Planet Complete by anidealgift 2018-08-14T21:20:17Z
A password is still required.
Foon → Ludum Dare Explorer → Users → Tudvari
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Red Planet Reclaimers | compo | 81 | 3.79 | 3.96 | 2.82 | 3.20 | 3.70 | 3.79 | 2.60 | 3.87 | |
| 2024 | 55 | Summoning | Treant Wars | compo | 10 | 4.33 | 4.31 | 4.01 | 4.01 | 4.22 | 3.85 | 2.83 | 3.94 | |
| 2023 | 54 | Limited Space | Loot Goblin | compo | 184 | 3.55 | 3.19 | 3.39 | 3.55 | 3.37 | 3.62 | 3.16 | 3.75 | |
| 2023 | 53 | Delivery | The Infernal Trail | compo | 208 | 3.50 | 3.37 | 3.41 | 4.05 | 3.26 | 2.96 | 3.16 | 2.86 | |
| 2022 | 50 | Delay the inevitable | First Contact | extra | ||||||||||
| 2020 | 47 | Stuck in a loop | Rampage Derby | compo | 366 | 3.32 | 3.71 | 3.12 | 1.72 | 2.94 | 2.39 | 2.80 | ||
| 2020 | 46 | Keep it alive | BOILING PLANET | compo | 215 | 3.77 | 3.56 | 3.86 | 4.05 | 3.57 | 3.72 | 2.57 | 3.62 | |
| 2019 | 44 | Your life is currency | Gore | compo | 275 | 3.30 | 3.18 | 2.67 | 2.72 | 3.46 | 2.43 | 3.81 | ||
| 2018 | 42 | Running out of space | Vain | compo | 437 | 3.25 | 2.95 | 3.08 | 3.08 | 2.70 | 3.28 | 2.95 | 3.48 | |
| 2018 | 41 | Combine 2 Incompatible Genres | A Nightmare on the Canned Goods Aisle | compo | 532 | 3.08 | 2.88 | 2.97 | 3.33 | 2.81 | 2.97 | 3.38 | 3.29 |
A password is still required.
Could you make a bit bigger description? I don't really understand what's happening. I go out for a walk in the park, and E starts flashing, I push it, and I get a wooden spoon from the grass? :smile:
This was my first idea too :smile:
And you executed it pretty well, the mechanics are flawless. At the last map I just jumped around for a few minutes, that's how enjoyable the mechanics are :smile:
Nicely designed maps, wish there would be more. Keep it up!
Did not expect this. Very nice looking, sounding, humorous adventure game. I loved it when I finally could read the second text after 5 deaths by monkey shit, then I read it: "don't eat monkey shit". Worth it, lol
It could have a second part, I would gladly play it :smile:
Thanks for the constructive criticism!
@stillnotsure Ooooh, that's what I forgot :smiley: changing the camera distance according to the movement speed of the player. Well. Next time I won't forget this. And I'm glad that I could achieve ... something with you. :smiley:
@ghen Thanks :smiley:. Regarding to the "jarring": I wanted a "worlds flowing into each other" feeling but due to lack of time, quality suffered and I just mashed them together .. which is ... yeah, jarring a bit. :smile:
@alexey-akulovich Yes, that's why i called it the quarter level. It was created under 20 minutes, just before the submission hour. I didn't want to waste all the visuals, audios and mechanics created for that level. In the design phase I planned that as the most important level, so I really wanted to make it, even it will be nothing compared to its planned "glory". Thanks for playing :smile:
@psychead Yeah, sometimes jumping is off :\ At first I just wanted that you have to use the time rewind to spare the running back to the "crossroads" from the lever, so you could just reach the just opened gate before the wall is killing you.
But when I first tried, the 3 seconds was too long, and the "past position" was always behind the wall. At that time I was 2 minutes in submussion hour so I didn't really wanted to balance it, and I also liked this tricky way of escaping certain death. So I left it this way.
But the second level was built in 20 minutes, it's really just a visuals, audio and mechanics showoff :smile:
Very interesting platformer mechanics, and music at some point becomes mesmerising.
