Claim thy Land by ranejeb 2025-10-25T18:45:00Z ♥ 2
https://youtu.be/J0bYII-N39Y
I'M GONNA WISHLIST THE SHI OUT OF THIS, ...my liege!
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 | 3.53 | 3.06 | 4.47 | 3.17 | 3.58 | 3.61 | 3.82 | 4.11 | ||
| 2023 | 53 | Delivery | SNE | jam | 1046 | 3.06 | 2.83 | 2.90 | 3.06 | 3.23 | 3.42 | 2.26 | 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 | 3.05 | 2.84 | 2.79 | 3.00 | 2.71 | 2.85 | ||
| 2022 | 50 | Delay the inevitable | THEMARUNGA | jam | 1368 | 2.63 | 2.46 | 2.90 | 2.67 | 2.62 | 2.71 | 2.98 | 3.06 | ||
| 2021 | 49 | Unstable | Contact Nesigur | compo | 386 | 3.23 | 2.90 | 4.08 | 3.58 | 3.37 | 2.97 | 3.44 | 3.14 | ||
| 2021 | 48 | Deeper and deeper | Pescuit Pe Plajă | compo | 689 | 3.11 | 2.96 | 2.73 | 2.70 | 3.23 | 2.89 | 3.49 | 3.28 | ||
| 2020 | 47 | Stuck in a loop | (Nu) Da Drum | jam | 1450 | 2.95 | 2.69 | 3.21 | 3.04 | 2.93 | 3.00 | 2.74 | 3.25 | ||
| 2020 | 46 | Keep it alive | tiriplici | jam | 2218 | 2.98 | 2.86 | 3.33 | 3.63 | 3.27 | 2.58 | 3.41 | 2.95 |
Trexxak leaves an average of 49.5 feedback comments each event.
https://youtu.be/J0bYII-N39Y
I'M GONNA WISHLIST THE SHI OUT OF THIS, ...my liege!
https://youtu.be/9zfhmMLzktc
https://youtu.be/HK0ZsD7rFzI
I am in a love-hate relationship with Uncommon Cards.
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/94q83yJKLTQ
https://youtu.be/MWPfvypUy8c
https://www.youtube.com/watch?v=dzZxLcIHij0
Another instant classic :D GRATZ!
Way late to the party, but a party it still was! https://youtu.be/L98bTuW4wDE
Better late than never! Liked this one even more than Rollie!
https://youtu.be/dax8X7Rayzo
This was actually more fun than Vampire Survivors ever was for me :D Amazing work!
The atmosphere is awesome, and there was a lot more gameplay than I first expected! Impressive work for 3 days!
Very polished and fun! :O
Ohhh, love the concept and implementation, yet as others said, it's very difficult.
This made me laugh like no jam game before :D Thank you!
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!
The difficulty is just right! Very fun game with awesome 2D in 3D Sprites :D
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 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
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!
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!
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
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?)
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
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)
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.
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!
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!
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!
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!
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!
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
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!
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.
Fun game! Yeah, the controls are a bit hard to get into, but I feel that's kind of the point.
Stellar game! The visuals, music, and feathered breadcrumbs make for a unique and engaging experience. A refreshing challenge, Kudos!
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
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!
A unique twist on gaming, making you feel like a secret agent. A bit tricky, but tons of fun. Great job!
cute, fun, challenging! Feed fish, enjoy visuals & sounds.
Addictive loop, balanced difficulty, and top-notch audio-visuals. Loved every second of it, thank you!
HE'S BACK!
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!
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!
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
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!
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!
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!
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.
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!
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. 😎
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.
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!
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!"_ 🤣
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 😆
Awesome work!
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!
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
Feels nice to solve stuff, feels :( to run out of time, feels :D to get new frog.
frog/frog!
Sick and Slick! Very effective use of elevator music, too!
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!
Big grades on innovation! What an ambitious concept with impressive execution!
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!
Finally someone made the most satisfying job description in the world a video game :D Super fun!
You really showed those who voted "only 10 seconds left" who's boss! ☁️
I like that there's a lot of planning ahead involved in letting off gas. The gameplay goes deeper than initially realized!
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.
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!
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.
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
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:
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!
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!
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!
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.
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!
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
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!
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.
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!
Fun! I especially liked the games getting progressively slightly harder and introducing new elements!
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!
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!
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!
Addictive gameplay and very responsive controls. The Power-Ups felt amazing!
