially liked the commentary on... [...]
Awesome collection of assets for the short amount of time! The song in the background too is drastically enhancing the mood. Furthermore, I was in awe of the gigantic open map :O
Maybe make the distances for the first quests a bit shorter? Maybe even make the first questgiver be in the very first frame of the game so the player gets introdueced to the principles as quickly as possible? I get the idea of exploration, it just doesn't work that well when all you can find is people who want you to do things for them, I think.
All in all - great potential for a great RPG! Will definitely revisit the game later on.
The art is beautiful, the subject matter daring. Love it!
The gameplay itself... I can't get to grips with yet. I will be sure to revisit the game with a clearer mind though. Great efforts all around!
I'm back :D Your game was one of the first ones I played this ld, and with the deadline just ending, I was simply too tired to understand. My apologies!
I gave it a second chance now and actually understood what I was supposed to do! I do feel though that more hints could be a bit more obvious. The bottle of wine or the toast on the ground are juuust the right level of "easy to miss" in my opinion.
I corrected my ratings to the positive. Thank you for this very unique game!
Great idea, of course the implementation was lacking, but it's easy to see what you were going for :)
Wish the timer wasn't so harsh though... maybe give the player a minute or something like a short time bonus for planting carrots?
I appreciate the handdrawn map and assets a LOT! :D
Other than that, the major problem is indeed the combat feeling not very impactful/ precise.
Cool concept for a point and click puzzler - there's an actual reason why you have to progress fast, which I liked a lot! I too noticed the mouse cursor and at first thought I have to jump out the window after the door opens, but the next time I understood it's most likely not intended to be there^^
I didn't at all expect so much content and polish! For me, the whole game played out fairly admirable. The first corpse didn't know that the gun would eventually run out of ammo and died to a mutant(?) after shooting rats for fun, the second one was very careful with his ammo and made a lot of progress before he died, the third one did FINALLY learn how to reload (read: I finally learned), but was of course at one point jumped by way too many beasts, the fourth again made a lot of progress before dying, and then... with the last person left, I finally got it and made it through!
This learning curve felt... incredibly natural and encouraged without being forced! This game is easily one of my favourites so far, well done and thank you for your tremendous work!
Came for the anime tiddies, stayed for the gameplay, like it should be :DD
amazing voice acting, my kind of humour, really cool implementation of the main mechanic, super fun gameplay loop! Made it through the first 5 levels, but couldn't find the "grave"/ tilde key on my keyboard (QWERTZ), even after bashing it vigorously, so sadly had to stop :( Other than that, huge kudos to you guys! This is such a great game! Thank you for bringing it to us u_u
aaah, love the idea of using ai to some extent in your game :) With how you filtered the voices, I didn't even realize at first that it's machines speaking and was about to write how great the voice acting was :'D The photographs look oddly familiar to me, like I want to say "these photos have to be taken in Germany", but I would think that was the purpose - to make you feel like you know the place.
You nailed the mood. I was immersed into a world with certain expiration date and really felt what the different people were saying. Especially following quotes hit right into the feels:
ld_s3.png
The background music really enhanced the overall feeling, too! The textbox at the end did ask me for the purpose, then I simply THOUGHT about the question and gave a somewhat vague answer, but I feel that doesn't even matter, it matters that I thought about the question asked in the first place.
Thank you so much for bringing this piece of art to us all u_u
super basic concept, YET clever! Really liked the Reaper-esque sound when getting hit! I totally could see myself playing this for a few rounds with a friend... if I had any.
Very fun. I will rate it because my imaginary friend did like it too! (c'mon, we're indie devs, imagining a second player shouldn't be out of our creative boundaries!)
I played a very similar game in concept last ld with fancier graphics but way less thought out gameplay. I prefer your game over the other one! It's so cool to have a "minigame"(only for lack of a better term) be your resource for ammo generation! Due to the restricted amounts of astronauts you have, it also felt incredibly challenging, which is another plus in my book!
like the others said, the commentary was a great last minute compromise :'D I was actually into the commentary so much, that I wholeheartedly disagreed with the off voice talking about my enjoyment level. As long as the game tells me new stuff, I want to hear it and do not feel bored at all. Alsooo, I too didn't catch the chomp-beam mechanic. Just now a few hours later I thought to myself "yeah, I must have missed something with this one" (happens a lot this ld actually) and finally did a legit run.
It's a very solid entry, but again, your voiceover just steals the show :'D
This is a neat concept with incredibly polished resources! The lengths you must've went for this experience are unreal... Kudos to the whole team! You did a maginficent job at this. This is a neat concept with incredibly polished resources!
Gameplay is super smooth and intuitive, the artstyle is weirdly basic but sophisticated. Good polish on the game in general!
Maybe it's just me, maybe I'm missing something, but I felt after a while there was just a bit too little of a challenge, or rather I felt like there could be a few more mechanics to be introduced.
Other than that though, VERY solid title! Good job!
HOW can those few pixels look so lifelike? o: Impressed by the spritework you've done!
I loved to read your comment about the background story of the protagonist! Would love to see the finalized vision one day or at least a spinoff game in the same world!
Aaaaah, I love the artstyle :3
The gameplay felt a bit unresponsive at times, even after "getting" it, nonetheless I had a lot of fun! Especially with the yodelling log boat riders :'D
So uh... going into this I was thinking Loopy would get his revenge against plastics or humans (especially seeing where you got your inspiration), but you threw me for a LOOP with Loopy making every animal go through the same pain he had to endure haha :'D
I think I may have experienced a bug though (or maybe I missed something) - Some animals would still kill me if touched even while roped.
yes, incapacitated, that's what I meant of course, sorry :'D
First up, THANK YOU for including an easy difficulty level <3 Did beat it on normal too, but it's just a relief after a long series of games played to just sit back and do one without putting your A-Game in.
Fun game! Everything felt easy to grasp and satisfying. Thank you!
this is actual HELL! everything feels sluggish, unfair, and punishing. I have the feeling you were going for "punishment" though ;D
I did however stop after I fell through the world in world two after spending nearly 30 minutes to complete the level
My kinda game - easy to understand with a pinch of weird and unsettling!
Wewie, what a neat concept you have going on there! To imagine where this "cogwheel" mechanic could go...
Appreciated the music a lot, was very fitting with the artstyle and game concept. The gameplay itself was also satisfying, yet felt a bit samey after a while... maybe spice things up with cool upgrades you could buy with bones or coins?
Overall very cool game! Thank you!
God I love the idea of the game and was excited to pack it onto my "to play" list, but sadly I get immense frame drops as soon as an enemy is rendered. I did manage one run without too big issues, and fighting the enemy mech was immense fun. I for one liked that they are somewhat bulletspongey, like of course they are - they are freaking mechs! :D
But like the poster before me already said, technical issues aside it IS an incredibly impressive 3D game. Especially for a Godot game! Big Ups!
Oh sweet! I'll be sure to play the updated version, then!
Yeah no, this is impressive work (especially on the aesthetic front) for only 28 hours!
The gameplay felt satisfying enough and frictionless! Great job!
"I... I just played that in my browser?" The times we live in, man...
This is all things considered just a beautifully well executed game. Great art for the short amount of time, great sound design, fun and challenging gameloop. I love this!
If I were to nickpick and change one thing though it would be to change the "input" method for confirming things to either the mouse click or the space bar and thus unifying the control scheme (seeing how the game does not use the mouse anywhere else, I'd go for the spacebar). That is however gripe at a high level, but I couldn't find any other flaws :'D Fantastic job you did there. Thank you for making this gem of jamgame <3
Mhh, almost immediately fell in love with this games visuals and how it plays, but sadly the ice level is just way too punishing for me, so I had to give up at one point :(
played this while on a break, like you suggested :D
Really dig the humour. The game really shows how conditioned we are to just click away without really thinking about it :D (and with "we" I of course mean "me").
super interesting mechanic you used there! My only nitpick is the ui being a little too "shy" in a sense - I didn't really pay attention to the bottom banner as I never felt the need to, even though I should have, as monsters constantly stole my reagents :D
Other than that though, very fun game! Good job!
The second build works for me! :D
The game is fun as hell :D very intuitive - you get the feel for the loop almost instantly. Gratz m'bois, proud'a ya! Great prototype for a unique kind of bullet hell! o:
Simple and smooth tapping game! Could totally see it working even better on a phone o:
Stellar (huehue) presentation!
All I can really critique is that it's not obvious you can't change the loop once Cubot is running, as the tiles are still easily swappable yet Cubot will not follow the new commands. Maybe that's a bug though?
Regardless, incredible work for only 2 people!
Very calm and relaxing game! Really like the presentation especially!
Wow, that one Sans Undertale sample was misleading - I didn't have a bad time at all :'D
Great soundtrack, wonderfully fluent framerate (especially the html export from Godot... o:), and super fun gameplay! Everything about this is just extremely solid all around!
Oh no is big chungus!
Didn't know blender had a game engine. Love the voice lines a lot, you captured a very weird mood with this, Super weird game, and I like weird!
I made it to the UFO level. I wish the controls were a bit crisper, but other than that it's obvious you spent a lot of time on level design and it payed off!
What a fun game! Didn't expect so many levels to get through, you really explored where you can go with this mechanic! I especially liked the level where you have to repeatedly press the "button" to align the wheel constantly in a straight line!
Haha, what a fun and to the point idea for an idling game :'D
Oh man I died so many times...
You really got me with the "press escape and see what it does" thing. I was infuriated! :'D
Couldn't finish the second level, though I gave it a lot of time. I think you did a great job with the pacing of the game still, as I have the feeling I'll try it again later on and don't fear level two too much, now that I somewhat know what to do!
Super cool concept, a great sense of humour, and a lot of pain, this game!
I sadly have to agree with others - it felt a bit too hard from the get go, but I could see great potential for the game and how easily it could be even expanded upon! O:
What a cute little game :3 Got about 31 with my last run :D
On a somewhat unrelated note, while not really a fan of twitch streams, I appreciate the great service you do for the community @elysiagriffin. Thank you!
This is actually very solid! Everything felt satisfying, especially driving across the looping world! The projectiles were a bit overwhelming for me, but I can't put my finger on why that is. Maybe if the were a little less thick or had somewhat differing colours? I don't know. Other than that, the only complaint would be that the game started playing with less and less fps as time was going on.
Cool entry all around though!
I could totally see this being expanded into a physical boardgame! That is not to say the digital version you delivered wasn't beautifully polished and offering great gameplay, more that it's the right mix of strategy and luck that would make for a great evening with friends! Nicely done!
A very competent entry all around! I do wish the hitbox of the simple enemies would be a bit larger though, as it felt a bit awkward to actually land a hit. I love how you gradually upgrade the character, and the parallax layer looks really cool :D
Feels like a metaphor for life in uhm... these times :'D
So many assets in so little time are super impressive, especially for a Compo! The radio song was perfectly chosen for the sedated, calm lifestyle portrayed. Would have been nice to have some more in-game indications, but in that short timeframe this needed to be done, I really don't want to complain too much.
What I do feel is a shame is that you obviously spent a lot of time on the upgrade system, yet a small amount of players will ever see them as the pacing of the game is rather slow... or maybe I'm just a moron who missed an obvious mechanic (wouldn't be the first time).
Nice, grindy game for a chill evening!
OKAY! If the "How To Play" Screen can make me smile, you already did something wonderful!
Gorgeous presentation, lovely game concept! With a bit of polish this could be an instant classic, honestly :D
Wow, incredibly intuitive and fun to play game! I stumbled upon a very similar game this jam, and while I wouldn't want to choose a favourite, the presentation of this one is very pleasant for the eyes and ears! Thanks for these great puzzles :3
oooh, this looks very polished for a compo entry! O:
Not that great in these kind of puzzles, but I appreciate the level select screen a lot so that I had a chance to see more advanced levels :D
You really did it, you really did make me want to impress frog waifu. Congrats!
The implementation of the theme is genius, the gameplay is fun and feels fair, the VO is funny... I don't want to like this game as much as I do... but I still do. It's just too enjoyable!
just like @bomdiajj, I too had difficulties grasping the rules of when I wouldn't be able to control the snake. That didn't stop me though from ignoring the mechanic almost completely (except the one level where you have to choose one entry). But overall, very fun game, liked the vibrant colourscheme and minimalistic graphics a lot!
This is lit!
Aesthetically you just nailed the mood! The gameplay is a lot of fun and due to the different vehicles, "stunts" and levels varied enough to allow for multiple playthroughs! Bonus points for the different radio stations and occasional voice overs, charming the player's skill :D
Thank you for this great gem you delivered! I had a lot of fun drifting around in circles!
Wow, makes me feel very proud of myself that I understood what I had to do in this game (not big on programming)! :D
Cool idea with a lot of potential! Would play the full game!
I like the general concept of the protagonist!
Couldn't really connect the dots between the name, the game and the story. Everything seems a bit arbitrary. The gameplay itself does show potential, but needs a lot of work.
I genuinely have the feelings something went very wrong in the making of the game. D:
Sooo, so many references I understood! :D
Fantastic game principles! While I really liked the background music, it didn't quite feel right for the game at first... and also at second, but at last I understood!
Another thing that made more sense the more I played: I was about to nitpick why there's no "show dialogue instantly" button, and only later with the newly introduced mechanic did I understand that it was most likely a deliberate choice to make the player actually pay attention to every single word - and I loved it!
The choice at the end of the game was reasonably hard to make. Though it's a question we all ask ourselves at one point in life, deciding on the spot for one thing over the other without a quick-save/ quick-load system gave it a lot of weight!
I wrote down a lot of potential codes while playing, so uh... are those number combinations part of an ARG, more references to series and movies or just random numbers for the sake of atmosphere? :DD
Super interesting entry! Thank you for your phenomenal work! :3
Beautiful artystyle and great atmospheric horror you created! The first sighting of the monster was scary, as was the flickering of the lights. I think it did add to the gnawing terror that not every lever did actually work the same and some… wouldn’t even work at all :‘D Fantastic job <3
Super fun idea :D
The gameplay is nice and all, but I had way more fun to come up with my own dance! Artstyle is cute yet cheeky (literally), which I like too!
Liked the idea a lot, would have liked a bit more handholding probably, was very confused as to how actually pick those bars up. But honestly, I think this is a very expandable concept! NICE!
Great potential, yet there are some hurdles to still flatten. As others, I felt a bit underwhelmed by the gameplay loop (huehue). Maybe add some more challenges on the board?
Other than that, I've watched your Devlog and am interested to see where you go with this game!
Love the music getting more and more intense, the eventual explosion feels on point with the acceleration of the beat. The gameplay loop feels also very addictive, as the next game is almost guaranteed to be easier :D
very hard game! I agree with the controls feeling a bit off, but it was still managable until checkpoint 2 (I think). I think the learning curve turns funnily to really-easy-mode with the challenge after checkpoint 3. Checkpoint 4 was... a lot in a very short time frame, and while I did try my best, I did give up after falling through the world after dashing: ld_s5.png
Still, I did enjoy my time playing it a lot! :D
I could see the updated version be a banger on mobile devices! Nice, clean and calm arstyle in it aswell, and the gameplay is simple enough to be understood by anyone! Incredible work!
That being said, I had to rate the original version. Sorry :/
I too couldn't make it past the second level, but I do appreciate the general idea and the clean look!
Funny! Fun! Especially like the nice surprise at the end :D
Bashing f multiple times in a row and see those flying numbers combined with the increasingly more high-pitch soundeffect is satisfying for some reason :'D Also had a laugh with every upgrade, of course the best one was the elevator :D
I did run into a bug though. At the start I wanted to tell you about "maybe letting the text pop a little" because the graphic of the speech bubble/ background wasn't visible, so all I saw was some black text on some very dark red gums, but later on the text was displayed just fine.
Great sense of humour and good use of the Wilhelm scream!
Cool game, though the controls felt a bit awkward for me and, as others, I would have liked to know what each trap does, but otherwise very solid tower defense! I agree with the previous poster here, I too would like to see a post-jam version!