And: why did you put jump on X instead of Space and why did you put restart on Space? I kept hitting space and wondered why the level wont start :smile:
For some reason my whole team took damage, not just the tank, so they died after 3 monsters because I couldn't heal them and the back of the team got insta killed at some point :\
But I could play it through anyway because I could stack the best items on my tank who got immortal in the process. But it depends on what "playing it through" means because well... my inventory got full but nothing happened so if I'm correct the end of the game is dying because there is no more room left for healing items.
It was a fun experience even if I couldn't enjoy the main (would be) strength of the game: managing the team's resources.
For a first time jam it's a pretty solid idea, someday I will make a game like this aswell :smiley:
I like the art but the gameplay is not so innovative. You could have let yourself a bit loose.
But the art is really really goergous. Keep it up!
It's always good to play with a game with resizing window :smile: It's pretty rare. (while it does the same thing as a closing in black area, or something like that)
Can't really say much, pretty solid game. I think this says it all: I was disappointed that it ended so soon.
I wonder what other mechanics did you plan foer further levels.
Can't really say anything new, others already said what I want. aaaaaaaaaaaaaaaaahhhhhhhhhh
You should build other versions too, it's easy with Unity. Btw here is the windows version for those who need it: https://www.dropbox.com/s/g00rthg4k090pvr/TheSwordInTheDarkness-Win.zip?dl=0
Also, I share @stephen-coley 's views.
I love the art style, it would synergize with a dark, eerie music so well. The mechanics could have been a bit better fetting, like the double jump is bit ill-fitting in my opinion. Also don't really know whether I was bad or not, but sometimes I felt like the controls were a bit off.
But overall I really like this game, and as soon as I thought: "this game should have a checkpoint system", I reached the first one :smile:
Keep it up !
First of all, I love the aesthetics. Music, Graphics, Sounds, everything.
The game mechanics are pretty pretty solid, very addictive and it was fun trying to reach that b*g f****ing sword, and when I finally reached it... Holy moly. And you can put lots of lots of different weapon mechanics throrugh items. If I were you I would expand it with other RPG elements so it would be complicated.
But before you would make it more complicated (currently you shouldn't), I think you should bind (for example) the middle mouse to "drop" an item to a bag, or even you could drop an item everywhere, creating a bag on the ground. You could also use this button for auto-placing an item into your inventory from a bag, but at first sight it would make the inventory management part of the game a bit less fun and accentual so maybe no.
Thanks for the experience!
I can't find any downloads links. The itch.io page ain't got one :\
Nice rules, nice concept, yeah I would have been happy if I could have used a restart button, but not a big deal. A little cutie game, I enjoyed the levels, I would play more if there would be.
Pretty well polished for a first submission. Good job! Nice profile pic!
It surely has potential. Yeah, there are flaws as the people before me already mentioned it. But there is potential too.
I liked the music but in my opinion the game should have had a darker tone: diablo-esque. (does this word exist? :smile: )
Also I would have enjoyed some physics and/or deeper mechanics behind the fireball, instead of just clicking that much for one single level 1 orc. It felt grindy.
You should create a description, and also you could have used the built in functionality for sharing download links, instead of commenting here :smile:
Pretty nice idea. It can be very complex with these timed disappears/uses.
I played through maybe 10 times, but always went bankrupt after 7 weeks :confused: It needs some balancing, and some mechanic to counterweight the randomness.
I liked the music, it resembled an Age of Empires tune :smile:
Well, I will go against the other guys, and I say that if sticking to the theme is a this big stretch, you should have just let the theme go. The game would have looked better in a fully economic theme. :slight_smile:
I liked that minimalistic art style, the popups, the ui panels, and the indicators as well. :thumbsup:
Summary: Could have received a bit more depth, balancing, and should have just let the theme go.
Keep it up!
Nice aesthetics, and I totally forgot that there were leaderboards even in pc games :slight_smile: Nostalgic.
Always good to see some procedural art!
Liked the art style and also the mechanics have lots of depth, and have lots of potential for even more depth. And controls are well implemented!
I'm a bit sad that there isn't any music :confused:
Also maybe the game is not for me, but controlling multiple bunnies at the same time was a bit hard for me :smile:
Keep it up!
Nice atmosphere, reminds of me of an early 2000s survival horror game, but can't remember its name.