Very ambitious and thought out auto-battler! The animation on the side with accompanying music cracked me up :D
Wholesome art and a very competent farming game! Could totally see this being escalated to a full release o:
FRESH minigame compilation! Really liked the art and sound design! Also the nod to Scrambl'd was a welcome surprise :D
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!
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!
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!
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!
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!
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!
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!
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!
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.
Lovely palette, simple yet efficient gameplay and a subject matter everyone who ever lost a pet can emphasize with. Well done!
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
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
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!
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
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!
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
__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!
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!
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!
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!
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
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:
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!
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
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!
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!
Very funny narrative introduction that supplies a clever motivation for the puzzle!
Had a lot of fun with it - thank you!
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!
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)
My kind of humour and a lot of great creative choices! If anything, I wish that one last song would never end!
Thematically perfectly fitting, as I really felt overwhelmed by the spreading fires :D
Cute visual style and intuitive game design!
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.
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!
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.
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!
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!
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!
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
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!
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
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
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 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
Love the falling piano :'D
Other than that a very interesting game concept I'd love to see explored even further! Nice work!
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:
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!
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!
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!
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!
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!
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!
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!
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
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!
whoa that was cool! Really unique mechanics in this game! Had a lot of fun playing :D
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
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
FUN!
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!
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 laughed a lot at the voice lines :D Other than that I liked the core-mechanic a lot! Great work!
Sadly the protagonists feet are very slippery, but graphically the game looks lovely!
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
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!
I dig the animated Game Over Screen a lot :D
Other than that - very well executed gameplan and lovely details all around! Well done!
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!
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 =)
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!
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!
Sweet and short game :D
I liked the intro a lot, there's something about the dry delivery that makes it really funny!
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!
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!
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
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!
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!
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!
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
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!
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!
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!
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!
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!
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!
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
Aesthetically pleasing!
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!
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!
8008135
lovin' it! I was surprised by the longevity of the game and I adore the artstyle o:
YES! Jenga for lazy people :D
The simple presentations works wonders for this game, and the gameplay feels very natural!
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!
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!
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!
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!
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!
Why are grapplinghooks so fun? :D Great game and easy to pick up aswell, great job!
This game masters disorienting the player in a non-punishing manner! That's not to say it's not hindering, quite to the contrary, but I never played a game that makes disorientation a core mechanic without it becoming very annoying - absolutely inspiring!
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!
Such a cute and easy to grasp pile-up game :3
Also: Welcome to Ludum Dare! :D
Pirate here. I laughed a lot and progressively more with the more ridiculous the questions became. Arrr!
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!
APPLE! Fun, a lot of fun! Artstyle is fun, explosions are fun, core mechanic is fun, apples are fun!
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!
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!
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!
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!
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!
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
^ this situation right here though? I hate it >:(
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!
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!
Clever! I do have to admit, I felt like I was even cleverer and simply used an autoclicker. Jokes on me, I guess :'D
LEGS!
It's satisfying to throw those boxes :D
Short, lovely experience! I would've liked a few more answers, though!
Difficult... at least at first. I love how every building feels unique due to their placement conditions!
I spent way too much time playing and still only managed to scratch the leaderboards :'D
Fantastic work!
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!
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!
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!
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!
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 aesthetic experience! I especially liked the visual effects when achieving critical mass :D
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
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!
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!
Incredible work for the time you had o: Respect!
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
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!
Incredible game! It's hard as bricks, but the presentation is slick and the mechanics are satisfying!
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!
This is super interesting! Besides the card background blending in a tad too much with the playmat, I also really enjoyed the art!
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!)
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
Those sound effects are excellent :D
Awesome style and awesome idea with the 2D in 3D environment! Love the compressed sounds, too!
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!
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
HAHA these bugs so funny :'D
Surprisingly challenging game with very cute art-direction and cool bug-designs!
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!
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:
Blessed experience!
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
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!
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!
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.
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
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!
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!
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!
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
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!
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!
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
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...
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.
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!
While on the shorter end, the atmosphere was still great and the control-scheme was simple enough not to overwhelm the player!
mention me if the game becomes playable :D
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
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
Ey, the Cowboys are back!
Very enjoyable gameplay loop with the brand of humour one comes to expect! And the polish... amazing!
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!
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!
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!
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!
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!
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:
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
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: :)
Funny, educational and challenging. Absolutely fantastic and, as a previous poster already said, would make itself great in a minigame collection! O:
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
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!