Incredibly cute artstyle you went for <3 It was also very nice to have an entry be pretty self-explanatory for once :'D What a nice game :3
ld_s2a.png
YESS! I finally made it :D
The minimalistic artstyle is incredible, the perfectly fitting score music is an instant favourite for me! Concerning the gameplay, I would have liked a pause screen maybe, as it's pretty painful to start anew when you just made enough progress to reach the endgame, but at the same time I think I understand that it would run against the leitmotif's grain of an endlessly spinning, incredibly dangerous world.
I did encounter a graphical bug though. Sometimes when building or feeding a machine, the icon would not change to display you just filled up the corresponding slot.
Other than that - congratulations, you again succeeded in creating one of my favourite games :D Thank you for your amazing work!
It's incredible how effective it is to simply give the robot another eyecolor to emphasize its mood :'D
Really appreciated the humour in this! The little bump the building bots do after encountering an obstacle also makes the game feel very polished for some reason!
Liked the "crafting" and building component to the puzzles especially!
I'm super happy to read that you will continue to work on this game, as I find it very promising, and it's amazing that you did all that in just 15 hours o:
I couldn't get very far though... Seems I'm getting old, but I felt nauseous after every time walking through a portal. I do agree however that this is a fixable problem!
Thrilled to see where you will go with this prototype!
Loved the concept of the game :D The slowdown on the edges of the screen didn't feel too good though. Loved that there is an actual online leaderboard and it gives you a sudden boost of eager motivation whenever the "You are now xx'th on the leaderboard" text shows up!
Fascinating entry! (I also loved the enemies dancing, btw!)
I love the dual nature of the game, it really keeps you on your toes! That being said, I feel a bit of eyestrain after playing it for a couple of minutes from always squinting to the right... :'D Great game, keep it up! :3
Thank you for your nice words on colour theory @popdaddygames. I didn't even think about anything too much for this game, so it's fun to see what other people see in it :D
The clipping issue is unintentional and I would love to resolve that before someone else gets headaches... Would you mind giving me a few details on it? How was the audio/ clipping loop manifesting itself - what did you hear?
Other than that - there's not much to understand. It's about memories and not being able to let go of them and breaking the loop, if you will (hence the bear you drag around all the time). Very selfish game of me this time, although I hope not too painful to play.
@aurath Thank you so much for playing! I'm glad to hear my game achieved conveying feelings. If this is the consensus of my game, it succeeded its goal!
@tori Thank you for your kind words. I actually struggled whether or not to release it, your comment makes me think I did the right thing, maybe. Thank you for your time u_u
God I love Ludum Dare <3 It honors me greatly that all of you decided to give the bear a try u_u
@dr-khan I'm actually moved, thank you so much for playing! <3 Don't know what else to tell you, but I'm glad you found your way to my short little game :3
@Eckkert PLANETSITTER!!! I'll make sure to look at your game aswell man, like seriously, I couldn't see your phenomenal team not succeeding in again delivering a well-polished enjoyable game <3 Glad you're back too :D
@mattc thank you for your praise! I love to hear you liked the visuals! A lot of time was spent on conveying feelings with lines and colours (the main gameplay work was done by friday evening), so I feel immense relief that you like the visual aspect of it! Thank you so much for playing!
@eugenik whoa, from all the things I did not expect hearing my game being described as, "polished" would probably be the number one spot :'D Thank you so much for playing and thank you so much for your praise!
@zebraatomica Bro, you actually played it! Great to have you guys back aswell <3 Uhm, to your interpretation: I hate to tell people their interpretation of something artistic is wrong, buuut yeah, you got some stuff really right, and other stuff wrong when it comes to the ""intended"" storyline. Obviously the game should mean to you what it already does :D It's more about the feelings than the hard facts. I do feel honoured though that you actually played the whole way through, man! Oh, and sorry for the first bear squeak xdd. I'm pretty happy with the "holding timer" actually, as it was intended to leave a certain frustration/ annoyance at the bear, only to look at his innocent face and realize he is not at fault, purplehand is the one who drags him along. I'll make sure to look at the looping witch again soon! Is there again some hidden mechanics you didn't tell anyone about? ;D
Finally got some time to react to all your feedback, yay!
@blind-lemon-games Thank you for your feedback and high praise! I appreciate it greatly, especially coming from the creator of one of my favourite games this ld up until now :3 The squeaks actually change pitch, but maybe not to a level one could easily notice it. About playing as the bear... well, that would be a different game entirely then, wouldn't it :D Hope I can show you something you enjoy more next ld ^_^
@riroriro Aww, I love that you took the journey <3 Thank you for playing!
@anxietizi oooh, such a shame :( If I had more time, I would've looked for a solution that made it possible to be played in all resolutions. The "fullscreen" mode was my bandaid for that, although miles away from perfect. I think I will create a short video playthrough and stick it to the description for cases where the game cannot be experienced properly. Again, sorry for letting you down :(
@arad-hamidsamiee oof, making the source public you say? D: I'm very anxious about my coding, as I really only see it as a "means to an end" rather than something I actively enjoy. I do try to learn more and more things about it, but I'm just way more the 'ideas guy' so to speak. Yeah, so my code looks awful... BUT for now I can tell you how I managed the floating screen stuff, and while we're at it even most parts of the game :'D
Most things in the game are commanded by an AnimationPlayer which gets triggered whenever you reach the Area2D of the current screen (visually represented by the white lights at the edges of the respective screen). I have two export vars, namely: *export (Vector2) var window_position_ = Vector2(0,0)* and *export (Vector2) var window_size_ = Vector2(0,0)* - with them being now easily changeable on the fly, I can integrate them in my main AnimationPlayer. In the *_process(delta)* function, I command the following: *OS.window_size = window_size_* and *OS.set_window_position(window_position_)*. Boom, there ya have it :D I'm sure it's not optimal, but it really worked out for me!
@fabula-rasa AHAHAHA, nicely done with the trashcan :'D Thank you for playing n_n And yeah, you got it exactly right - dragging the bear should feel frustrating (at least to a tolerable extent). The question of whether or not it is even worth it dragging the bear around should come up at one point preferably, like it is with some memories you KNOW you should not think of but are compulsed to drag along indefinitely still. Oops I just spoilered the whole thing. The bear bugging out on the bottom - yeeah, sorry, I know D: If I was a better programmer things like that wouldn't happen. Thank you so much for playing my game and thank you for your feedback <3
@lurkinmcclerkin Thank you for your nice feedback and of course for playing :'D Yeah, most screens are designed to be completed within not one but multiple draggings, so you would drag him little by little to the target marker. That being said, I'm actually quite happy that someone took the cheesy route of just glitching the bear out. Not that it is a feature, but it was a bug I wasn't able to fix in time, and I think combined with the mentioned machine-gun squeaking, it makes for a fun alternative (glitchy) gameplay method. Hey, I invoked your laughter, which honours me aswell! Don't worry about the intended message too much :3
@nolife-m thank you for playing! And I agree, the dragging time is indeed a little short :DD
Ok sorry for the double post, I just... need the space :'D
@coleslaughter naaah man, you don't sound super critical at all, you make some very valid points I will try to incorporate into my next projects actually... especially the point about the bouncy physics is something I tend to agree with you - while funny at first, it can get really frustrating to lose the bear AGAIN to a stupid collision outside of your control. The grabbing bar part, while I do feel very strong about it being just the right level of annoying, I can totally see what you mean and have to admit, that I could've at least eased up a bit about the strict wall collision rule. The level design was just me trying to experiment with the mechanics, but of course I shouldn't have focused so much on my own, biased perception of difficulty as the creator. I'll try to get better with that :3 Thank you for your thorough feedback and I'm so humbled that you actually played my game. I'm also really happy the cowboys are back in town <3
@bytinggames The game window moving to the top left corner and getting a bit smaller is intended - but you say it wasn't playable? Oof, really sorry to hear that D: I'm way too technically illiterate to figure out what the problem is, I'm afraid... but if it is any help, I will upload a playthrough video if you are still interested. My apologies, again :(
@firetwoonenine awww, don't give me a high rating just because of that... I'm flattered :') Did the fullscreen mode help at all? Otherwise, I will upload a gameplay vid to honour people like you who actually gave my game time only to be left with an unplayable mess... My sincere apologies, and thank you for your nice words :')
@curly thank you for playing! :3
@acuriosity Awww, thank you so much for your nice feedback! I do agree with you regarding the ground pieces. I tried a lot of different things to make them be visible yet fit the scene and ended up prioritizing them fitting nicely a bit more. In hindsight, playing it by bright daylight especially, it is hard to make out what is solid and what is not. Also very much agreed on the goal points. They were included last (because why would I need them hehe), and while I tried to make them a bit pop out more, I wasn't satisfied with the result so I went with the basic variant. Thank you so much for playing the game u_u
@zebraatomica Oooh, I see my bad. It's just "zebraatomica... and his friends" in my head, as you seem to do a lot of "community engagement" and thus just stick out more :DD Hope to see you guys full force next ld maybe :D Yeah, I'll tell you later, no worries. Cheers!
@kharath aww man, didn't even think about trackpads. Impressed that you tried in the first place :'D Yeah, can't blame you for watching the video instead. Thank you for your nice words and... trying to play :D
@spotline thanks for your praise! I do agree with you... I'm just not that experienced yet in terms of coding, I'm sure most of the issues just come from my inability to do things properly! I'll try my best to get better though. Thank you for playing anyway!
@humnyn awww sucks to hear that... Thank you anyway u_u
@kszaku haha :D Believe it or not, the gimmick of the looping window was the first idea I actually had for the game, everything else came later. It's so cool that the idea gets appreciated <3 Thank you for playing
Right, the slower days begin it seems :D
@game-endeavor Whoa, surreal seeing you on my little game, man :'D At the beginning of this year I was studying your tutorials very hard to actually get into game dev! Love to hear you connecting to the story, sorry to hear about your pupper though :( In terms of mechanics, it worked as intentional. The first pull out of the garbage bin is indeed quite a bit longer to not make the player lose faith in the game from the get-go. Starting from around screen two, you actively drag the bear only bit by bit. It should be a tad bit frustrating, but not to the degree that it feels bugged, err D:
@hakro thanks man, glad you enjoyed the game :3
@etrealjunior really glad you enjoyed it, thank you for the high praise!
@matlab no, thank you for your great trip of a game! I feel bad for not giving you more feedback on yours, but it's simply perfect the way it is for me :D Yeah, the short timeframe is indeed intentional, and one shouldn't feel too bad about respawning the bear. I definitely tried to frustrate the player to a certain degree, but I feel I shouldn't have been as harsh as I was. Thank you for your high praise!
@duke haha sorry, I guess you're right with wasting your time! You shouldn't feel obligated to rate my game differently because the game is a "personal thing", I think. It was I who was selfish enough to just get it out with too little concern for the player! Sure, there were a few players who did connect, but that shouldn't make you feel too differently about your own experiences with the game :3 I do want to defend myself a bit though: Gameplay came first and birthed everything else. I do agree with the point you are trying to make - yes, I indeed did not put enough care into the gameplay once I was done with it u_u I hope you can forgive me for the dull game. I feel nothing but gratitude for you trying to get something out of it until the end! I promise to do something a bit less frustrating but simply fun next time :3
Oh boy, only a few days left.
@toccio94 eyy, thanks for your rich feedback! I'm glad I could make you feel something, first off. That's the cardinal goal I had for this game, I think. And yes, you're right, it is a bit too annoying to play and I can totally see how it distracts from the immersion. While it is certainly intentional to some extent, Looking at feedback from my previous game, it really seems like I have to learn to make my games less difficult in general.
Concerning the story - well, it's pretty vague, which too is intentional. It was hard enough for me to give away information about me that really shouldn't be of any concern to anyone else, so I chose to take a less coherent, more "fill in the gaps yourself" narrative, I played with the idea of giving the pictures a clear voice over but decided against it for that very reason. So whatever your interpretation of the whole story is, I would probably not resist it at all.
I will tell you how it connects to the theme though. The game ends right at the garbage bin where you started, implying you just go on walking through your memories again, and drag all that baggage around all over again, OR you just leave the bear in the garbage and end the cycle, both interpretations count (thus "(don't) let go"). Basically it's just about cycling memories you can't get rid off. A neverending loop for so*me*.
The penis was not intentional LOL :'D
About the bunny and the bear: The bunny is what I talk about, correct. The bear is what you, the player, drags around. The journey presented with the colored lights is not the same journey the player goes through (obviously) and thus the plushs are completely different entities in a similar situation. Also grats for being the first one who actually told me how many resets you had to use haha :D 40 is actually really good, I think something like that is my average aswell :D
@vphyre thank you for your nice words and suggestions u_u Sadly, I won't pursue making this game into more than it is currently, because it did its work in terms of being an emotional catalyst in a turbulent time for me and it showed me that I certainly can move people. I did learn a lot from the feedback too and know exactly how I would've created the game today. Maybe I'll revisit certain ideas, maybe even remake the whole game in a few years, but my intention is to make less pretentious but more fun games in the future. I never wanted to make an artsy almost unplayable experience, but that was just what I needed to do for this jam. Oh well. Hope I can show you something creative but FUN next Jam n_n
@johnnysix aww thanks, appreciated :'D The sound design especially I didn't put much thought into and just rushed it with the first ideas that came to mind, so I'm very glad people like them! The 20/80 rule in action, I guess :D
@Shakedimus Yeah, I agree. Could've made the ground a little more visible, make it a bit more stand out. Thank you also for "but as a game it wasn’t really fun. I had a nice experience though." Perfectly fitting as a description! :D
@sharks Ey you know, I can respect that! I included the fullscreen mode for people who have trouble with the resolution, but I'm all for creative problem solving!
@vphyre Thank you again for your nice words of encouragement u_u I agree with you completely - the gamejam is more about personal and professional growth than anything else. I didn't take any offense by your comment btw, sorry if it came off that way. It's more that I know my game does not qualify for the conventional way one may perceive fun, and I know that very well, and I'm a bit annoyed at myself as I was too experimental with it. Also you were the first one to suggest working further on the game, so I felt you deserved a more detailed answer :D
P.S.: Your English is just fine! Don't worry about it :D
Apologies for the delay!
@honey-pony wow o: Thank you for your awesome feedback! <3
You point out something very critical to the games buggy behaviour I couldn't put in words before - to implement the drag and drop really did give me headaches. I'm way too new to gamedev to understand why, but Godot has some real troubles detecting collisions if one of the colliding bodies is dragged by mouse. I even experienced this annoying phenomenon with my first LD game but still went to make it the principle game mechanic of (nu) da drum lol. So, to counteract the glitchy behaviour, I did what I could to make it as little of an issue as possible (i.e.: Hitting a wall will make you lose the bear), but as you pointed out correctly, the game wants you to flick the mouse at some parts - so level design and mechanics didn't quite match :/ Yes, I should've specified that the cheese comes with the clipping through platforms, erggh D:.
So the other thing with the end not really playing out as it should is indeed a bug. Due to the game being programmed immensely shoddily, if the bear falls down the last platform in the short timeframe before the platform disappears but after the last background appears, a certain "switch" is not activated that would result in the game returning to the game menu a short while after hitting the ground. It would've been a quick fix, but I promised to myself to not work on the game after the deadline is over this time around. Still working out the fairest way to participate, and after I pushed out a lot of post-ld builds during my first LD, I chose to take the complete opposite route this time.
Thank you for your praise on the aesthetics! While there are certain things that would still need more attention (the platforms blending into the background too much, for one), I think it successfully conveyed the mood I was going for. The moving window I feel is more of a gimmick in retrospect, however. I love your interpretation of it just forcing itself onto your normal environment, as would be the case with memories, but at the same time, I couldn't really make my intention of it work. I thought of it as a way to tell the player "this is still not the full picture" and an interesting way to represent "stations in life", which both would be cool narrative concepts, but they weren't implemented in any other way really, nor did the moving picture have nearly enough gameplay implications. I do think however there's great potential in the moving window. I thought about maybe recycling the idea for a "mining" game or a somewhat meta "hidden object" game!