Cool little idea, enjoyed exploring this universe, and the atmosphere is really good: the art and the music really fit the main concept. :thumbsup: :thumbsup:
My only problem was that there are **no checkpoints**. Because even if for the first time a puzzle is really interesting, and it's worth to... for example: turn around 20 times... it gets a bit frusrating at second because there is no "I solved it!" feeling after.
I recommend continuing this game, keep it up! :slight_smile:
Beautiful aesthetics :smiley: Spreading blood while also coloring walls around you with the blood of you foes :smile:
Nice concept, mechanics have good feels to them. Wonder what else could be done with it. :slight_smile:
The link is broken :confused:
Regarding the art, everything is relativily so simplistic, yet so good. The monochrome art, the plot, and the music fits perfectly together. I enjoyed the gameplay, nice little puzzles there :slight_smile:
Sadly I could unveil only 2 endings, because even if I could reach halfway without errors (which was harder and harder because I got more and more impatient :laughing:), there was a level (the one where you are "facing" only one "aiming castle" at the beginning) where I always got stuck for a second at the edge of a block, and the aiming castle got me :confused:
Of course it's not impossible, but after each retry it took more and more time to get to that level, and after 5 tries, I gave up.
Anyways, nice work, as always! :slight_smile:
I really liked that background music, and the fact that I can rapidly traverse through the mines :smile:
And also... I dig... digging.
Nice music, nice art style, so nice aesthetics overall! :slight_smile:
Sadly I'm not a big fan of clicker games. :confused:
Interesting little game, I like the art, the music and the whole atmosphere. I wondered where it will conclude, and wasn't disappointed.
Nice entry!
Holy moly.... This hit me big time... And sadly there are people who are literally living this kind of life.
They are working just to keep on playing a game which is just an addictive nothing, without any content, fun, creativity, or anything... Ruining their lives. And also if you've managed to upgrade your mage... (of course) your enemies will be stronger as well. Just to keep you playing for ever for ever for ever.
What a great satire. 10/10. I hope this wins #1 in Mood and Theme at least, so this topic will gain more attention.
And aesthetics are nice as well, switching between a grey, monotone (well it could be otherwise, as the texts tell the player, but he chooses to play instead) real life, and the upbeat, sweet world of the game... Nicely put together game!
Again: how horrifyingly great satire.
@deathbysnail that made me woah as well :)
I'm a bit picky with the entries, but this one is an exceptional one! :slight_smile:
- Both the **visuals** and the **sounds effects** are very **"rewarding"**, so much fun to collect souls, shoot arrows, etc (and the impact effect is great).
- **Nice upgrade system**, it was very enjoyable to shoot aimlessly bouncy multi-arrows in the enemy's direction. And **responsive controls**.
- It took me a while to realise that **charging my arrows** didn't make them stronger xd (or it's just really uneffective compared to spamming it) I would happily have a chargeable arrow besides my multi-arrows, so I could be more effective at single target situations)
- Fun little mechanic that you have to balance **farming little minions for health**, and **killing the bigger monsters**. Is my assumption wrong that if I don't kill the bigger monsters in the room first, the little ones keep spawning endlessly?
**Great entry! **
Off topic: The main menu music mesmerized me, and couldn't remember what song it reminded me. Then I found it: it's like a mix of some greek folk music and Bobby Vinton's Mr. Lonely.
One of the exceptional LD games, which I actually played through. And I survived 13 winters :smile:
Definitely worth giving it more depth.
Like the concept and thetake on the tower defense genre. The art style is really fitting as well.
You should take this further.
Keep it up man, very good idea!
Ps.: the effect following my cursor sometimes covered a lot of my screen, and it was a bit annoying :laughing:
It's suprising how much you like the pixel art, while it's just my second try on visual arts :slight_smile: Thanks!
@oillen
"Criminal scum!"
@b3agz
Thanks! :)
@dodormeur Yeah, the spinning is a bug, but I didn't have time to figure it out, and there were bigger issues... So I decided the follow the common saying that: "it's not a bug, it's a feature" :laughing:
@abitscared @trevor-shoe @glibjibb @jeremy-ryan @harksa @raphael-maia @dumivid
Thanks all for the **great feedback**, I learned a lot, and it will be definitely **useful in a similar project** of mine.
There are some **low effort features** which **greatly improves** a game's **atmosphere**, so I will focus on those next time. This way I will have more time to **playtest, improve, and balance combat**.