P.S.: I called myself 'key' because I was lost at the start until I read the instructions a second time over 🤦
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!
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!
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!
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 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!
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!
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
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 :/
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!
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)!
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!
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)
What a lovely experience, I really didn't expect that! Well 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
Metal as hell! :D
It's so satisfying seeing the hellycoaster racing around!
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!
Love the protagonist :D
As others have suggested already, the gameplay could be a bit faster, nonetheless a very fun entry!
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!
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
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^^
Ok, you had me with the salute at the start :D Great humour, lovely surreal game and very interesting mechanic!
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!
Sweet short and enjoyable :3 I'm happy I could help the ladybug out :D
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
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:
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!
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!
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!
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!
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
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 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!
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
This was very fun, the soothing background music made me play this for far longer than I anticipated :'D
Incredible for a first game!
My kinda game - easy to understand with a pinch of weird and unsettling!
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
Horrifying. 10/10
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!
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 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 :/
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!
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!
Haha, funny concept and even FUNNIER execution! Loved the clothing wobbling around and somewhat hindering your way a lot :D
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!
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, 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 :(
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
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)!
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!
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.
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!
Yeah no, this is impressive work (especially on the aesthetic front) for only 28 hours!
The gameplay felt satisfying enough and frictionless! Great job!
Incredibly cute artstyle :3
Love the creative key-mechanic introduced in later levels aswell!
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.
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
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!
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
Neat aesthetics :D
Besides the fluent gameplay, I also really dig the very clean and minimal controls!
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!
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!
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!
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!
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!
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!
Intriguing mechanic! Would have loved to see more exploration of it :D Good job!
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!
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!
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!
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!
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!
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!
chill, simple and short game! Like others, I didn't quite grasp the mechanics fully, but I still made it through :D Noice!
haha, really love the concept! I just suck/ don't have the patience required for this, but it IS fun! Nicely done!
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!
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!
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!
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!
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!)
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!)
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!
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
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!
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!
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!
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!
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...
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!
Eyyyy, those animal models are adorable :3
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!
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!
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?
aww what a sweet endless runner :3 You really sold it with thos voice overs :'D
Simple and smooth tapping game! Could totally see it working even better on a phone o:
Very calm and relaxing game! Really like the presentation especially!
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
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
Mhh, touching experience! Making the world colorful again felt amazing!
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!
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
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!
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!
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^^
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!
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!
Haha, what a fun and to the point idea for an idling game :'D
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
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
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
I too couldn't make it past the second level, but I do appreciate the general idea and the clean look!
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!
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!
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!
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
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!
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!
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!
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!
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!
short, sweet little game! Seems you did know what you could do in the given timeframe and played it safe, which is applaudable!
cool main mechanic with throwing your own platforms! Would love to see a full game like that :3
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!
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!
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!
powerful, as you did a great job at making the bar going up be very satisfying. I especially liked the commentary on... [...]
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!
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!
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:
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
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 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!
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!
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, 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!
very competent and polished looking game! Made it to level 20, as it gets progressively harder to memorize all those patterns :D Well done!
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
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!
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 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!
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
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
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!
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
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
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
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!
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.
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!
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:
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 🤷 (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
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...)
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!)
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.)
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!
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 )
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!
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
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!)
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
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!
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
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'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!
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
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
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
"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
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!
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.
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
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
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
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
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! :)
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.
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!
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
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
ye it's simple, fun nonetheless! Sweet little game you went for :3 Also: Welcome to LD, btw :D
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:
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
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.
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
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!
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!
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...)
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?
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
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
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").
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!
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!
Gorgeous models and in-depth gameplay customization it seems. This has great potential!
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
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!
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!
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!
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!
Instructions unclear. Got boner caught in ceiling fan.
Nice, fun entry! Especially like the sliders, big fan of sliders. And jiggle physics.
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!
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!
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!
Fun entry! Personally had a hard time being very good at it, though :'D
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!
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
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
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!
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!
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 :)
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!
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!
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
I'm so in love with the ~~monst~~ plant design! The colourscheme, artstyle and music are so in sync! Weird and wonderful!
Wait, you mean twine games count as games? Whatever. 😄
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.
Way more fun than what I anticipated! Thank you so much :D
Really, really love the aesthetics! Gameplay too is funny to say the least :D
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!