I'm flattered you gave me so much feedback, and even moreso to hear my game put you in a contemplative mood! Rest assured, your feedback is incredibly helpful and I'm very grateful you took your time to write it all out u_u I had to take a few days off, but I made sure I read through the newest comments every day at least :D Oh, and also: 35 restarts is really good! Gratz to that o:
@elladee thank you so much for your praise! :3
@matootsy One day I'll have a game you like, I promise :'D Yeah, the wording in the description isn't really clear on what I meant exactly. It's okay to flick the mouse, the problem is rather that you can just bypass a lot of collisions by doing so, which would defeat the point of the whole game. Sorry for the confusion! The energy bar is meant as an indicator to tell you how long you can hold onto the bear before it frees itself from your grip. Thank you on your praise on mood and idea, and thank you for giving my thing a try! u_u
@geckoo1337 "You deserve respect" I never knew I wanted to hear this so badly, but I did! Thank you so much! :')
@codertrevor Huh. Intriguing it would go down faster on your machine... I'm way too inept technically to explain how that could be, though, sorry D: To hear my game was different from anything else is definitely something I love to hear! Thank you so much for your feedback! I promise next time around there won't be nearly as many technical difficulties! :D
I adore the vision you had for this game, and visually it indeed is beautiful, though the implementation of the mechanics feel a bit too punishing maybe. I played both versions and agree strongly with the continued handholding for the level after the tutorial. Great change! If the game would start a little easier maybe, I could totally see it selling a lot of copies on the smartphone market! Great job!
Cool concept! Wish the controls were a bit more accurate though, but other than that very solid! Made it to level 3 where the exposed wiring just made me ragequit at one point :'D
Liked the creativity with the enemy types :D How did you come up with them? Did I miss an obvious reference? other than that, was also a big fan of the purple clock animation aswell as the "wavey" distortion!
Saw it being played live back when Cole played it on the keyboard cowboys livestream, and now that I played it too, I wanna tell you that you did an amazing job at making sure the player feels FANTASTIC for every hit achieved. Making the pitch of the score sound go higher pitch with every point over your personal score seems like such a tiny detail, but makes all the difference! The slight delay when hitting the puk is also just right and gives you this sweet feeling of accomplishment! Very nicely done!
Huh, interesting protagonist! I wonder if you were the first to make the vitruvian man the protagonist of a video game! Seems very unique, how did you come up with that? :'D
Felt bad to shoot those poor red bois repeatedly in the back of their metallic head D:
But it also felt very rewarding! I really liked your implementation of the mechanic and would love to see how far it can be explored!
Yeah, it would be nice to just continue where you failed, but at the same time, once you beat the level you know exactly what to do, so it wasn't that much of a big deal!
Great work :D (oh, also liked the very basic and clean look!)
man, that sun is so cool :D
Really love the artstyle and mood you set up, I could also get behind the gameplay. Speaking of though, while I did catch on how to use the orbiting projectiles to my favor, it still felt a bit too hard to manage. Maybe that's because of all the debris on the screen and the hectic atmosphere, though. All in all still a great entry though. Shine on! (get it, because sun? nvm...)
By satan, I love those puns! Also like the sweet surprise of my whereabouts when first winning the uphill battle! The emblematic gameplay being completely optional was furthermore just a very poetic realization. It's... the strangest favourite I have collected this ld so far. Well done! :'D
Felt like being unbelievably bad at the game YET managed to make it to level 9 with a lot of retries :'D
Love the filter-effect a lot, the music is never outstaying its welcome (which is important for how much the player will hear it) and everything just felt really, really polished. Furthermore, the added challenge of getting the crystal was just a very nice gesture for completionists! Could see people playing this for hours on end just to get every single crystal!
Amazing job, thank you for making this game!
This was incredibly fun! Liked the mechanic and liked even more how you chose to explore it! The learning curve was just right, as even I made it through the whole game with a few tries. I see myself agreeing with another comment here, too: You should pack this game up and just sell it commercially. Feels very complete! Good job!
Love the protagonist :D
As others have suggested already, the gameplay could be a bit faster, nonetheless a very fun entry!
wow, this gets really hectic really fast :'D
Can't complain, everything worked fine, although I would have liked the damaged luggage to be a bit more obviously damaged, as I had difficulties making them out. That being said, had a ton of fun! Great entry!
the piano caught me off-guard :D
Very funny dialogue, also very emblematic game! Combining this ld's theme with the *Divina Commedia* is an inspiring idea I wish I had! :D
I love the intuitive, simple gameplay you went for <3 Every single piece of debris you defend against feels like a victory, and every piece you let through feels like immense failure. The cringe experienced when accidently blocking off useful upgrades does also just really feel organic (so you're always giving yourself the blame and not the game). Great entry, especially for a first, especially for a Compo!
aww what a sweet endless runner :3 You really sold it with thos voice overs :'D
I like games just casually rearranging letters of the theme to make it their own thing, as such I did smirk a bit reading the title, ngl :D
The movements are slick and intuitive, which would be the most important factor for platformer-like games. I did experience a bug that made me walk inside the walls though, just as a heads up :D
okayy this was way more than I anticipated! Can't imagine how many hours must've been spent on the different planets assets alone!
Like others said, it's hard at the beginning to make out what exactly it is you are supposed to do (except escaping the sun), but after a while you get the hang of it.
Incredible job for a jam game!
There’s little left to say that wasn’t praised already! Stunningly polished game, incredibly cute artstyle, smooth animations, fitting dynamic score… man, you really sold this game! The gameplay remains interesting even after the first few introductory levels. Pretty sure this will rank highly across the board! Thank you for bringing this gem <3
Wow, this is a one very well rounded and polished game! Also love that you even have a leaderboard - makes me want to come back with a more competitive attitude :D
If there's anything to nitpick about it's that it would be a nice little addition to have the board light up when the pattern is presented to you, just to make sure the player doesn't mess up the timing.
All in all fantastic entry. Thank you for making Oolag Bjørn's dream a reality :3
short, sweet little game! Seems you did know what you could do in the given timeframe and played it safe, which is applaudable!
Intriguing mechanic! Would have loved to see more exploration of it :D Good job!
really creative idea! Unfortunately, the movement felt too imprecise for the rest of this great game, but surely with a bit of work this could easily be fixed :D
I love the sprites for the protagonist <3 other than that, the combat was a bit confusing and didn't feel snappy enough... I made it through the slimes and the witch, only to be stuck in the fire without dying in the following pit. Overall good idea! I like this concept of literally only defending yourself :DD
Very cool mechanic you implemented! At first I too was stumped, until I again read your game page and understood what I was missing :D
Did make it to "Again it always loops" or something like that. Keep going!
gotta be honest, I thought I will never get it. Still managed to beat the game in the end though :DD
Really cool mechanic. Really brainy and puzzly. Liked the tutorials in the enivironment, though they obviously didn't help my confusion too much. Oh, It wasn't too obvious that those things on the wall (lamps I guess) are interactable. A hint like later on on the lever with "push", respectively with "shoot" would have been nice.
Really cool game!
Lovely graphics and music! As others I first was confused what to do in the first phase and did need a few tries to get the timing right. The second phase was even more confusing though :(
With a bit more time spent on leading the player a bit and explaining the gameplay, I'm sure this could be a hit! Keep it up :D
cool main mechanic with throwing your own platforms! Would love to see a full game like that :3
Fun! The game feels like it achieved what it wanted to be, which is impressive for your first gamejam, as first timers (such as me last jam) overshoot drastically in terms of scope. I guess it does show you are programmer first after all :'D
Great first jam game! Thank you for bringing it and keep it up! :3
Wow, I admire the ~~mons~~passenger design you went with! And there's 20 of those? Kudos, I'm a huge fan! The background mapart is beautiful to look at as well, and the music is eerily fitting, with the synth-choir(?) really underlining what kind of train this is! :D Gorgeous all around!
I experienced some glitches in the html5 version. At one point for example, the game just froze (the music still went on), and at another point when clicking a few heads to check whether I have to "remind" people to get off the train, I got stuck in the ticket menu and couldn't get back out.
Nonetheless, great fan of what you did! Thank you so much for delivering this gem! :)
You definitely coded, son! :D
Thought I figured it all out and everything looked fine, but I still got the bad ending. Might come back to see what it was I did wrong exactly (not much of a VN kinda guy).
I really liked that actions are performed with open cards - the skill checks aren't hidden from me, which let's the player choose his very own strategy to get into senpai's heart without many frustrating bad rolls out of ignorance for the mechanics.
Well done! Make sure a certain Dev doesn't see this, though. We know how well he receives competition...
I liked your game my congratulations, I also did one if you want to know.
(I actually did like it, but seriously stop spamming the comments with your game link. People will find it without you doing it, be sure of it :3 )
Ahhh, the cycle of life. What a fitting journey you chose to go for with this theme! Really adore the white-on-black artstyle you went with aswell as the three cardinal orientations representative of the stations in life! Very beautiful experience. Doesn't make it right to spam your game everywhere still, but I really hope you learned from that. Cheers! Big Hugs, as you say :D
I like games where I can not lose if I just grind long enough :D This is a competent and very confident game that knows exactly what it does, which is something I always have respect for. I didn't like the echoing bullet soundeffects too much after a while, but I wouldn't be able to come up with a solution myself other than muting all ghosts - which would be a bit detrimental for the immersion factor, I'd guess.
Cool game, all in all!
Metal as hell! :D
It's so satisfying seeing the hellycoaster racing around!
Sweet short and enjoyable :3 I'm happy I could help the ladybug out :D
I'm in love with the artstyle, man! The sound design is great as well, and of course the gameplay is weirdly addicting. Played both endings, I'm happy I did!
aight, I diiid have my problems at first, but after reading through the comments I finally killed all enemies and reached the portal. After you get past the initial grind for the first dude, the game actually feels extremely fun, the ninja plays super badass :D Loving it. Also a detail I just noticed waay to late was that your "Action Points" are displayed via your backpack. The aesthetics of the game are btw absolutely marvellous! Love everything about the style you chose. Thank you so much for bringing this game to fruition <3
Ah yes, caretaker :)
Very immersive experience, maybe on the same level as the music you were inspired by, just in another format and... quicker.
No flaws I can talk about honestly. Chapeau bas! Thank you so much for your tremendous work in this short timeframe! u_u
aaah, I appreciate the relaxing atmosphere you create yourself while playing this game!
Would have loved to see how the objectives mode looks like and am glad to read you'll continue working on it! Keep it up (or in orbit, rather :D)!
NICE! Will definitely have a look and come back here later! Thanks so much for notifying me!
This was very fun, the soothing background music made me play this for far longer than I anticipated :'D
Incredible for a first game!
aww, the level transitions though! <3
Obviously you chose a great artstyle for this game! The gameplay was way less brainy than I anticipated, which was also pretty cool, as it was thus very "intuitive" and "trial and error" for me :D
Absolutely impressive for a first jam entry! Well done!
We shall meet in the place where there is no darkness.
You captured a rare and pretty complex feeling with this game! Some of those questions were pretty fucked up man, and I love the game for it :D The inevitable "search for the "real game"" also made me smile and just fitted so perfectly into the point you were trying to make! Thank you so much for this experience!
What a unique and fun concept :D Would have loved to play every level, but there seems to be a bug (or I simply missed something) - I can't grab the more advanced units, even if I have the money for them. Case in point would be level 2, where I completed the money task, but then could not finish the second one because I couldn't recruit glazers.
All in all though, extremely fun to play game! Would look forward to see more of it :D
I agree with the previous poster - the VO in the phone call was great to set the mood! Other than that, I also liked the random aspect to it! Also encountered the bug with the safe sadly :/
Eyyyy, those animal models are adorable :3
Godot Tutorial Bear Person who told me all about statemachines and why I need them o:
The game plays great - controlling the bar is very intuitive and on point. Love the aesthetics you went for aswell.
I played the html and windows version. Due to the fact you're using Godot, I was curious to see how well the game performed in the browser, and as expected there were some mild to heavy lags (not gamebreaking though). I'm not much of a technical guy, and this may not be the right platform for it, but why not make a video on why Godot games have these annoying issues when ported to html5? (I obviously feel this has to be a general issue if even one of the youtube godot guides I trust can't just circumvent those problems).
Other than that - great fun, the game! The html version seems to be fixed now, the windows export still shows the layouts of unplayable maps after the first level, though.
This feels like a very complete vision all around! The controls feel great, the beautiful artstyle has this radiant aura of polish I haven't seen in any other title this jam. From a level design standpoint, progression feels very natural and the learning curve isn't too steep. A wonderful entry all around!
I really, really love the look of the protagonist, which made me curious for your game in the first place! Really like the gameplay concept, but yeah, it would need a bit of work maybe^^
Depressing yet relatable. Polished, solid and fitting. Good job!
Feeling very elevated about real life all of a sudden. Surely noone will notice if I don't make my bed today, right?
Intriguing game concept, gorgeous art direction, setting the mood on point!
Embarrasingly enough, I closed out the game 2 times before mashing my keyboard to eventually find out "e" makes the dialogue move along. From that point on, the controls were explained and everything was fine though.
I feel the fast-forward speed could be adjusted a tad to make the gameplay feel a bit less punishing, but other than that it's a great entry. Thank you!
Nice, fun competitive entry :D Liked how the player is called all kinds of different names, didn't like how shit I am at the game :DD
Dude, the visuals are amazing! The sprites are very unique and the (parallax) backgrounds look absolutely amazing! It's strangely super fun to bounce those passengers up, it's a real challenge to get them back into their carts again though :'D Moreover, the game just plays so smoothly and intuitively! Love this entry! THank you for creating this!
the theme for this ld makes for some really interesting mechanics, but I feel this one may be one of my favourites yet! I really liked the decision making in later loops whether to kill or just run for it with every single shot. Well done!
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Whew! This is an amazing entry for your first jamgame! Your game knows EXACTLY what it wants to achieve and is fully content of itself. I do also disagree with the former posters: Isn't the whole point of an endless runner a repetitive zen-like game that just runs increasingly faster with time? You totally sold that idea. Great job, thank you for joining and welcome to Ludum Dare :3
Wow, what a feverdream and a nightmare, I love it! Fantastic video effects and phenomenal voice acting! Absolutely up my alley! Oh and thank you for not jumpscaring me (for some reason I predicted something along those lines...)
Amazingly solid work for a Compo! I do have to agree with @xpycm though to some extent. While I didn't feel offended per se, it's generally not a good idea to slight your audience. Other than that though, I had a lot of fun playing through! Great work!
Eh third place is good enough for me :D
Fairly unique concept for a an endless runner, I really liked maneuvering those obstacles! Great job!
Mh, The "Another" Cinematic Universe expands, I see :D
No but seriously, I really like your Monster/ Character designs a lot!
The narration is hilarious, but other than expected, I did have a hard time in the section from "Light works differently here" up to the part when a lot of purple flying enemies spawn after you get blink. Maybe I am a bit too tired for the game, but it felt like a few checkpoints were missing in between? I died a lot there and consequently gave up D: No No-CD blink for me :(
Other than that, and the obvious lack of enemy-type variation you poke fun at yourself, there's nothing left but to be in awe with So-So-Phia and her deep philosophical thoughts!
Immense work! Thank you for introducing us to So-So-Phia!
I couldn't make it past B2 (I guess due to a previous choice), which is fine because B2 is pretty much the hell I'd stay at anyway :D
Seriously though: This offers so much great art, humour, a great theme and CLIPPI <3 I will definitely try it a second time later on and tell my more VN-liking friends of this. I personally felt the minigame wasn't really bringing anything interesting to the table (except the awesome music) and have to agree with SandToise there that they feel a tad long.
Other than that though: Great effort, great art, great humour, great game!
I too had the game trigger Windows Defender, weirdly enough though, the original version didn't have that issue.
So to the game itself: Incredibly solid entry for a COMPO! It did take me a bit until I made it through, but it definitely was worth it :D
Wow, I'm so happy I picked your game as my first one this LD, as it just simply is outstanding in every category!
While a bit hard until you get a grasp on the mechanics, I never felt overwhelmed or like the game treated me unfairly. What I especially love is the very particular marriage between puzzle and time-critical execution-optimization the game went for, as the fact you know how do solve a screen kept me going until I got the execution right.
So it was extremely fun and very fulfilling to see the ending screen.
The score is Zen-enough to never really get in the way of concentrating, the Assets are, as with all of your games I played, simply beautiful.
Yeah, I'm very happy to have an absolute favourite right at the start of the Play+Rate :D
Phenomenal work!