Sadly I didn't have time, and at the end I was happy that combat was *nearly bugless*, and I could finally focus on some crucial atmospheric features.
**Definitely useful experience for future gamejams as well!**
@nikos Yeah, I didn't have time for an ingame intro/tutorial, so I have to rely on solely the description.
The theme is interpreted as: the **local villagers' life is a currency**: - you can **rescue them**, and they **(maybe) reward** you for **their life**, - and also you can **sacrifice** them to demonic deities, **for rewards (or curses)** as well.
@shp
Yeah, I should have made the enemies respawn so bringing villagers to the exit wouldn't be just boring, slow walking.
@marcmagus
I planned a better ending, but I had maybe 20 minutes and I was already happy, that at least I had an ending :smile: There are 2 endings, one is lose, and the other one gives a chance for continuing the story. (in another game :slight_smile: )
@syrapt0r Thanks, was fun to watch! :slight_smile:
@kristinnes I'm surprised as well, because relatively they weren't that big of an effort.
@no-grapes-games then there is surely an issue, which I can't really figure out how could I solve yet: some people find it boringly easy, some people even have to stop to regen some health.
Do you mind telling me what was your playstyle, your general approach to the game? :slight_smile:
Anyway, thanks for the feedback!
@awesomealliterationalliance Thanks for the kind words! :slight_smile: No you are right, I had badly prioritized things, and due to this the game design has some flaws. Rescuing villagers are boring because it's just a slow walking to the entrance.
And I didn't want to improve movement speed generally because I wanted to have a "dungeon crawling" feeling. But I couldn't make levels & combat fitting to this direction.
Next time I will definitely save more time for polishing and playtesting :smiley:
Glad I could hit the atmosphere well :slight_smile:
@aterlamia yeah, I wanted to visualise moving, but the player's legs can't be seen, head bobbing is also unvisible from above.. so don't know how else could I visualise moving. Feel free to give some ideas :slight_smile:
The W being up or forward is depends on the game. I've seen games both with the first one and with the second one as well.
The spinning is a well known issue, trust me, you're lucky that you couldn't reproduce it :laughing:
Thanks for the feedback!
@jordantanner @dreamingdice thanks for the valuable feedback! Yeah, I was too ambitious, that's why it lacks polish/fixes I mentioned in the post/earlier comments. The boss was just a "big destroyable altar", and when you kill it, it just shows a few lines of text as an ending. (and there are two endings)
@dreamingdice @jordantanner @simanis @zubspace @aterlamia @oillen @awesomealliterationalliance @zeaga @shadow30 @krassenstein @geckoo1337 @j0ye @no-grapes-games @shp @syrapt0r @kristinnes @nikos @marcmagus @retti01 @dumivid @raphael-maia @harksa @jeremy-ryan @glibjibb @trevor-shoe @abitscared @b3agz
Thanks everyone for the feedback! If you are interested in a post mortem, there will be one (a few weeks later) on my channel: https://www.youtube.com/channel/UCSUAfN_hE3fg-bmP6_JwqZw
See you at Ludum Dare 45! :smile:
The edge tiles are unreachable, and the potions sometimes spawn there :confused: (and sometimes even outside of the map)
Nice art style, it was fun for a few minutes, but it needs a bit more depth. Keep it up! :slight_smile:
Needed a bit practice for kiting, but fun to play. And I like the low poly art style. Maybe a bit too cartoonish for me :slight_smile:
Gave me a bit of an adrenalin rush. I had to decide abour the upgrades quickly, then I had to shoot even quicker :slight_smile: Nice graphics as well.
Astonishing art style! It's sad that there aren't any music or sound effect, it would fit well with these combat mechanics.
Nice pixel art, the loot goblin reminds me of an Argonian :smile:
So simple yet so fun :slight_smile:
Solid entry, all around decent!
**Great ambience**, reminded me of my first days of **Minecraft**, when everything seemed so **dangerous, strange, and unwelcoming**.
Those **narrow**, hard to go through passages set the mood as well. I enjoyed **squeezing through** :smile: The hunger system could have been a bit more forgiving, for example **slower to decrease**. :slight_smile:
I don't know about others, but personally I would have enjoyed it better in a **slower pace**. But the hunger system didn't let me :smile:
I really like the sprites, and the concept is auto chess is close to me since Warcraft III times :slight_smile: Sadly I couldn't beat the game.