Short, simple, atmospheric experience! I especially liked the sound effects who, to great effect, contrast the gloomyness of the artstyle with silly cartooniness!
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!
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!
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
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!
"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!
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!
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.
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!
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!
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!
I'm really not good with these controls :'D Otherwise great concept!
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!
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!
Very nice spin on the RTS genre (at least I interpret it as RTS-y, kind of). Really hope to see more of this!
Mindblowing gameplay, amazing presentation and intuitive point this game communicates. Absolutely fascinating. Thank you for this gem!
Very intriguing idea!
Would really love to see this concept expanded upon! Keep it up!
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!
Appreciated the humor and the aesthetics a lot :D
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!
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.
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.
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!
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!
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
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!
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!
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.
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!
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!
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
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 :)
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!
Liked the artstyle a lot! I think this blend of RPG and Detective Game has great potential. Keep at it!
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!
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!
Really like the concept. Impressive work for 4 hours, keep it up!
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
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!
Imagine picking up a badge and suddenly jump 2 meters high :D
Really cool power-up system and neat graphics!
@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!
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
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?
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!
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!
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 :(
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.
[⭐️](https://ldjam.com)[⭐️](https://ldjam.com)[⭐️](https://ldjam.com)[⭐️](https://ldjam.com)[⭐️](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.
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!
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.
Interesting and obviously very fun idea! Like others said, yeah, the camera's sometimes awkward, but other than that - I had a blast!
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!
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!
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!
The visuals work great together, well done!
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!
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!
I liked the graphics. You could really up the difficulty though, since the mechanics aren't too difficult.
why.can't.these.people.just.be.nice.for.ONCE!
awesome entry! Really dig the art, music and the idea in general.
nice, scalable ressource management. Good work!
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:
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
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!
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 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
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!
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!
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
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
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
Tumbleweed? Goosebumps! (That is to say, absolutely phenomenal, I felt things I was not ready to feel for this experience)
Not enough ducks... Never enough ducks!
Impressed by all the different deaths, weather and more special fields implemented. Great job :D
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:
The feel when you are too distracted with reading and this happens:
:DDD
Great artstyle, great little story, great game overall. And great twist at the end, of course.
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
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!
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
Cool entry :D Really loved the sound design, especially the background soundtrack was soothing and on point!
Wow. Very emotional, thought-provoking experience. Gorgeous presentation, that goes without saying, but the content---
oof, it just hits you right in the heart.
Thank you guys for bringing this brilliantly heartstringy game to me <3
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
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!
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:
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
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
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!
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
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!
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.
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
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!
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
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
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!
funny idea and cool gameplay the presentation is a bit bland though other than that cool game
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
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
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
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.
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!
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!
sweet little minigame I could see being implemented in a bigger project. Feels very finished and packed up. Great job :D
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
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.
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 :)
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!
oh you can drown :D great work on the assets! Very clean and pretty visuals!
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!
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!
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
LD59 — Signal (11)
Dread Frequency by Roitchie 2026-04-24T23:54:30Z ♥ 3
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!
Pheromone by Croped 2026-04-24T23:35:42Z ♥ 2
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
RoboNET by neowhoru 2026-04-24T23:16:28Z ♥ 1
Call me crazy, but I immediately thought of the great Summolio when I saw the first security guy rushing towards the robo :D
Signal's Shift by Snowdrama 2026-04-24T23:08:20Z ♥ 2
the last signal-scene told me a life-lesson: Don't look at the complex graph, look at the smaller ones instead :D
GigaHurtz by johnnysix 2026-04-24T22:46:13Z ♥ 1
Signal - Wifi! I'm surprised I haven't seen more games making use of that symbol that can ruin our day xD
Plays great, is fun!
Smoke Show by Crygos 2026-04-24T22:23:22Z ♥ 4
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!
Winnerman Scams a Game Show by 100th_Coin 2026-04-24T22:11:10Z ♥ 1
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
TellyBuddy by ColeSlaughter 2026-04-24T20:44:08Z ♥ 3
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!!!
phone home by ikado 2026-04-24T19:48:44Z ♥ 1
Very comfy! Both sound-design and art-direction really click (lol)!
Ping to Survive by Mekuire 2026-04-24T18:45:19Z ♥ 1
"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
Sci-Null Runner by WeGlove 2026-04-24T18:32:38Z ♥ 0
Unbe55nannt.PNG Really love the principle of the game :D Couldn't make it passed the safe, though xD