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P.S.: I called myself 'key' because I was lost at the start until I read the instructions a second time over :face_palm:
Those hectic jumps really emphasiszed the essence of cat :D
Very, very interesting winning condition that I'd love to see explored even further O:
While on the shorter end, the atmosphere was still great and the control-scheme was simple enough not to overwhelm the player!
Ey, the Cowboys are back!
Very enjoyable gameplay loop with the brand of humour one comes to expect! And the polish... amazing!
Awesome style and awesome idea with the 2D in 3D environment! Love the compressed sounds, too!
While I had troubles actually playing the game with the controls being a bit of a hinderance, I did appreciate the love and care that went into the details of all the assets - especially while diving.
Oh also, quite the moody score!
I'd love to see an updated version of this :D
Yeah, the first angler really knows how to punish your greed and shock you with his swiftness :D
I made it to the station, and all in all - this is very atmospheric! If there was a nitpick, it would be that the controls sometimes feel a bit 'wonk' and the reach of the big fish feels arbitrary at first.
Other than that though very nice stealth-like game!
Tough, ngl, it was work to push that stupid car :D I guess that was the idea behind the whole game though.
Fantastic humour, I laughed so much with all the serendipitous circumstances under which this unlikely racing-style comes to be. The continuous "deepening" after every round was hilarious, too.
Oh, also: :)
so... while recording some footage, I felt curious and tried to push the other car instead :D
https://youtu.be/3_ZbljU8SYc
Ah, a horse, of course. Enemies also horses, yes sure. Mh.
Super fun idea for a game, though the movement speed felt a bit too punishing at first. Hacking the computer near the beginning of the game also felt a tad too slow. Other than that though, I admire the absurdity of this game! Well done :D
THIS is fun. The gameplay loop of Loot-Shoot-Level Up (or in this case down) felt good to a point where I'd even say it felt addictive :D The smiley sticker appearing on your screen was a nice contrastive touch, too! I didn't play through it yet, but I am very sure it's possible with enough patience, as I had a few really good runs! May I suggest to bind the "going down" to another key, maybe? It happened to me more than a few times that I accidently skipped the first few floors - but maybe that's just me not paying close enough attention :D
Honestly, everything else I really enjoyed! Great work!
While on the shorter end, your understanding of a sensible learning curve really shined through. I never felt like the game was cheating me, and every level felt fresh and interesting. I was also very fond of the decoy-mechanic :D
There were plenty of "time-split" games last Jam, yet yours is still interesting and fresh enough to have caught my attention. I really dig the graphic style you went for and would see potential in exploring where you could go with this further gameplaywise! Fantastic job!
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Aww, no thank you! And Welcome to Ludum Dare, of course!
So, the new stuff is very promising! I started grinning for every new screen, especially during the level introducing water. Amazing how much great ideas you crammed into the 72 hour version! o:
O_O I didn't expect that ending :'D
incredibly cute game! I loved the physics-interactions especially (for example when hitting one of those cottonball-thingies!)
Kudos to you for deciding on this difficult subject and on executing it tastefully.
Incredibly gorgeous art style and choice of music! I personally would've liked a bit more polish on the gameplay, especially the need to complete the game with full will to live feels a bit punishing after playing through the whole game.
That being said, I really loved the character design of Mindy's body in her mind!
mention me if the game becomes playable :D
I won! Woo!
Great game of patience and fast reactions. A few checkpoints would be welcome, but as that would kind of lessen the luck the Lucky Swimmer has, I don't know :D
Really cool puzzle and awesome assets and level design! Really loved playing through, although I was stuck a few times :D
The physics feel a bit wonky sometimes, but nothing too serious :D
Whoa, this was a really cool and immersive experience! As others already said: The "CD" just drips of world-building! I personally lik- ergh, I mean:
Amazonbars is the best company in the world. I am a proud employee of Amazonbars.
Funny, educational and challenging. Absolutely fantastic and, as a previous poster already said, would make itself great in a minigame collection! O:
I didn't expect any of this :D
Like others said, the game feels very cinematic from the get go and only gets weirder (aswell as deeper) - I love it! Amazing voice acting and incredible work overall for such a limited amount of time! Can't wait to see what the other chapters are about :D
Wow, that was a lot of gameplay O:
I loved the challenge, but I started skipping after not getting past the "throw rock at wall"-level. On this note: Thank you for letting us skip levels, it would've felt bad to not get a resolution after all the brain energy I needed :D
Overall, I find the mechanics pretty intuitive and the learning curve, while steep, absolutely doable. The greatest moment in the game for me was accidently picking up the first (optional) rock, and later on in the game gaining that "AAH!" moment when seeing it again. Overall your work shows a great understanding of game design, I think. Fantastic work!
Astonishingly beautiful aesthetics and artpieces! Also really liked the plurality of radiostations to choose from!
The game loop itself felt good, though being timed made me panic a lot and not really pay attention to what I was anwering all of the time. That being said, I am glad I did pay attention at the very end of the game:
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Blessed experience!
Ah, finally I came around playing your game :D
Ok, right from the bat: I love how incredibly effective the storytelling is without uttering but a word! All the player really is confronted with is: Kiki goes missing and you'll need to find her. At that point the game stops talking to the player in text/ pictures but only through gameplay (well, minus the occasional hint-boards). It may seem trivial to mention this, but I found myself asking why the game won't end after I found Kiki, that lasted only for a few seconds before my brain re-calibrated though: "Oh, they want to get home, of course!". On a somewhat related note, I liked how the defeat of the big fish was not celebrated with flashing colours but handled as just another obstacle standing between the protagonists. For some reason that felt very authentic and less videogame-y :D
Oh, I lost the screenshot sadly, but I somehow managed to trap the big fish between some rocks, which made me chuckle :D
There was also a surprising amount of gameplay I didn't really expect, which is always a positive!
Of all the three games I played from you two, this would be my favourite. I really, really liked playing through it, and it showed, that you guys know exactly what you are doing :D Thank you for bringing this amazing game!
Very impressive to add p2p Multiplayer, and not just to any game but to a 3D-FPS! Sadly I have no friends, which made the experience a bit lackluster, yet I can see this being a blast with company. Admirable work you guys went through!
Super cool simple yet clever puzzle mechanic! While I couldn't make it past level 6, I could totally see myself coming back to try it once more :D
Whoa, this game is so feature rich! I especially liked the unique method to get upgrades and the physics of the hook :D
Also the mood is on point, and the less upgrades you take the more intense it gets, making for a nice challenge for those who seek it!
Mh, what an amazing experience this was. While I did wander aimlessly at first, I think that's still very fitting concerning the setting of the game. Absolutely adored the art style and the ominous soundtrack. It definitely has your guys signature with the more Zen-like gameplay and one of the protagonists being a sphere of one kind or the other :D
Incredible work again! Incredible how some coloured blobs and flavour texts can have such an impact...
As others said, the typing crawl was a bit too slow. Other than that: Great work grabbing attention with the shocking title. The dialogue felt fairly immersive and I learned a few things about Hitlers mother, which is cool I guess? :'D
@jk5000 Thank you! I'm relieved you say it's weird! While creating it, I found it to be "way too cliché" :D
@alec Huh, I'll look into it as soon as I get time for it. Could totally be that I messed up something while making the music stuff... Thank you for the heads-up!
@taft-punk Well, the ant lives underground, so when coming up with a character I thought it to be fitting with the theme :D Glad you liked the weird stuff to fish out, as I spent waaaaay too much time on that!
@cheesepencil Very glad you liked it! It's funny, while creating it I kept thinking that there was way too little going on, but after releasing it I have to say it's the only game I entered with I personally actually enjoyed playing immediately :D
@tad-i-guess Thank you so much! The style was actually accidental at first, but I stuck with it as it was easily replicable and fast!
@bytinggames Thank you so much for your feedback! I do have some ideas for a post-LD release to break the loop up just a little bit, or rather make it a bit more interesting :D
@fabula-rasa Aww thanks! :3 I felt like working on my very first game without any novel or at least a bit interesting ideas, but it turns out people still find it weird, which makes me happy honestly :D
I really like the idea of letting the ant comment on its finds! The items all have a "flavour-text" property, but I couldn't implement it in time. My plan was to put it on the item itself as hoverable tooltip of some kind, but your idea is MUCH better o: Thanks for the suggestion!
And yeah... the eels. I panicked a bit and did a stupid thing - instead of using object-inheritance, I had 30 mildly different versions of a fish, and one of them wasn't noticed it should despawn after 20 seconds... This will be refactored for the post-LD! At the same time, I guess I could honor the bug with the eels still being a bit more persistent than the other fish :D
Thank you so much for your awesome feedback!
@geckoo1337 I'm happy you liked it :D Yeah, some drawings look kind of too childlike, I guess, but rest assured that was all me u_u
@vphyre Hey, how are you? Can only mirror that notion, great to see you back! Glad you found it simple, as that was just what I was going for after overscoping too much in my previous attempts. Not to say I'll never do something very ambitious again, but this time at least I wanted to play it as safe as possible. Thank you for your praise :3
@esosek Aw, thanks for the compliments! The points one 'fish' gives is determined by its difficulty rank (translated into the speed at which the indicator moves) and to a lesser (but still noticeable extent) by its size. Which... is not really the optimal way of doing things, but I figured fishing up a big one should still feel rewarding. As the difficulty-curve is too steep at the moment though, I may change that up a bit.
@johnnysix Thank you so much! Your idea of the tally is such a great suggestion O: I'll implement that for a Post-LD for sure!
@willjardine Aw thanks :3 I find the music kind of annoying honestly, but maybe that's just because I heard it too much :D
@secret-magic-404 Wow, this may just be the loveliest comment I ever received (which means a lot, because almost everyone seems to be very nice around here)! Thank you so, so much for your nice words! You hit the nail on the head for the type of games I try to make - unique experiments and tests of my imagination and skills. My skills aren't as plenty at this point, but I can only get better, right? :D As much as you won't forget my silly fishing minigame, I won't forget your words - they are now physically laminated and stare at me everytime I look over to my motivation board!
@miej Thank you so much! I was going for clear and simple this time around, so this means a lot to me!
@linky439 Thank you, really glad you enjoyed the game!
@mykola Oh nice idea with the progression system and I definitely agree! It would be cool to sell fish in order to buy some upgrades for examples O: Thanks for your suggestions!
@saintchristopher777 Very glad you liked the music u_u Thank you so much for the praise!
@civmaniac Ohhh, Linux build. That's definitely something I'll offer in the future. See, I wouldn't feel comfortable with releasing for an OS I'm not familiar with, that being said, I do own a few devices that run on a few linux distros since a few months now, so yeah, definitely something for next LD! Concerning your screenshot: Here's to 36 more Game Jams! :D
@radmccool Yeeeah, if I had more time the level change would be initiated with an animation of the ant being sucked into the water, but I find your impression even funnier (and deeper?)! :D
@sharks awww thanks for the high praise! Yeah, my past two games were lacking clear direction and user-friendliness so my main directive this time was to just bring a more pleasant experience for the player. Judging by the response it got, It certainly managed to do that :D
@eckkert @zhohan Ahahaha :D Sorry to hear about your misfortune. Yeah, it gets pretty ridiculous at one point - especially if someone looks over your shoulder! :D Thank you for your guys' praise u_u
@ColeSlaughter oooh, but all the random topics you guys come up with makes the stream entertaining in the first place :D Thanks for playing, streaming and for your praise u_u Looking forward to soon be able to catch one of your regular streams again :D
@Shakedimus Oh, I managed to snatch a few inspiring ideas how to make it more interesting if I were to revisit it, still thank you for your praise! n_n I'll check out your game very soon, sorry for the delay :D
@etrealjunior thank you so much for your praise! I'm very glad you enjoyed it so much! To be honest though... there wasn't all that much emotion I wanted to express this time around, just a simple fishing minigame :P
@honey-pony I laughed out loud while reading your feedback, not because you don't bring up super interesting points (which you truly do), but because almost everything you liked was accidental at best :D
The difficulty-curve is so steep (and unmanagable at a certain point) because I haven't had time to playtest it properly, the lack of animations and sound effects - you guessed it, not enough time.
I was honestly just trying to do a cute little fishing minigame, but your interpretation is sooo much cooler and deeper, I just love it! I'm totally into those kind of deceptive "meta"-games, so who knows, maybe I'll do something like that in the future :D
HAHA these bugs so funny :'D
Surprisingly challenging game with very cute art-direction and cool bug-designs!
Okay, I'm again amazed at the overall quality of the game, and only because your previous game was an absolute anomaly for jam games as far as I can tell, I played through the whole game even though I really don't enjoy atmospheric horror like this :D (On this note: Thank you for not including a jumpscare!)
Fives across the board. Again :'D
Wonderful art in this game! Especially loved the gorgeous backdrops o:
Sadly, I too couldn't get past the first hole until I read Noel Widmer's thorough comment. So I gave it another try and discovered a few gorgeous art pieces more. The fact you fall deeper and deeper without end is, while fitting to this LDs theme, a frustrating experience. With a fix to that alone, the game would be a lot more enjoyable!
/edit: Oh, while it doesn't concern me, I really like the extra time you put into a localization to Russian!
Cthulhu Mole!
Fantastic entry, really loved the soft difficulty curve of this game - it never felt too hard, which is rare for a jam game! Marty and the Eldritch_shot.PNG
Cthulhu Mole!
Refreshing to see a micromanagement game with subs, which for some reason surprised me :D Rather complex system design for a jam game, but not to the point that it was too overwhelming.
Those sound effects are excellent :D
This is super interesting! Besides the card background blending in a tad too much with the playmat, I also really enjoyed the art!
Gotta be honest, I have no clue how far I made it, but I did fall a lot, so I guess I was in deep?
As everyone else said: Amazing aesthetics! It's worth playing it for that alone!
Hilarious and informative game! And maybe a bit gross, but that's on me for seeing more things on the screen than you put in :'D
Very well done, I'd be intrigued to see the mechanic explored further!
insta 5. It's even hard to justify objectively, I just love trippy videogame experiences :D
I love how you iterated on your previous entry "The Basement", and as such I would know immediately what the all-seeing eye would do and how to interact with the box!
Funnily enough, while I did experience motion sickness in "The Basement", I didn't at all in this game, so that's another plus :D
Thank you for creating this masterpiece u_u
Amazing work and my favourite game of this jam so far! Not only does it feel incredibly polished and is fun to play, but it's core gameplay concept is such a unique twist on RTS's! I could easily see this game being commercially successful if further worked on!
Terrific for a jam-game, thank you for bringing it to us!
The leaderboard certainly kept me going a lot more than I intended to stay on this game! Couldn't make it to the top 10 though, no matter how hard I tried :'D.
What I didn't expect was some prefixes working, but others not working (i.e.: "oi" vs. "quo"), which I guess is fair still, since the Q gives so many points and the vocals in hand can get a bit overwhelming with a bit of bad luck. Other than that, it felt immensely satisfying building 5+ letter words!
The music serving as a tool of how much time is left is incredibly helpful! Great job all around!
Now, If there was only an option to change the language to German... :P
There's sadly not all that much to do, or rather, what is to do doesn't feel too rewarding, it feels more like grinding out the next step to the Mage Tower. I imagine this game however to feel really nice with 7 or so other people all collectively working on stabilizing the portal!
Talking about other entities: The village felt spookily empty. One or two NPCs giving out some crude directions or just walking around would've done wonders, but I assume that's one restriction of Core.
Still, I do have to thank you guys for testing the waters. I think I have a better understanding of what Core is now!
I forgot about the game's name before starting it, so I would just blow stuff up and hope It was enough stuff laying around to get to the next level and I still managed to beat the game :'D So it is easy enough for a jam game, that's for sure, and what's more is that blowing stuff up is always fun.
Thank you for the fun you brought me with blowing stuffs up :D
Very fun mechanics! I didn't think of the quick discard mechanic to highly up until it was combined with the dodge mechanic and I saw how that allowed for a very meaningful qte! The dodge card is thus one that requires some level of skillfulness from the player to not lose a lot of cards accidently, which I liked a lot!
Of course the sprites aren't done, yet as you may know I admire the way your characters look, and thus I'm very confident and curious to see what those silhouettes will turn into!
The particle effects look amazing, especially the Winning-Screen :D
I look forward to see where this game is going!