I dig the art style, and the mechanics are pretty good and responsive. The enemies are good but more variety would have been great. :smiley:
And also the heart pickup's hitbox could have been a bit bigger :slight_smile: And a real ending would have been nice, even if it's just a text.
Btw it crashed for me when I wanted to enlarge the window, so I had to play with low screen, and sometimes there were issues as well.
Nice entry!
It looked promising and the intro got me into the vibe real quick :smile:
Sadly it was on "very hard difficulty" for me: It's not keyboard layout independent. :laughing:
So I had to look up on Google what special characters are on what keys on English keyboards, and I've found the excalamtion mark quickly, and managed to type the sentence in.
But in the next one there was an aposthrope, which I looked up again, but for some reason that key didn't work :\
Could you upload a keyboard independent version please? :slight_smile:
Immersive atmosphere, with the good music, the characters talking on the trunk, scaling volume with distance, the lighting... But the gameplay itself is a bit boring. After a while it's hard to see anything in the dark, sometimes it feels like luck: whether a yeti will walk at me from the sides while walking downwards. They could also be a bit more interactive. If I know their path I can just walk past by them, they won't bother me.
Anyway, solid entry!
> The cmaera effect is nice and the audio was very moody. A little “healthbar” for the light or a map would have been handy tho
This :D I felt pretty lost and claustrophobic. Which could be good in this game, but I was literally lost :D
Very well designed levels, completed maybe 4-5 of them, and skip is nice touch, because I would may have given up sooner, and wouldn't have the joy of finishing the later levels.
One thing was a bit clunky, is that I had to switch to the specific block, before I could remove it.
Anyway, pretty polished game for this short amount of time.
Well don!
Great take on the theme, and haven't seen a mechanic like this in a while. Nice art style, and the overall atmosphere of the game feels good. Maybe too much signs on the tutorial level, and as others said it, the ramming sound spam was a bit unpleasant :D
One problem with this idea is that implementing a this kind of AI under these circumstances... is risky. But as it seems, it's ~kind of predictable~, and even if I failed a few times on the last level in the first few seconds... After a while I muscle memorised the patterns of controlling the beast. Or got lucky. :smile: How does the AI work? It was a fun game, good job! :)
The combat is very responsive. It feels so good to attack with my spear, and targeting enemies is very smooth.
The atmosphere is also good, nice graphics, sound and music...
I think one thing it lacks is a goal. After a while I never really enjoy games without an ending. Maybe a progression system would have done it as well. Getting stronger is always a good goal :slight_smile:
Very solid entry, good job mate! :smiley:
My girlfriend played it, and she really enjoyed it. She was smiling and laughing, while she was killing those things. The graphics could be improved, but the audio was fitting and enjoyable!
Great job!
@moomka > The game is very relaxing and not challenging the player.
Do you mean this in a good or a bad way?
- I planned on bigger maps, but ran out of time. But maybe I will remove panning, and focus on adding depth to small maps.
- Totally agree!
Thanks for the great feedback!
@moomka Thanks for clarifying it!
@Zondarg On which level? The same decisions always result in the same outcome, so if you can't get more than 1400 points, then your strategy is not optimal. You should try a different approach :slight_smile:
@kregames @airola @somethingwithed @pophead Thanks for the feedback, would you mind sharing your highscores? I'm curious :smile:
@kaappis Maybe you haven't thought of some other, better approach :slight_smile: If you do try it again, let me know! :smile:
@jellycopter Yeah, I know, I wanted more depth with trees, critters, etc, which would result in more interaction, but haven't got enough time. But for some reason there is a different kind of joy in watching the grass grow :laughing: Thanks for the feedback!
@moomka Now that it's harder, want to give another try? :slight_smile:
@dodormeur Well the first level is the introductory, level with those floating texts explaining the mechanics, also the scoring system is told there as well, even if it's a bit vague: *"More grass, more points."*
And the exact scoring system is stated at the end screen: (now added to the description)
level1points.png
I think what you didn't get is that **fully grown grass worth triple the points**. Next time I will be a bit clearer about it :smile:
Maybe with this information you can finish the first level. Want to give it a try again? :slight_smile:
Feel free to ask more questions, it would be very helpful feedback :)
@kjscott @purpledartfrog I don't really know what you are doing wrong, maybe the game is bugged?