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I would've been so disappointed if this guy didn't show up :D
I didn't quite understand the differences of the potion base or if they are flavour only (I sold some potions without any base holding it), but other than that very solid gameplay!
Needless to say, I enjoyed the funny characters a lot! Great entry, thank you for delivering!
INSTANT CLASSIC! :D
Playing it feels weird, and it's not because it isn't explained enough, it's just so unintuitive, yet still it works with this hilarious wonkiness no other game could achieve :'D
I love this game, and I love that it feels like a forgotten PS2 Classic! Thank you for creating this masterpiece!
Underplayed game! Loved every bit of it, from the way the little people climb, to the first time you accidently the whole thing, to the awesome blend of photographs and drawings :D Thank you for this glorious addictiion! :D
Does the hat do anything? Are there any microtransactions planned yet? :P
Like others pointed out - the controls feel a bit too sluggish, but other than that, this is a great retro-made title!
Super lovely artstyle and interpretation of the genre. I (or rather my brain) had some problems with controlling the arrow of the minigame (while knowing I should stir the pot, I still accidently clicked the arrow, for example) :D
Thank you for this charming game!
Wow, this is the first 3D game made in Godot that actually worked without any lagspikes or bugs! Would you mind telling your secrets or is it generally safe now to delve into 3D (haven't looked into it for a long time)?
Other than that - simple idea, though the animation of the trashbags jumping was great, as was the epic dodging animation :D
Pirate here. I laughed a lot and progressively more with the more ridiculous the questions became. Arrr!
I really need to get a controller if only for games like this! O:
This has to be the most polished and market-ready game I ever played on here! There simply are no flaws, the levels even represent a nice vertical slice of how differently the mechanics can be used! I'm stunned! Absolutely fantastic work!
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lovin' it! I was surprised by the longevity of the game and I adore the artstyle o:
Very infuriating, yet at the same time addicting enough one doesn't get too frustrated to stop playing. Perfectly in balance :D
Like the last person, I particularly liked the vrrr-sound! I'll find a little fan for my next game for sure :'D
Incredible game! It's hard as bricks, but the presentation is slick and the mechanics are satisfying!
The game asked a question, and the resounding answer is that the fusion of classic Jump 'n' Run and crafting games (in the sense of structure building) works! While outside of the scope of a Compo, I'm now curious as to how much more possibilities this concept holds!
Had a lot of fun planning my build, then getting hit by a barrel because I wasn't paying attention, then starting a secondary structure to get all the tasty power-ups, before finally committing to the endgame.
It goes without saying, but the art is super sweet and charming as always. I know, it gets tiring, but I have to thank you once more for creating a masterpiece! u_u
brilliant, fast-paced game again! I do have to admit though, without watching your vid, I wouldn't have known what to do (I'm glad I watched it anyway, as the inspiration for the game made me chuckle :D)
Sadly, my best time is nothing to be too proud of, but I bet this would make for a perfect game for dedicated speedrunners!
Somehow I couldn't get Button to move, however the planting of mushrooms did work. While I didn't get far into the game, I find the idea of looking for the perfect spot for your different mushrooms a very strong motivator to explore! I'd love to see where this game is going if you chose to continue working on this game!
The art is, needless to say, exceptionally cute and is what made me interested in the game in the first place!
Very fun gameplay, I loved finding new scrolls or accidently learning a new spell by simple "asdfwasdaswda"-dom :D
It felt a bit weird to get the right angle to actually hit an enemy, and the enemies are in general a bit bullet-spongy, but that's all the criticism I can find really. Great work!
Love the Ska-Beats in the background and the impressive intro O: Very, incredibly hard game, too! Will try a bit more though, maybe it's me
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^ this situation right here though? I hate it >:(
Incredible work for a compo. This simply feels complete and ready for the world :O
Having said that, the only thing left to do is implement an online leaderboard!
Very fun game, had a blast playing through! I love that you managed to scope the difficulty just right to still be challenging, yet not too intimidating. The character of Jenry is weirdly original and recognizable, as is the name :D Great work all around!
phew, very cerebral!
As someone who's easily overwhelmed by technical stuff, I still managed to get a few reactors running and even unlocked two facilities, which felt very satisfying. What felt even more satisfying was blowing up your own reactor you so carefully created after getting too frustrated by it not working like you wanted it too - which is something very valuable, I think! I can't think of the last game I played that celebrated the fail state with chain-reacting explosions and unlocks!
In short: While probably not your target audience, I enjoyed blowing stuff up :D Thank you for this great entry!
This has to be my favourite iteration on Simon-Says :D Amazing artstyle, great ideas of additional thematically fitting gameplay obstacles, aswell and to top it off a universally understood brand of humour! Incredible job!
104 is the only room I would've needed, but you know that, you just knew people wouldn't stop playing until the lady is happy, didn't you? :D
Very refreshing playing a more risqué game during the jam, and I finally get what the "Mood"-Rating is for ;D
Very well done! Looking forward to play the full release =)
very fun game, never outstaying its welcome! Playing as the clumsy box was weirdly intuitive and the forgiving jetpack made playing really fun! If there's anything to complain about it'd be how hard it is to draw dicks with the cube :P
Impressive work, thank you for this gem!
Very competent stealth shooter! It may be a bit too punishing at times (level 2 and 3 come to mind), but at the same time it wouldn't as effectively train the player to be more careful! Great job, thank you for this refreshing title!
FUN!
Why are grapplinghooks so fun? :D Great game and easy to pick up aswell, great job!
oh wow, I really dig the marriage of artstyles and dimensions the game so successfully portrays! The interactivity too (hitting the tv) is a great idea and made me laugh the first time :D
Thank you so much for making this game!
Difficult... at least at first. I love how every building feels unique due to their placement conditions!
I dig the animated Game Over Screen a lot :D
Other than that - very well executed gameplan and lovely details all around! Well done!
Was reminded of that one TNG-episode with the super soldiers, which doesn't mean a lot, but there you go :D
Simple and very efficient at what the game wants to achieve! Great work!
Aesthetically pleasing!
Awesome idea and realization! What's working in terms of this years theme: The framerate drops immensely if you have a little bit too much fun with cloning cells, but other than that, I enjoyed the game quite a bit! Great job!
This game did more for me than the usual game did. The helplessness and hopelessness was translated incredibly well, yet the endscreen made it all click! Thank you for bringing a great artist to my attention I wouldn't otherwise have discovered u_u
yeeah boiii ducking finally! B)
Having played and loved HONK II before, seeing the natural progression to the source material finally come to its climax was a blast :D Except maybe differentiating between pickups, everything felt better than HONK II, yet very familiar!
What a time to be alive! Fantastic job!
Clever! I do have to admit, I felt like I was even cleverer and simply used an autoclicker. Jokes on me, I guess :'D
As per usual with your entries, visually the game is absolutely gorgeous, the stylized crew's design being one of my absolute favourites.
I liked the ground missions a lot, as they revealed the beautiful planetary surfaces that contrasted beautifully with the sterile and dark ship, but after I've seen every planet, I just sat in my virtual chair and watched the destination distance travel towards zero while sitting in my real chair, doing something else. I hoped my lazy approach would get punished, as it would mean I've missed something, but the end screen appeared reassuring me in my previous decision. Maybe I was too tunnel-visioned though and the real reward was the journey all along :D
Mhhh, how interesting! The 3D world hunt for pages didn't feel particular hard, but it also felt a lot like it wasn't supposed to, which opens up an interesting idea of how to let the player decide the pacing of the game. I for one would collect one page at the time and solve the corresponding puzzles, then look for another page and so on, but I read others preferred to first collect all the pages and then start with putting in the codes. Both completely valid options for different playstyles!
To convey the narrative through the journal pages the player flicks through anyway is incredibly clever, made sense in the universe and was overall efficient!
While a few more interactable objects, changes to the environments and similar ideas would have been perfect for the 3D environment, 48 hours simply aren't that much time.
The difficulty curve felt very reasonable, which I liked a lot, too! While I liked "There, Again" better in mechanics, this one made me feel accomplished as I could actually beat it! :D
Thank you for this wonderful entry!
wasn't prepared for how quickly things escalate, but that's not at all a bad thing! Really like how fast-paced the chain reactions feel!
Love the falling piano :'D
Other than that a very interesting game concept I'd love to see explored even further! Nice work!
Loved it! I admit I didn't know what to do with the ingredients the first couple of times, but I got better and better at assisting the witch over time.
That being said, the speed at which to prepare the different ingredients may just be a tad bit too fast, considering how taxing it is to the brain to just think of how to process these, let's say "exotic" materials in the first place, especially if you never saw them pop up before.
Overall though, it felt like a very complete game, and I absolutely love the creativity that must've gone into this game :D
On a sidenote: I love how I'm able to recognize your games by the artstyle alone by now!
The game communicated itself efficiently to me without me needing to read this page or the comments, which is rare! I love how carefully you interwove the serious story into it. It didn't feel heavy-handed, yet it isn't only observable by reading every line. Tasteful, makes one emphasize... thank you for this game!
This plays incredibly well! The concept is very easy to grasp, as are the movements of the enemies, the character design is fantastic, the wave mechanic of the enemies is something I haven't seen before! Very strong entry, thank you for this! o:
I laughed a lot at the voice lines :D Other than that I liked the core-mechanic a lot! Great work!
I'm not too sure what I just witnessed, but I'm a big fan of it! The art in this game is simply something I didn't expect of a jam game, the sheer quality of the voice acting (I don't speak Russian, the production quality however did translate!), the intuitive gameplay... (I didn't really know what I was doing - finding corresponding text passages to mythological symbols, correct?). Wow! I love this so much! Thrilled to see the complete version one day!
I spent way too much time playing and still only managed to scratch the leaderboards :'D
Fantastic work!
Love the inclusion of a Leaderboard, as it motivated me to at least read my name for a while! Furthermore the funnily shaped stones aswell as the intuitive controls and the hilarious game over screen sold me completely on this game :D Fine job! Thank you for this unique take on tetris!
@spotted-leaf @maluskhan @owl-skip @ratogodoy @kaleva-poincare @mathiouza @irwatts @salaen @korolles Thank you for all of your praise! n_n
@shp Yeah, I actually planned on giving the player more variables over time, with different puzzles introducing them... but that had to be cut unfortunately. The player's position would thus only be editable in levels where it wouldn't make all other choices pointless... that's what I thought at least :D
@javicoder yeah, the movement of the character sucks... I actually forgot how to write a platformer controller and panicked around for what felt like (and probably was) 6 hours because it just wouldn't feel right no matter what I did :'D
@ethanzech Don't worry, I myself don't even know what the game was haha :D
@be3n2 yeah, me neither, that's why I went with it (also it spared me from actually caring to draw reasonable backdrops haha)
@cornflowerblue yeah, I noticed. There would be a lot of stuff to do (i.e. better communication) before the user doesn't feel too frustrated, I figure.
@zachsbutt oh wow, you actually made it? o: I imagined guessing the coordinates to be rather hard, so good on you! The game crashes if your lives-counter reaches 0 or you complete the game, any other crashes are, of course, a welcome addition to the game's "feel" :'D
@vphyre eyyy, how are you? Like I said above, you probably reached zero lives and would've to set your lives to a bigger (or lower?) number in the .json. I'm looking forward to see your entry this time around :D
@remco Thank you for sharing your experience! You guessed correctly in that I didn't test for the player doing "unexpected" stuff with the file, which is a major problem with my game as it feels frustrating thinking of a solution to the problem but then getting a completely different result than expected. Of course, as the rest of the game loves its bugginess, it would be easy to say "that was on purpose :^)", but it would also be a bit cheap :D Nonetheless, I think I know now where my priorities should lie when choosing to do anything like this again, and to no little part thanks to your comment! Thank you a lot!
@fabula-rasa Glad to see you both back! n_n
About your first point, I wholeheartedly agree of course. It doesn't communicate properly at all. One example that would've made your life a lot easier: You don't actually have to redownload the game again, all you have to do is erase the .json file and with the next start the game would recreate the file with its default values. Now, wouldn't it be great if the game actually told you that? >.< arrgh.
Very happy to hear you still liked the gameplay the most although it doesn't always do what you want to, and I'm also glad that you liked the game I did one year ago! Curious to see what you guys did for this jam o:
Thank you as always for your in-depth critique, I always look forward to reading your feedback each jam :D
@100th-coin whoa, I feel honoured you decided to give my game a try honestly, and thank you very much for your high praise!
Thank you for showing me Documentia, too! I immediately took a look at it and played through it two times (with different approaches). Phenomenal what those people did and how perfectly everything fits together! I aswell love those games that ask you to interact with them in an indirect manner, especially if it's done with this self-aware narrative! I still have a long way to go to actually make games as good as you or them! (Oh btw, one inspiration that led me to the game's way to interact with variables was a game called RAMnesia I was very fond of last event :D)
@civmaniac ahaha :DD
I mean... the source code IS out, and the game WANTS you to mess around with it, so who am I to say that what you're doing is wrong in any way? :D
Hope you're having fun and not too much trouble looking through that messy code :P
@markveligod @ghatazorg @kumber @erikkire @orangutanrider @thegreenworm @wizard @yorsh @pbg @baconharemthug Thank you all for playing, your praise and valuable criticism! <3
@heremeus Oh wow, that's weird! Maybe you were killed by two bugs in short succession? Glad to hear you knew how to troubleshoot, though :P
@lesinvisible thank you so much! I'll think about working on it... Still wanted to first complete 2 of my other jam games first :'D
@cebula Can't tell if serious, regardless I am very glad you are so enthusiastic about my game <3 :D
@civmaniac Oh come on, I don't deserve those theme stars, I'm just a bad coder :'D Thank you for your praise on the soundtrack, though! Was very anxious about it as it didn't feel like it was fitting at the time of production!
@geckoo1337 Thank you so much for your praise u_u The crashing is indeed a feature. The idea is to simply change the lives in the .json file - I know, it's weird, and the game doesn't really explain it all that well D:
@megasmasterx Oh wow, I feel very honored to hear that! I do have to admit while working on it, I thought it's so cheesy someone else had to have done something similar already :'D
@ve-ret oh what a shame to hear you couldn't enjoy the flying things :'D I'll make sure to include a non-elephant toggle next time :P
@bougiebirdie First off: thank you so much! Sadly, there's no way to change the way Godot rearranges the json (at least to my knowledge), probably because dictionaries aren't indexed by number? I knew about that, but thought it would make for an interesting challenge. Guess I was wrong, sorry D:
@tykenn Ohh, I know that feeling! "What happens if this says 'speed: 999' instead of 'speed: 1'" :D Glad I could bring back those memories for you! As for your feedback: Of course you are absolutely correct. Error handling isn't done at all and having the json all in one line makes changing it only cumbersome, not more difficult. Thank you very much for your comment u_u
@coleslaughter Yup you indeed can turn the background transparent in Godot, it's an inbuilt (yet hidden) functionality even! The thing with the directory is sadly another limitation by Godot - it's simply not possible to save userdata anywhere else but int the appdata D:
I totally get what you're saying though. I think I forgot to implement a few bugs taking their attributes from the .json, which makes for a frustrating experience.
Thank you for your praise as always u_u I would love to expand on the game, though the only ressource failing me for that endeavor is time, unfortunately :D
@xedur yeah, it would certainly need to change a lot to gain "mass-appeal" for sure :'D Thank you for your suggestion aswell! I'll prettify it if I ever get the time to work on it more!
@duckonaut yeah that's the game in a nutshell it seems :'D Thank you for playing!
Wow, we're really close to the next event and I haven't responded to either of those nice messages. Let me remedy that :D
@honey-pony Whoa, that's the highest praise my game could've hoped for! Thank you so much! I still have a lot to learn, but what the response of the game showed me is that there is some place for those wacky meta-ideas one usually dismisses as too unintuitive or too experimental. One day I may go back and polish this thing to help it become the crazy meta-experience it aspires to be!