My friends easily finished the first level after 2 or 3 tries. A few tries is enough for each level to see what blocks will dry out soon, when should you save your money for a few seconds, where should you put water, where should you put seeds, etc.
Could you elaborate on what are you doing? A gameplay video would be much appreciated :smiley: But I know that it's too much to ask, so maybe just a list of steps what you did when and where?
Much appreciated if you could help me! :slight_smile:
@purpledartfrog Cool, thanks for giving another try! :slight_smile:
That's one problem with these jams. There are lots of games, there is only limited time, and everyone wants to try lots of games, so we are impatient. I get you :smile:
@kjscott Yes, you only get coins during rain. You spent all your initial money instantly? On what?
@kjscott Hmm, interesting. Your approach seems good: balancing out using holes to extend your territory, and also planting something initially to get the most points out of the limited time.
Lose it all? On the first level without extra holes supporting your initial (middle) territory, you lose that as well?
@zzox yeah, that was a bug as it turned out, sorry, I will make an announcement in a new comment about it :) But good to hear your kind words anyway.
@pophead @somethingwithed @jellycopter @kaappis @airola @kregames @zondarg @dodormeur @greendinogames @kjscott @purpledartfrog @zzox
**ANNOUNCEMENT**
- I'm deeply sorry for all of the frustration I've caused for some of you, who **couldn't finish Level 1**.
- But **now you can**, because it's as easy, as I intended it to be! I would really appreciate it, if you could **give it a try again**, so you could try the **other levels** as well.
- And **congratulations** to all of you, who managed to finish Level 1, because there is a chance that the level you completed, had a higher difficulty, between Level 2's and Level 3's. Thanks for not giving up on a hard first level! Congrats! :smile:
**EXPLANATION:**
- As it turns out, it was **harder on some machines** than on others.
- It was **still winnable**, but a **better strategy was needed**, which was found by my playtesters (friends), thus I didn't know that my intended solution doesn't work on all machines.
I'm sorry once again, and thanks again for all the useful feedback you've given me.
Have a good day, cheers! :slight_smile:
@kjscott Great, then your machine was affected as well :) At few places I used a wrong value: a constant tick time instead of the always varying, but real one.
Thanks for not giving up on my game.
@digitallimestone thanks for the kind words! Sand falling was slowed down only so players could read the "falling down" last tutorial text. Didn't have time to implement something more elegant, like the text is travelling slower than the sand, so I made the sand slower :laughing:
Thanks! I plan on making something with it, if the ratings and the feedbacks are good. I already plan making it a bit deeper, so on later levels player has more things to do and think about.
@eva If there will be a post jam version, there will be an endless version for sure, my friends have already demanded it :smile: Follow the game on gamejolt, or even me, if you want to be sure that you won't miss a post jam version :slight_smile:
@j-c-one-bit-studio Thanks, I've spent some time to make it flow well... Being not rushed is one thing that can't be told about the development itself :laughing:
@robotsandmuffins Hmm, globe like? Well, glad you've liked it, but it's a hand in gloves :smile: Yes, you're right. The in-game art is a bit noisy, and for example drying for grass and hole tiles isn't really well visualised.
Thanks for the useful feedback guys, much appreciated!
@ambadev Thanks! The music was mixed well for me on Windows, Web, and Android, I think the issue was on your side :\
@sztrovacsek Thanks, glad you enjoyed it! :)
@oillen Thank you, yeah, the graphics definitely needs some improvement :) And thanks for being interested in Aeldun, now I've stopped working on it for 2 weeks, due to the jam, university stuff, etc, but I can't wait getting back to it once I finish this semester. The good parts are just coming now :)
@drskort Thank you very much, I think there will be a post jam version, and most likely also a release on the PlayStore, or on Steam, so stay tuned :) You can also follow me on GameJolt, or on YouTube, if you don't want to miss anything! :)
@ryan-ackermann Thanks! :)
@zechw Thanks! I'll work on a post jam version, and release it in 2 months from now. The time limit will motivate me to work efficient, and hopefully still manage to put a lot of content into it :)
Congrats, you are the third one to beat me :smiley:
Noted you feedback, and definitely will check out a larger, more random, sandboxy, endless gamemode idea, others mentioned a similar one. But maybe an other game mode is for an "expansion pack", because the 2 months is short enough time for a fleshed out puzzle mode already :laughing:
If you'd like to try it, when it comes out, follow me on YouTube/GameJolt/etc :slight_smile:
@xmatos Thanks! :)
Hmm, turn based? Sounds like a good idea because it removes the "quick action" parts of the game, which could be unnecessary in a game like this. Maybe the puzzle mode could be turn based, and the endless mode could be real time.
Will think about it, thank you very much! :)
@shakedimus Yeah, the first level could have been a bit more light. Definitely will improve on this. Thanks for the feedback! :)
Hint: The grass is too expensive and the land dries too fast -> digging is maybe the key on that level :wink:
@gameovermexico What do you mean by "it does not go beyond the first level"? You mean you couldn't reach enough points, or you've found some bugs?
If the first is the case, what strategies did you try?
@dave-gamedevelopement Thanks Dave :) You were pretty close though!
Just to put it in perspective, from 100 sessions, only like 10 people can get that close to my score, or even beat me :smile:
So congrats once again!
For all of you who reached **under ~1000 points** on the first level:
Could you send my your specs and what build you used? And if the web one, what browser did you use?
Most likely the grass growing and the tile drying is much slower for your due to a bug.
Your help would greatly help me debugging this issue :) Thanks in advance! :slight_smile:
@ysopprod Thanks Yannick, a hotkey and a separate button is already planned for restarting, but until then, you have to use the button in the escape menu :)
@sonicgrey Thank you very much! :slight_smile: If you'd like to see more, follow me on YouTube, GameJolt, etc, because a post jam version will come :)
@marcmagus Thanks, mine was the pleasure :)
@papaver Thanks! Yeah, those are common feedbacks, and they have been already fixed in the post jam version.
Congrats to your score, you are in the top 5% of the players :)
@moomka @pophead @somethingwithed @jellycopter @kaappis @airola @kregames @zondarg @dodormeur @greendinogames @kjscott @purpledartfrog @zzox @darksylvok1 @digitallimestone @eva @j-c-one-bit-studio @robotsandmuffins @ambadev @sztrovacsek @ryan-ackermann @zechw @xmatos @shakedimus @gameovermexico @dave-gamedevelopement @ysopprod @sonicgrey @marcmagus @papaver
Sorry for bothering you, but I'd like to let you know, that Boiling Planet got its own **Steam page**, under a new name:
[**Regrowth**](https://store.steampowered.com/app/1346210/Regrowth/)
This my first game on Steam, and by the end of summer, it will be released for ~3 euros. So if you are still interested in my game, be sure to **wishlist it** :)
[wishlist-bigger.png](https://store.steampowered.com/app/1346210/Regrowth/)
And a few weeks after the release, I will share the **finances and my experiences** in a short video on my [**YouTube channel**](https://www.youtube.com/Tudvari), so stay tuned! :)
[itchbanner.png](https://store.steampowered.com/app/1346210/Regrowth/)
Cool atmosphere, the mechanics could have been much more twisted :smiley: Nice job anyway!
What I didn't like was that the sliding was a bit slow for me. On the web version it got stuck sometime, but on windows version it was just slow. Maybe it was a bug.
And I didn't really know the health of the sourdough. I think that the hearts should be show that, but for some reason it got stuck at one heart, even if I fed 500 flour to the beast, and even his visuals changed to a lovely monster. That may way a bug as well :\
*(Tried the second version)*
Very good puzzle mechanics, nice difficulty curve. It was easy to finish most of then, but always had that "woah" feeling about how I solved the level.
The (first?) big map was nearly done, but sadly 5-6 people were still remaining when I ran out of burnable floor.
Neat concept, keep it up! :slight_smile:
Nice concept, but there are some issues, which make some features worse than it should be :\ but they are good ideas on their core. (these are just my opinions)
- Door mechanic should be removed, instead you could just shoot through the plant. It really breaks the flow to check quickly with Z whether new enemies will come on the other side or not.