@kuro Man, it really means a lot too me being praised for art by my favourite creature designer, you have no idea! To answer your question (with huge delay): Yes, the corrupted pink fairy-thing's name is Nesigur. Nesigur is Romanian for "unsure", the title could be translated as "unsure/ unstable connection". I just stuck with using Romanian names since I started participating. Yeah. :smiley:
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Oh, I didn't even celebrate this being my first game that managed to get into the top 100 in one category! 43rd in innovation, woo! While I did not comment on it at the time, I am very thankful for all of you who saw Contact Nesigur as doing something interesting! I can only hope to show you something even better in just a few days time!
Cheers!
YES! Jenga for lazy people :D
The simple presentations works wonders for this game, and the gameplay feels very natural!
Graphically very imposing game! Mechanically also very adapt, though maybe I'd preferred the enemies to take less hits but be more numerous, as the fireball just didn't feel as having to much impact. Other than that though, really admirable what you managed to get done! Fantastic work!
BLYAT! This was way more fun than I expected :D As others said, sometimes it did feel a bit unresponsive, but other than that I was pleasantly surprised how satisfying it was to micromanage the guys :D Well done!
Interesting choice of mechanics and intriguing artstyle! While struggling at first, I eventually got the hang of it. Amazing how many levels you managed to include! Also liked the difficulty being in the sweetspot! Thank you for your fantastic entry!
While playing I was reminded of two very different games: GTA (Helicopter handling) and Flappy Birds (Level Design, especially the second one :D). That is not to say the game doesn't feel unique, far from it, I actually had fun learning to be more patient with the flying machine! Thank you for this fun enjoyable experience!
I love the gameboy aesthetics :3
Other than that, the game feels very much like it has accomplished its goal. There were some bugs still (Standing mid-air beyond platforms). All in all a competent entry!
What a beautiful experience, the character portrayed felt incredibly real. One thing though, as someone not into football and not from the United States, I could only guess which team belongs to Chicago, but maybe that was intentional?
Nonetheless, amazing work!
A muscle memory text adventure, what a unique combination :D
No, but it actually did feel immersive because of the hectic gameplan! It works way better in actuality than on paper, I'd say! Great job!
Amazing artstyle, amazing game! Thank you for making the levels not too hard, as you easily could have, too. I liked the many obstacles introduced the most, I think, from them I think the purple slime in level 2 (or 3?) was my favourite!
Very nice, simple and fun game! Reminded me a lot of the Volcano level in the Smurfs Gameboy game, if anyone can remember that :D Good job!
Such a neat concept! Loved the idea of the seperated gameworlds, seeing one only if you angle the guy correctly :D Though you didn't finish, it's easy to see where you were going with this game and I think the most crucial aspects are already working (i.e.: the core gameplay loop mirroring a human's inner reaction in an abstract way).
Really enjoyed playing this! Thank you a lot!
This rocks (or rather raves?)!
I really loved the indirect competition with Pierre (You?) at each Score Screen, making me really care about not wasting too many turns! Everything else has already been said! Thank you for this phenomenal entry! A favourite of mine for sure!
Digging the different states the beast can take a lot!
Other than that, a short but very competent game at what it does. I actually thought of a very similar game when the theme was announced :D
Something you may consider: On my first playthrough I just walked by the enemies, not interested in any rough-housing and it worked exceptionally well! If you didn't expect the eldritch horror to be a pacifist, maybe introduce some factors of exploration so the foes actually become a hinderance?
But like I said, other than that very competent, and very respectful of my time! Thank you for your entry!
APPLE! Fun, a lot of fun! Artstyle is fun, explosions are fun, core mechanic is fun, apples are fun!
whoa that was cool! Really unique mechanics in this game! Had a lot of fun playing :D
@werfest oh sorry, I guess I wasn't really too clear, apologies. So what I really liked and thought was unique was the way you had to repeatedly push the spacebar after colliding with an atom, also the chasing big balls and how to disable them was very interesting!
Short, lovely experience! I would've liked a few more answers, though!
Awesome concept! I played with the idea of using websites as a games medium myself, so I'm glad I've got to see your realization! Had a lot of fun playing and could see the games future potential!
Very much a one-of-a-kind situation, this game is! :D
Hahaha, the intro was phenomenal, as are the selfies :'D While the puzzles themselves were a bit easy, I still enjoyed exploring the contents of the different folders! Thank you for this awesome Meta-Game!
huh, never thought about the debts energy providers had to take to supply me with the ressources necessary for luxuries I've grown accustomed to!
Fun graphics, easy to grasp gameplay and a rare shift of perspectives! Great work!
What a fantastic concept! I do have to admit, as soon as I understood I had to read the manual I was like "oh... great, a job-simulator", but the fun of executing calm and procedurally did settle in eventually - especially after the first promotion! Funny how the human brain works! Thank you for taking the risk of creating an unconventional gaming experience!
Incredible work for the time you had o: Respect!
Sweet and short game :D
I liked the intro a lot, there's something about the dry delivery that makes it really funny!
Impressively fleshed out level design and core mechanics! The game can be very harsh at times (especially when playing a level for the first time), but at the same time does an excellent job at motivating you to begin anew. Very refreshing take and aesthetically pleasing! Great job!
First off: Welcome to Ludum Dare! :3
Pretty good for a first game jam! I do have to say though, 5 minutes is a lot of time. I'd like to suggest lowering it to about a minute. Other than that though - good work!
ctrl + f for Harambe makes me sad. Still miss him :'(
Super funny concept and great execution! Loved the "mixed bag"-state of being angery a lot! Also the artstyle, while simple, worked perfectly in the games favor! The game must be very popular aswell, as it was recommended to me to no end on itch.io, so grats! :'D
Welcome to Ludum Dare and the world of Game Jams, you two :)
I think what you managed to do for your first game is quite impressive - that is finding fitting scope to actually make the game achieve all its goals in the given timeframe! I also didn't expect a collection game when starting it up, which was a refreshing surprise :D
very aesthetic experience! I especially liked the visual effects when achieving critical mass :D
Nice spin on the classic! As others have said, it's quite difficult though. I personally have problems deciding on whether I like or hate the inconcistencies within the game :D
I liked collecting all the clues a lot and creating a mental image of what had happened in my head a lot! Soon I was very curious to understand what happened in the apartement! When I thought I've seen everything, I made my way to the door and... all of the things I thought happened didn't :'D
Now, this wasn't a problem, I'm simply a dumbass, but what I feel was unfortunate was how cheapened the gameplay became as soon as I gave the first wrong answer "oh, so I didn't have to pay attention in the first place?" was the first thought that came to mind after correctly clicking the right answer, because the other two were wrong :D What I think would've been more fulfilling was to still let me choose my theory, and only at the very end tell me how wrong I am.
Other than my nitpicking though, grand execution for a delicate topic! Kudos!
Welcome to Ludum Dare!
The game itself, like you said, is nothing groundbreaking, but a sweet little project. And as a platformer it performs its mission quite well! Good Job!
Such a cute and easy to grasp pile-up game :3
Also: Welcome to Ludum Dare! :D
Welcome to Ludum Dare and the world of game jams n_n
Very intriguing title, I liked the thematic consistency (Milkman and Skeletons both come to mind when thinking of Calcium) :D
What I found hard to understand was whether I won or lost, as my character bursting into... milk wasn't immediately a good sign for me :D
Well done game for your first entry, thrilled to see your next, too! :D
Challenging but very enjoyable experience! The controls are on point, so that you get annoyed at yourself rather than the game for failing :D The game glitched out on the platform above the second checkpoint a few times, the last time even so hard it wouldn't reload the level, but other than that very polished game!
This was fun! Though maybe a heads up: I somehow managed the items to become incredibly tiny and non-interactable after a time. Due to the theme, I couldn't decide whether it was intentional or not :D
Other than that - great idea, and easy-to-grasp gameplay! Well done!
Sadly the protagonists feet are very slippery, but graphically the game looks lovely!
For some reason I was very much reminded of Tunnel 48 :D
Reading about your difficulties this jam makes this entry even better. I admire your ability to create games that are fun first and foremost. I really enjoyed this casual bit of fun. Also I made it to second place yay :D
Amazing idea, modifying the rules of chess to get faster, more fulfilling gameplay! I was amazed by the depth this game has - not only the souls system, but also the modifier cards after every win. Firing the shotgun felt great, taking stones felt great, even losing felt... deserved. Spectacular job and a clear favourite of mine this LD. Thank you so much for this game!
__FUCKING MONKEYS__ Yeah, you did make me laugh, quite a lot actually :D Love the back and forth of Gaia and the narrator a lot, and the ending is just excellent! While not overly complex or intricate, this game follows the tradition of your games being very distinct and memorable. Love it, thank you!
My kind of humour and a lot of great creative choices! If anything, I wish that one last song would never end!
Very unique, doubly so for a pico-8 game with quite inuitive, strategic gameplay! The fluids system immediately reminded me of Terraria :D Awesome entry!
Love the art and idea of the long corridor of dungeon entrances a lot! The enemies felt very distinct, their attack patterns is memorable, yet, like @rhoka said, maybe a tad too much so. All in all, I enjoyed hacking through the floors though. And the explosion power-up is fun :D
Amazing work for a jam game! While it should feel very repetitive, the addition of all those modifiers makes the gameplay never feel stale. Felt great finding and collecting the red skulls! I couldn't get to grips with throwing the torches, but that wasn't really necessary anyway. Amazing work, thank you!
Crazy unique concept! While the gameplay loop at first reads convoluted and needlessly complicated, it actually plays out manageably well and even makes the game reach a certain depth (haha). Also the short puzzle segment in between 'worlds' disguising itself as some kind of customization menu was clever and funny. Love the cameos from your other game's protagonists :D
Clever and very enjoyable!
First up: Artistically, this game is just beautiful. Loving the colours, the music and, of course, the image of Perseverance. I found the extensive text from Lady __Patience__ very fitting, added with the cursive font and the roll moving on a bit fast, talking (or rather listening) to her even felt like a gameplay element.
I had to adjust to the game overwhelming me and started skimming the text patiently, not worrying about details too much. This exact learning curve worked out greatly for the game, as the more I got used to how the text would appear, the more I understood what the experiment was about, the more I got the feeling that there will come a point where execution of the task will become impossible. I still insisted on completing it, even while knowing that it is futile, but at some point I truly gave up... I think it was 2 trials after she stopped talking to me. Which was another fantastic trick - letting me get used to her just to teasingly take away the sole motivator of the experience. I was not shocked nor disappointed by what Perseverance had to tell me before letting me go :)
What I think you did brilliantly was hinting and foreshadowing that the player cannot win and has, in fact, almost no control over the situation... something I really would've needed for my game this time around.
tl;dr: I loved this experience! Thank you for your lovely entry <3
Crazy, chaotic and fast-paced - loving the concept and energy of the game. I suck at it, but that's to be expected. :D
Gotta be honest, after all the Blender vids you did recently, I fully expected you to jump into 3D this time. It does not matter though, as the presentation of your game is - as always- brilliant!
Wholesome art and a very competent farming game! Could totally see this being escalated to a full release o:
Feels very complete, except maybe a couple of more levels that could be added. Had way more fun jumping over the echoes than I anticipated! The difficulty also increases just at the right pace!
Tough as nails to play :D Took me a while to learn how to navigate the balloon, but seeing how many levels they are, I really wanted to learn and at least finish the first level. I'll be back for the medium and hard levels for sure!
Artistically the game is stunningly beautiful! While I do like your guys' wacky humour, I love Waywards aesthetics and mood - and I think you nailed the mood again!
Clever use of the respawn mechanic, resulting in a much longer game than it could've been without sacrificing tension! I loved how the characters just went on with their days as inevitable doom arises, because why wouldn't they? :D Of course the visuals of the planet(?) spectacularly exploding was mesmerizing as well!
Like the others, I really, really liked the style! It was sometimes confusing where the damage comes from, as there's no "footsteps" to be heard, but other than that just a very competent entry!
Thematically perfectly fitting, as I really felt overwhelmed by the spreading fires :D
Cute visual style and intuitive game design!
Very ambitious and thought out auto-battler! The animation on the side with accompanying music cracked me up :D
Don't judge a game by its title and artstyle, I thought I already knew that from _[game with two wacky skeleton brothers]_. :'D Great reimagining in this short amount of time! The gameplay felt very natural and intuitive, and your characters are just as goofy and likable as... you know, the other game. Fantastic work!
Visually simply amazing and quite the trip. Can't even begin to think of how long it must've taken to get all those models done!
The controls felt a bit too slippery for me to make any progress, so I watched the gameplay video instead and saw that there's indeed a learning curve to controlling the character.
I imagine this being a great speed-running game, very much fitting the name! Nice work!
This is not a jam game but a feature-complete and market ready Life Sim!
I would just repeat what everybody else said, so I'll just leave it at: amazing work! O:
Breathtaking.
While I wasn't sure what was going on in this game, I could appreciate its aspects.
The slashing felt amazing, running away from the darkness natural and rolling and running was satisfying!
My first favourite of LD50 <3
It's unusual for me to spend more than half an hour per game, but this one simply wouldn't let me leave - and I'm sure I'll get back to it over and over again. So much to see, correct or corrupt...
Drawing feels REALLY GOOD and responsive, which I feel is rare for drawing-games (mainly talking about Gartic Phone here). The music really enhances the experience, encouraging to take things easy.
Two ideas I have for the future of this awesome project, which you undoubtedly came across before: * It would be cool if you could comment on the art, and the visitors randomly choosing one comment on the respective piece. Maybe that would harm the charme of the game though, I don't really know. * Also, the colour palette could be expanded on, though being restricted to the current palette did make for some creative problem solving!
Thank you so much for this absolute masterpiece! I'm a big fan!
I enjoyed discovering how the different turrets worked and seeing their unique graphical effects a lot! What could've enhanced the game further may have been to have an incentive to leave the camp (maybe there is one and I missed it though), as you could potentially just stand around and spam turrets. But then again - it's about an engineer, what did I expect :D
Too cute for Space Fights it is! Really liked the slick controls of the droid and the varying mechanics and animations for the "workstations" you can plug it in. Also really enjoyed the contrast of what goes on on screen and the elevator music in the background :D
My first playthrough I wasn't really aware of being able to pick my team to do something, so I repeatedly clicked "wait" and hoped one of the other options would eventually be unlocked, but the team simply died one by one. Then I played the game like 'intended', moved them around and... they still all died. I love this illusion of choice you so masterfully crafted again. Inspiring stuff!
This world you created manages to feel goofy yet very authentic. I love that it does not matter how good you are at this game, there will be a point where you will not meet quota and ultimately be replaced. Amazing work. Thank you for this game!
Also: Beep-Boop.
Very funny narrative introduction that supplies a clever motivation for the puzzle!
Had a lot of fun with it - thank you!
Very well polished! The music and sound design is fitting the cartoonish artstyle, and the gameplay feels enjoyable and is forgiving enough to not be frustrating. Great job!
I was immediately thinking to myself 'hm, didn't Honey Pony do something very similar before?' and turns out my memory served me right! I do have to say that this iteration is way more fun, though.
Loved the twist with the toolboxes, and how it actually did add one layer of strategy on top of the program execution game. On another note, I really appreciate the visual representation of levels in your UIs, with multiple related levels being connected. It just feels very structured and helps remembering the 'lessons' that came before! Great job :D
Gonna be honest, I wasn't expecting this game to go all-out as much as it did. Your VA is fantastic, the implied evilness of the player is genuinely refreshing and the song at the end is so enjoyable I actually listened to it 3 times over, I think (also because I was expecting the game to still go on... and maybe it did but I grew too impatient :D). Awesome work!
Addictive gameplay and very responsive controls. The Power-Ups felt amazing!
Loved the sound design on this, the bit-crushed voice of Rovar especially! Also liked that the difficulty of the game was manageable and the movements feeling very natural.
Cute art! Also really liked the twist of actually playing the cat in the bag :D If anything. It's a bit too easy too scroll away crucial text, but other than that, overall a great entry n_n
I really dig the aesthetics and fluid gameplay! Difficult game, but very enjoyable!
@ditam oh no, sorry to hear that. What browser/OS were you trying to play the game on? I just tried replicating your problem, but edge, firefox, chrome, opera and opera gx worked (to variable extents) just fine.
Sweet and lovely aesthetics and it feels awesome whenever the frog lands! The movements could be a bit more responsive, though it does make sense that this big guy moves in his own tempo :D
Amazing work, and as it's written in python/ pygame, fantastic learning material I think! Thank you!
A lot of things happening in this game, and all of them feel great. Loved the introduction with the big wave following you, kind of serving like a movement tutorial, yet not being too easy! Then there's pick-ups, destroyable objects, NPCs… man, you really put a lot of thought into it! Awesome job!
Cool ideas and nice storytelling :D I understand that you had to cut a lot of content, which would make up for the rather simple (yet charming!) visuals.
Oooooh, I love everything about that monster! The way it looks, how it moves and the creepy sound it emits when the player is near it!
So much polish o: I really liked the idea of the game once I got to grips with it. Also the VO is very well done! Fantastic job all around!
FRESH minigame compilation! Really liked the art and sound design! Also the nod to Scrambl'd was a welcome surprise :D
Interesting twist on the classic! The gameplay felt very fiddly, but I know that was the intention and makes the game stand out :D Great game, all in all!
Love the concept of a screen refresh turned video game! Also it's just immensely fun to zoom around the gameboard and try to not hit or at least strategically hit other pixel!
Massive respect for doing an RTS. It's not too often you see those here :D
While I liked the concept, I still would've wished for some basic military unit or maybe that the drones can be weaponised. The controls feel intuitive and on point, the flood of enemies feels natural. Well done!
Fun! I especially liked the games getting progressively slightly harder and introducing new elements!
I see great potential and cool ideas here! Sadly there's too little game feedback to really feel like the player is doing anything for now. Really wish to see this game in its complete state o: (I played it before the update came out, so I might look into it again)
Oh man, beautiful backdrops and interesting ideas for a typing game!
Holding your eyes open is an essential part of the story, and I get that, even if the protagonists is annoyed by it, his survival depends on it. The current implementation may just be a tad to bothersome, for me at least, so I really want to thank you for the cheat menu!
There's a lot of style and worldbuilding in this, and the depressing world I wandered did really immerse me - which is rare enough. I loved the very fitting ending as well! Amazing work!
Lovely palette, simple yet efficient gameplay and a subject matter everyone who ever lost a pet can emphasize with. Well done!
Oh man, I really liked the idea of the second main resource being time, and how it works differently then the player may be accustomed too! Very inspiring twist!
Really liked the depth of the tech-tree! One moment I felt was great is after a few upgrades you suddenly get to these crystals and take a sample with you. Really makes one think what else there is still yet to explore out there! Amazing work!
Was sold on the sexy sprites, stayed for the gameplay. Really liked the added gameplay layer of letting the characters along the way give the machine a further boost!
Charming style and intuitive design! Not too fond of the music, but all in all nice and smooth game!
Such polish <3 The game is such a fresh reinterpretation of chess, I cannot not love it. That being said, I suck horribly :D Thank you for reminding me why I lost all my chess games :'D
But on another note: This is awesome learning material for chess learners! Amazing entry, thank you
I like how innocent and wholesome this game plays… up until one of the kids gets hit by the school bus, then the next one drinks bleach and chaos ensues.
While of course not as visually impressive as some of your other games, I can't even begin to wrap my head around how much work it must've been to code it in C++! Chapeau bas!
The positives of this approach are, of course, easily felt. The game plays super smooth and the physics do exactly what one might expect.
I don't want to sound rude but... is it just me, or is hot bunny pretty hot?
No, but please do be ensured: My sides are with the dark bunny by now. Incredibly funny story completely sold the game. Not that the gameplay itself wasn't awesome in its own right as well, quite to the contrary. I was overwhelmed by navigating bunny and taking the 'good' vegetable just enough so the game never stopped feeling fresh and engaging.
Fantastic game, would/ will recommend!
Impressive stuff all around. Loved drifting through the city after getting the hang of it, the music is catchy to a nasty degree. Never a dull moment! Amazing work!
Hello randomness, old friend!
As others said, astonishing how many different games you crammed into this one! Also always a big fan of RNG, so that's another plus :D
Thank you for this great game!
gnomin' dem nasty skellies!
Awesome idea for a RTS, and a very rare sight, too! Sometimes the gnomes felt a bit unresponsive, but other than that I can't complain.
There's nothing certain in life, except that you will produce a new masterpiece every single Jam :'D
The concept itself is so good I'm asking myself why I never saw something like this done before, and the execution is amazing. The VO was also very clear and fitting, and the acapella bit had me rolling. Wow, simply wow.
Outstanding, and another favourite done by you. Thank you so much for the fun time!
Can't stop but think of the "I can has Cheezburgaz"-Cat memes of the (now) ancient web :D
Baking the 3D model animation totally worked, and as a fan of your Blender videos, I'm happy you utilized your skill for more than just the title screen this time around!
Controls felt awesome, and the game itself is very fun to play and figure out! Wonderful job!
ohhh, I was immediately reminded of [this game](https://ldjam.com/events/ludum-dare/46/doin-it-live), which is a good thing :D.
Maybe it's something on my end, but it felt a bit clunky to move the puppets around, which was kind of frustrating, ngl. At the same time, I can totally see coding those puppets must've been even worse :'D
But all in all I loved it still, the art and especially the ending screen with the quotes of the students provoked not only a few chuckles :D
Unbelievable that this is a Pico-8 game. With so many harsh restrictions, I didn't expect such a polished, deep and well-crafted game to be on the other side when loading it. Amazing job, and definitely one of my favourites this Jam!
Loving all the crazy characters and randomly generated (band) names!
While the mixtapes I was part of were pretty bad, it's awesome you try to explore user generated content in video game form even further. That being said, I kind of missed walking through neverending hallways to explore on my own...
Nevertheless, awesome experience!
You really showed those who voted "only 10 seconds left" who's boss! :cloud:
I like that there's a lot of planning ahead involved in letting off gas. The gameplay goes deeper than initially realized!
That was ducking fun! I especially liked the somehow very logical and complex (not complicated!) architecture! The game feels very balanced between vertical and horizontal design because of it!
Really liked playing around a lot! Due to the nature of the game, one is immediately reminded of concepts like transience and adaptibility, resulting in a very zen experience.
Love how well the graphics match the music and are both contrasted greatly by the frantic gameplay :D That being said, I felt slightly overwhelmed by my defusal tasks and only occasionally succeeded. Still enjoyed the calm atmosphere, though!
That was a nice and very serene experience. Sometimes you just like to zone out and enjoy an easily digestible game loop. That being said, I too experienced the overflow glitch:
far-shot.png
but other than that, yeah, not much to be said but that I really enjoyed my time in space. My favourite moments were those expeditions I was greeted with a planet full of trees. It actually felt really rewarding every time I came around one of those :D
I think the last spur to the endgame felt a bit too long and grindy, but that's really just nitpicking at best, and maybe my own fault because I picked the wrong upgrades at the wrong time? (I always preferred the tool).
I figure what's especially great about this game is that you could easily add on other game elements with ease, essentially providing an outer gameplay hull.
Very relaxing experience. Thank you!
oh yeah, I played the web version :smile:
Super unique experience all around! Loved how good the movements felt, especially!
Also, it's inspiring to see you being so open about problems during the development. Your original vision sounds incredibly cool, I'm sorry it didn't come to fruition. As it stands, it still delivers strong on mechanics and mood! and uh... model details, let's say. :sunglasses:
All glory to the Hypnotoad, once more :D
Loved what you made out of that Onion article!
Very solid gameplay with very sensible progression and even a learning experience - While in hindsight it makes total sense a Pizza delivery drone will drop... Pizza, making the connection myself that the drone differs from the bird in that way was still a very welcome surprise... in the last level with one heart left. :'D
Also as always - big fan of the unique art style! The environmental art and backgrounds really sold the setting!
Amazing you guys did this. I would never have thought those worlds would ever collide, but here we are! Big kudos for going through the effort and actually writing a game for Temple OS.
RIP Terry.
@fabula-rasa totally with you. Making the player character stand out would've been my next priority, alas...
I ran out of time so hard this jam... I made a few stupid coding decisions right at the beginning that made working on the game an absolute mess <.<
Glad you still had your fun with it. Oh, and sorry for your fingers :(
@100th-coin Oh yeah, giving you more and more buttons to mash for progressively worse reasons would've been totally a path I could've seen going with this :D I'm honoured by your feedback! Also - you have such a nice voice o:
@goddoesplaydice @whitenoize thanks for playing :3
@defrag Oh, no problem. So, I think I communicated that a bit poorly, but the LMB and RMB are not actually for healing yourself (although that IS a fantastic idea!), but rather to solve the binary sequence that appears at around level 5, where LMB lets a "1" disappear, and RMB lets a "0" disappear. After making the whole sequence disappear, you shoot one cotton ball (I didn't intend the missile to be interpreted as a cotton ball, but I like the idea a lot :D )
@austin-sierra well to be fair, there isn't much skill involved in how the game is played as is. I could see it expanded upon (and the heatseaking from mashing 'R' being nerfed a lot) to make it so, however. For now, it's just a bit of mash-and-pray :D Thank you for playing n_n
@relick Thank you so much! I agree, the binary mechanic is a bit much, especially if you get 8 digits and need to move... also could've made it easier to understand what is meant to do e.g. color coding the digits or use some more readable symbols... or both!
@natpat Appreciate the compliments! Movement is pretty hard combined with all the other stuff going on. I'm annoyed at myself for not at least reconsider how movement should be handled :D
@hawkin Thank you! Yup, can see how the 10 second timer comes off as forced - in retrospect, maybe settling for enemy spawns every 10s would've felt more intuitive? Idk, thought it was an easy theme, but yeah, I myself get disgusted at how literal I took the theme this time around :D
Thank you for your feedback! So, there's an increasing chance of homing when mashing "R" that is at 100% when constantly on 10. Doesn't feel balanced at all however, as the homing @almost feels needed (or like cheating) later on, especially when also mashing the mouse buttons.
@coleslaughter As always, honoured to get your feedback! Yeah, I may reuse the mechanic some day. No promises though, I have way too many projects to work on as is :'D
@rentem Thank you! I think you figured out perfectly how to consistently win! :D
@geckoo1337 Aw, thank you! Appreciate your high praise very much!
@mossieur-patate
Wow, honoured you're in a rush yet still give such insightful feedback! I don't deserve this :D
1 - I used https://1bitdragon.com for the music. Back when I bought it, I immediately felt underwhelmed, however it turns out to be phenomenal when composing a track in a hurry - especially when you can't get into the mindset required for creating music because you only have about 2 hours left :D
4 - Oh man, sorry, totally forgot about azerty-mapping. I did think about letting the player remap the keys, but yeah... that would've been a stretch goal, I must admit. I hope to remember doing this kind of stuff next time.
8 - Agreed. Something would need to change about the movement. In the early stages, I even had it planned to not let the player move, yet for some reason I was very stubborn about that. Lessons learned :/
9 - Agreed! :D
Super happy you enjoyed the music so much! I must admit, I'm not all that musically inclined , so I doubt myself all the time when composing, as I can only judge with my own ears.
Thank you so much for giving my game so much time!
@honey-pony
Whoa, that Digging game is awesome. Thanks for showing me! o:
Your feedback is as always very much appreciated, and made me weirdly proud of myself :D In return, I'll tell you why there was the possibility to move in the first place. So, right from the beginning, I dreamed the game up to be a strict multiplayer game, at the end of the first day though, I got cold feet and instead worked on enemy AI...
My hope was that with human players, certain metas would emerge and disappear again, and the more options the player has, the longer the metagame would continue on before becoming stale. At least that was my thinking.
Part of the reason why I decided against going Multiplayer was that there were simply way too many mechanics the player would have to master before getting into the arena, so I started with a tutorial and put the whole network-stuff on ice until further notice. We all played the tutorial of this "vision" I had :laughing:
Thank you so much for playing!
@vphyre Ah, great to see you're back for LD51! Thank you so much for your compliments! :D
Sick and Slick! Very effective use of elevator music, too!
Amazing worlds you conjured up! Really liked the very different styles of planes. The protagonist's design is furthermore very recognizable - I liked that fella from the get go.
Love the duality of the game and how you executed hearing both "worlds" at the same time, albeit one muffled. Could totally see a full on Dating Sim VN with progressively harder time-critical puzzles work just as well!
Stacking orbs is fun :D
Every power-up felt like it made an immediate impact, which felt awesome. While the Heal is no exception, maybe a passive regeneration bonus would've suited the game better? All in all still a lot of fun :D
Big grades on innovation! What an ambitious concept with impressive execution!
Oh, I really had fun with this game! I think the concept could easily work as a Mobile Puzzle Game if given a bit more love!
_"MOVE. move... MOOOO!"_ :rofl:
Super original and easy to understand! A general strategy I found myself using was to look out for the most abundant colour, make mental notes on the general position of the ghosts with that colour. I'm sure that wouldn't be as easy in later levels, but it worked for me :laughing:
Awesome work!
Finally someone made the most satisfying job description in the world a video game :D Super fun!
Feels nice to solve stuff, feels :( to run out of time, feels :D to get new frog.
frog/frog!
Amazing game, ~~but I got stuck at level 5 (or 6? I mean the one with the particularly hilarious hot bunny cameo)... Unbelievable what you managed to deliver on in only 2 days!~~
~~The day-mode is no problem, but the night-mode I had no idea how to harvest all those heads. (Love how grim this game tends to get - especially the dialogue!)~~
~~Also love the PSA-like intro trying to make me believe there's nothing at the end of it. What can I say, I'm a sucker for hidden gameplay :D~~
Ok, apparently people already had the same idea for a comment...
Funny af, cool style, gorgeous animations and innovative gameplay are aspects I associate your name with by now, and you deliver on all of it. Even the last one. Especially the last one :D
The crow is such a funny guy, and such a nice implementation for a tutorial (combined with the list of tasks). I would've been in awe if this was simply your interpretation on the farming game genre, but all those twists and modifications to the original recipe makes this really stand out and catapult it beyond only being memorable!
Oh wow there's a lot going on narratively in this game! Big kudos for the short time!
I maybe got a bit lost in the first couple of days, but I was surprised to get rewarded for my stubborness as I found a curious opening between two trees and asked myself if I can squeeze through. And I could! It felt like a secret I just discovered, and the tree at the end made me realize "oh I'm somewhere special!"
Amazing moment!
This is such a cool interpretation on the whole farming theme. I love how many cards there are and that you even put in an alternative progression system in form of the shop. Everything feels fair, The cards are actually super creative in function and theme, and the overall impression fits so perfectly to a farming game - it's zen, quiet, forgiving, patient and fun.
Amazing entry!
Apologies for the late response - Turns out this January was much more hectic than anticipated... I'm so honoured though to have you guys play my game. It's so heartwarming knowing that people will pay attention to your game... even if you yourself don't.
---
@frib amazing vibe, huh? :D
Concerning music and graphics, because it's actually something I thought about: A few LDs ago I switched from an assets-first to a mechanics-first approach, as many respected jammers suggested.
While that seems absolutely fine for a lot of people, I seem to get disappointed with the "feel" if graphics/ audio are an afterthought. Mechanics-wise I don't see any improvements of quality at all with more time, anyway.
So I decide to go with my guts again and switch back to my original organisation. I hope I read this comment in prep for the next jam :D
Thank you for playing, and sorry for the rant D:
hey @vphyre! Thank you so much for your praise! I agree, I like the concept a lot, and I like card games. I actually would like to continue working on the game. For real this time, to at least bring it to a state where I can show it to my mother and she at least understands what she's seeing :D
@100th-coin Damn, unbeatable Bluot 100% glitchless world record :D
Incredibly honoured to get featured on your videos! Seeing you having fun with the glitchiness had me rolling! :'D
@kuro Honoured by your subjective view on the mood :D One day I'll get good at this stuff, I swear!
Concerning the audio I used 1BITDRAGON. it's stupidly easy creating a mockup with it (I spent about 30 minutes for the track). Super useful for game jams!
For animations I used PixelOver. It's super handy for creating some spritesheets in a rush (that's not to say it's only good for that).
Starting next jam, I may write such information in the game description haha :D Everything's a learning process!
@honey-pony
Whoa, I'm humbled you took the time to look into the randomization problem! This is embarrasing, but when it comes to randomize(), at some point I just started using it whenever I was frustrated with the same sequence of results appearing. Surely I knew about the time-dependent nature of it when I started doing this, but it simply became a matter of "if you want pseudo-ier random results, randomize regularly". In retrospect, I wish I went for the more obvious solution of simply shuffling the deck of cards.
_"And this is, admittedly, quite an innovative feature… a game that simply gives you terrible luck if you play it at the wrong time. But I imagine that’s not what you were going for! smile"_
I could actually see space for this in combination with time-sensitive events! Thanks for the inspiration! O:
Often times I found myself simply being too lazy (or stressed out) to implement a feature properly (Examples: Initially the walk mechanic was intended to work by-space, the shapes shouldn't change their... shape on placement, the draw-cards... cards don't communicate well that cards are added to your hand).
It's so cool you looked into my terrible code :o As always, I learned a lot from your comment and am immensely inspired to think of ways of how to make my beloved bugs into butterflies of intentional game design o:
(btw: Your game plays VERY similar to how I imagined mine to! :O)
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From the bottom of my heart, thank you all once more for taking your time to play around with my attempt at creating a card game hybrid. Failing can be bitter, but reading your witty and thoughtful comments totally made up for that!
I'm amazed and find it way funnier than I should that you literally can harvest iron in this game :lol: I had a bit of a hard time understanding everything, but once I plastered turrets all over the place and see the swarmers get brrz'd I was very satisfied with myself. Super cool entry!
Also I love the top-down 3D idea!
The difficulty curve is just right - challenging, but never frustrating. The authentic touch really shines through, too! Keep sharing your unique perspective, it's a joy to experience! Thank you for this amazing compo! (I also liked it a touch more than Papers Pls, btw :D)
A unique twist on gaming, making you feel like a secret agent. A bit tricky, but tons of fun. Great job!
over the top fantastic funny VO, infuriatingly amazing "Why did no one ever come up with that before?"-main mechanic, smooth and enjoyable movement - so just another addition to your portfolio :'D Also the boss music is incredible and just doesn't get enough praise imho. ;D
I'm impressed by how effortlessly the game guides players to optimize their "rotation" — brilliantly intuitive! The shotgun handling is top-notch, giving a truly satisfying feel. And that atmosphere? Spot on! (I was aiming for a similar vibe) Amazing entry!
The music hit all the right notes for me, the aesthetics and your controls are as polished and distinguished as ever. I must confess, I initially thought I was picking sides in this feline maritime dispute, but the confusion cleared up soon enough :D
Hats off for trying to simulate the human speech mechanism! Remember that old flash toy that tried something similar? The soap opera twist with the two brothers? Pure gold. Keep the wild ideas coming! :D
I'd love to see where this concept will go in the future. I really liked that you took the courage to try these first steps in what may become a staple of modern game dev. For the game itself though, I too tried to break it, but the characters actually managed to stay in character - for the most part. At one point I asked Heracles for his literal eye, at which he just had to blurt out the classic "As a Large Language Model, I don't condone violence" etc. :D Nonetheless, the enjoyment was huge. Thank you so much!
Very simple, yet incredibly charming! I love the Paper look a lot, and of course how much it adds to the game's fun atmosphere. Lovely entry!
Half disappointed Bibi Hendl wasn't the title music :D
Jokes aside, just a very solid gameplan - especially loved how you used hay to block sight! Overall: Großartig!
Oh... Seagull + Liver -> Gulliver... I'm so slow :'D! Loved the unique vibe and engaging world you've created. Graphics are a treat, and the soundtrack truly rocks. Gameplay's fun - though I did miss jumping around a bit. A weirdly wonderful ride!
Once again, you showed how easy it could be if people don't let themselves be held captive by the theme. You just make good, fun games. I'm inspired to finally stop stressing out over all the superficial stuff and concentrate on the fun. Thank you for this gem that taught me better than any Post Mortem could! 5/5.
cute, fun, challenging! Feed fish, enjoy visuals & sounds.
Ah, letters. Writing letters. We are in a position nowadays where handwritten letters always carry a lot of personal meaning, be it a letter to your crush as a kid, birthday letters to relatives as one grows older, but even more casual letters to long-distance friends, as a symbol of true commitment and personal investment. A slowdown, an inefficiency, if all our high-speed information highways are considered, yet isn't exactly that shortcoming what we can truly say makes us an organic being? With the rise of AI, the longing for analogue communication manifests ever more deeply in my soul, and with that, your game had me genuinely immersed.
...not that I wrote an actual letter, right? I was typing, but even this simulated experience gave me peace (surely the accompanied music was also part of that :D). Especially the apostrophes reminded me of how impatient I have become, as I routinely ignored them, grounding me even more in this rare place of contemplation.
Phoenix and Ash, The new spring of a forgotten relationship, doomed to whither away in time, yet there is no need to be upset. A new puppy will be adopted, the next sunrise is destined to come.
Thank you for this heart-warming journey.
HE'S BACK!
Whoa, you outdid yourselves once more, the crunch really showed!
Controls felt great and the physics made me want to keep playing, the dialogue was super fun (loved all the different characters and how they enriched the game world :D ), top-notch character design! Oh, and kudos to you for not just jumping into dev with Godot 4, but also successfully delivering an amazing game!
Great to have you guys back, and thank you for the this brilliant game!
(and apologies for my proper feedback taking so long :/)
A bit hard to work out the controls, but once you get to grips, the game is really cool. As others, love the concept a lot! :O
Stellar game! The visuals, music, and feathered breadcrumbs make for a unique and engaging experience. A refreshing challenge, Kudos!
I never saw such a pretty, well-organized art direction in a game jam game. Gorgeous stuff all around, fittingly the music and accompanying sound design merged flawlessly into the two game modes. Right, two games in one, that's the next thing. Amazing job! Loved the humour that shone through every so often, too. Mechanically, the game felt amazing and I always knew what to do next - yet most of the time I was simply in awe at what I was seeing. Amazing entry! Gorgeous!
Hours, or at least it felt like hours, that I played this game. At least way longer than I usually play a game. Wow. You won me over with the very relaxing gameplay and music. Loved all the different plants one could use. Amazing game!
Fun game! Yeah, the controls are a bit hard to get into, but I feel that's kind of the point.
Addictive loop, balanced difficulty, and top-notch audio-visuals. Loved every second of it, thank you!
Delightful pandemonium! The art's a treat, gameplay's a hoot, and the goblin, cutest ever! Initially daunting with the mechanics, but once you get the hang of it, it's all very fun and games :D
Kudos on your LD debut! You've captured the essence of "easy to learn, hard to master" and made it delightfully addictive. Can't wait to see what you whip up next time! :D
The gameplay loop works fantastically. I was very sceptical at first, as I thought it'd be too hard to get into a new set of rules each round, but I may have underestimated myself lol :D Super cool concept!
Hey Geckoo! I decided to give my impressions in video form this time:
https://youtu.be/fpP6YZDCNAE
Incredible game, friend! Really enjoyed my time!
Hey technostalgic! I decided to give my impressions in video form this time:
https://youtu.be/TB_WsDANw5E
Love what you did with the mechanic! Thank you so much!
Coin! There's no way I'd missed out on this. I decided on video format this time around, so you aren't the only one :D
https://youtu.be/CZzd9JjGrN4
Felt so stupid when you uploaded your gameplay vid haha :D Sorry for the awkward ten minutes of me trying to figure out how to get to the hidden spool!
Hey candlesan! (Somewhat) inspired by your videos, I decided to give my impressions in video form this time:
https://youtu.be/GV1y77TA_6c
Awesome Compo Game! Really glad you enjoy Godot :D
yo Johnny! I decided to give my impressions in video form this time:
https://youtu.be/yf4R4DLs-D4
Really enjoyed it a lot! Amazing work, once more :D
Cowboys! Hi! Sorry for missing the streams, take this as a "substitute":
https://youtu.be/vnaBIZb2ubs
The designs of the characters and rovers are amazing, and I can tell the code must've been a horror o: Kudos!
Hey Team Squirrel!
https://youtu.be/q1ks2y8AEus
Great concept and realization of squirrel and environments! Also like the Crash Bandicoot-y music :D
Finally, I got around to give my opinonion:
https://youtu.be/WNxtdUAkewQ
Sorry if it comes of as a bit too harsh - real time evaluating a game's much tougher than I thought lol :D
If not made clear by the video's length or what I say: I LOVEDD it! My fav this time, for sure!
yo pomo, I told you I'd play your game:
https://youtu.be/9SCh5PDI0uo
I hope the VN continues next LD? I'd be down for a second date ;) (jk... unless?)
@fabula-rasa Oh wow, thank you! Yeah, I guess there's so much possible user behaviour in it even I can't really tell what was intended behaviour and what was an honest bug anymore D:
Also didn't expect anyone really considering really slaughtering the second round of themes - seeing as it's kind of ridiculous to ask you to slaughter so, so many more :D I actually agree with the search engine part, I tried to remember how the original worked, and afaik it would lead you to a _
So, the counter ending was admittedly something else that was left on the cutting floor. I intended the game to delete itself when the counter finishes, but later on decided it was a bit excessive and ultimately just an easy to circumvent gimmick. So the timer just... ticks down and eventually closes the game :D
Dancing Bear! Yes! Amazing idea! Remind me a few days before LD55 starts :D Honoured by the praise on the UI-work u_u
Oh btw, I just included a Linux Build aswell. Just didn't have time yet to test it... not that the Windows Build is super quality-assured lol :D
Way late to the party, but a party it still was! https://youtu.be/L98bTuW4wDE
Very polished and fun! :O
The difficulty is just right! Very fun game with awesome 2D in 3D Sprites :D
The atmosphere is awesome, and there was a lot more gameplay than I first expected! Impressive work for 3 days!
Ohhh, love the concept and implementation, yet as others said, it's very difficult.
Better late than never! Liked this one even more than Rollie!
https://youtu.be/dax8X7Rayzo
super ambitious and quite hard! I found the best solution was to simply castle and leave one thin road where you spam turrets. Huge respect!
@helviett @100th-coin @fabula-rasa @vphyre
Thank you all so much for giving my game a chance u_u Rest assured, I played and rated all of yours as well even if I didn't give timely feedback. I took this last week only to make my game actually playable, something I assumed would only take "one more day" haha. Yeah.
but that being said...
Yes, you've heard that right. You can now play against each other and actually experience real gameplay! Of course due to my bad timing, nobody at the moment plays the game, which is why you should definitely get at least one friend involved :D
There are still shortcuts I had to take to remain within the Extra timeframe such as quitting the game after one game, the tutorial island being only used for the player to get to the lobby, and instead of having good looking Combat UI resolving to "tutorial-texts" trying to guide players. I'm nowhere near happy with even this current version, which is why I plan to bring the game to a somewhat stable build as soon as possible.
Hopefully I'll have some more time come October!
This made me laugh like no jam game before :D Thank you!
This was actually more fun than Vampire Survivors ever was for me :D Amazing work!
https://www.youtube.com/watch?v=dzZxLcIHij0
Another instant classic :D GRATZ!
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--- Conclusion for the Original Version: > # NOT PLAYABLE!!! For future readers: If you value your time, please ignore the release (jam) version of my game. You should have a pretty good understanding reading this what it lacks and makes it simply an unpleasant experience. I really don't like stealing people's time. So... Yeah, listen to your gut on this one. ;D
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- ## Most of the Buttons don't Do Anything. Only the power button does something one time - it brings up the teletext screen from minimized view, and all the other pages' names are interpreted from String to int I guess. so in short: __Buttons 0-9 do what they should, Red opens the window exactly one time__, the other buttons seem to give back 1s. Not sure, need to test that.
I'm also annoyed by - ## The Viewport not Scaling correctly. Need to look into that. Of course it was not my idea to just cut the page's end... at least not for the the overwhelming majority of pages.
As - ## Neither the Number Input on the Page is shown,
The - ## 404 page gets annoying after a while, lol. Sorry for that. I had a short error line at one point. Of course, when it came time to pack it up, I had already lost all patience and didn't want to make it work again.
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There are actual - ## Links in the Teletext Screen to other Pages. Granted, they just look like the other text if you don't hover over them while the window is focused. errgh. Need to think of that for the next iteration.
The - ## Settings Window allows for a lot of Nice-To-Have-Features
Again, one more obsession I had that did not need to be that deep, but there you go.
Most importantly though: - ## You can input Pages with any Keyboard Digits, essentially defeating the point of the remote. Which is why I had planned to let it be an unlockable for the first 1 to 2 minutes...
I guess - ## There IS a Puzzle to solve. It's still mostly about the __oddly nostalgic feelings__ for teletext I wanted to convey though :D
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But while I'm at it -
I really messed up by trying to tie in the whole remote thing...
I had them working at some point at least partially, and then I started modelling in blender... the turning point of my project. So in my rough planning, I wanted to embed
based on my DSL. Would've been cool - Still coming in the next update!
There was the idea of
Still looking forward to integrate the necessary logic!
I obsessed over the 3D elements so much, that I only had about half a day time for actual content. What you see in the current version is the skeleton of the game world, kinda. It still checks out and can be solved, but not by means of traditional gameplay.
The biggest thing - get this: you wouldn't have only the original namespace, but would
One dedicated for user generated entries for ludum dare 57. Hope I still have enough time and passion to integrate that one.
_(Other namespaces would be for future ARGs of mine I plan and maybe blogs or... don't know. Stuff!)_
Before I included the 3D gimmickry, I also wanted to publish a
Might still do it - but that's after I did my teletext dream justice.
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I'm so happy you pointed out exactly where I messed up! Will fix it all. Promise! @100th-coin
I'M BACK BABYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
https://youtu.be/SmHKOiD5A0k
Thanks for the singing <3 Amazing Vibe! lowkey feels the first time you enter snowden in undertale :D
https://youtu.be/9zfhmMLzktc
https://youtu.be/HK0ZsD7rFzI
I am in a love-hate relationship with Uncommon Cards.
https://youtu.be/J0bYII-N39Y
I'M GONNA WISHLIST THE SHI OUT OF THIS, ...my liege!
https://youtu.be/94q83yJKLTQ
https://youtu.be/MWPfvypUy8c
the last signal-scene told me a life-lesson: Don't look at the complex graph, look at the smaller ones instead :D
Winnerman may be European, leave him alone ;_;
In all seriousness, the mechanic of having to modify a preloaded timeline is very interesting, and I wonder what else could be done with this! Something like a point and click with subliminal messages (or just hints) hiding in still frames! Genuinely awesome concept! I have to admit my knowledge of tool-assisted-speedruns is incredibly limited, but even in that regard I now feel educated - "imagine starting up a game and hand-editing each input for every frame". Very educational! Very funny too! Just before the boss at the end, I think you performed your most convincing cartoon-villain-voice yet! Chet generally feels like exactly the right flavour of annoying for this game :D
This will be one of those artifacts of the web people in the future will theory-craft the hell out of :D I miss punching my TV :/ AMAZING ACTING CHOPS BTW!!!
I want to point out how exceedingly rare it is to have the reveal of "the monster" immediately get contextualized by an attempt to communicate with it. I really like this optimistic sci-fi vision - it's been a while since TNG :D
Incredible feat overall, the game is! Thank you!
wow! This did something very interesting - I got a feeling of why ants do the things ants do. The weird lines? The walking at the edge of the room? unintutive loops in the path? They obviously try to not get in the way of rotating swords :DDD But in all seriousness: That "aha" effect sold it for me! Also great visuals! At first I thought it was sprites until I saw the aforementioned swords :D
@100th-coin bro, you're brutally quick :DD Yeah, the levels loop around. Was getting a bit impatient and couldn't really commit on a narrative, and haven't yet coded procedural generation for an endless mode. But the shoop! They eat stuff and they poop! I think that is quite marvellous on its own, to be honest! Thank you so much for playing u_u
oh, that's such a cool idea! :D If you keep working on it, I think multiplayer rooms would be a natural next step! Imagine versus-ing smoke signs on those webgame binges with friends!
Unbe55nannt.PNG Really love the principle of the game :D Couldn't make it passed the safe, though xD
"how did no one come up with that before?" Really impressed by the simple yet unique gameplay loop! Could totally see this being a mini-game or being included in a micro-game collection :D
Very comfy! Both sound-design and art-direction really click (lol)!