- It was like a leap of faith. When I felt (or remembered) that the enemies will now come from the other side, then I changed sides. But this is based on luck (or replay), which I think isn't a good thing. Maybe an indicator would have been helpful.
- Buy phase started before the wave was finished.
- The upgrades seemed a really motivating thing, because at first the attacking was weak, slow, and clunky. I was so happy that I could be stronger, and then I could remember how weak was I at level 1.
- But the enemies are getting stronger, and the upgrades are just good enough so you could be relatively as strong, as you were at level 1.
- Example: I still couldn't kill enemies faster on level 2 with the first damage upgrade, or at level 3 with an attack speed upgrade.
- The only thing that changed that if I wanted to be as effective as before, now I have to press the shoot button faster. But I didn't feel any stronger.
Thanks for submitting, maybe I'll try again later on :laughing:
Like the art style, very Super Meatboy-esque :D
Wall jumping was fine for a time, but then it became a bit mundane :\
Also a checkpoint system, or a damage system preventing instant death would have been nice. But that's just my opinion, maybe it's just not for me.
Nice job!
Cute little game, we enjoyed it for a few minutes, but maybe some better goal would make it more fun.
I like the atmosphere of the game. The music and the art style really creates a relaxing vibe.
On the gameplay side, a less "slidy", a bit more controllable movement would have been better I think. The floating movement is okay, it fits well, but it's a bit too hard to control.
When you fall of the map, the resources respawn, but the creature's health doesn't. Which is a very strong negative feedback loop. Dying is already bad, because you have to restart the level, but it's too bad if the health doesn't replenish with respawn, but the resources to collect respawn.
Maybe it's just a glitch. On falling either replenish the creature's health, or don't respawn the resources.
I would gladly see some more complex puzzle mechanics with this art style and feel!
Good job! :slight_smile:
It's been a long time since I last time played a tower defense, but I enjoyed it, and played through it. It wasn't too easy, but wasn't too hard either. Maybe there could have been some twist on the tower defense mechanics.
One thing I didn't like is the UI. It's a bit cluttered and overwhelming, and I had to stop for a few seconds to let everything sink into my brain.
Anyway, more fun to play than most of the entries, so good job! :slight_smile:
Good base, remind me of some Warcraft III Hero Defense custom maps :D
More depth would have fit the game well :slight_smile:
The spell mechanics were a bit unclear at first, but got to master them through practice. Anything else is great! The music and the art style is charming, and I love the humor! Nice submission!
Well, it made appreciate the human brain once again.
It's not a fun game, but a good experience :slight_smile: Thanks!
(One thing I missed is the fullscreen option.)
80 cats under 2:03, and 5 achievements! Maybe I will come back for the other ones :laughing: At first I thought that it's going to be boring, but I after I got surprised by the first disguised cat, I bursted out laughing :D Tried clicking on stuff in the scene, so maybe I could find some eater eggs, achievements, but there wasn't :\
Fun little game, with a good vibe (sound, music, graphics), maybe lacks some further depth.
Or are there new things after the turtle cats, and I must get better to explore the game fully? :smiley:
Great starting, but needs more content, a bit boring after a while. The art style is good, but maybe some sound and music would greatly improve the atmosphere :) Anyway, good base for something, keep it up! :)
The **atmosphere is great**, the **ambience**, the **snow**, the **colors**, the **graphics**... **Very well done**!
**Glad you didn't make a tutorial** about what you can do with what, because that would **decrease the fun** factor of the game by a lot. **Exploring** the **world** and the **possibilities** makes this game **feel good**.
**Some elements/interactions** are **straightforward**, but some are **misleading**: For example plating the seed, and THEN watering it, destroys the plant. There could have been also an axe for chopping trees, so you wouldn't have to "quickly grab the acorn, put it down somewhere, and run back, so you could get a log before it grows leaves again". But I think that you had this in mind, but you were out of time.
For me, the **berry sprite was obvious**, but the **log sprite** was a bit **"hidden" on that trunk**, maybe better **contrast** would have helped.
**Great entry, had fun**, which is a rare thing for me with these jam games! Thanks for the experience!
Here are my playthrough experiences in detail, maybe it's useful to you:
**First playthrough:**
Didn't really know what to do with the acorn, maybe I can catch a squirrel with it. Grabbed the hoe, sowed the fields planted those red seeds and watered it, and also drank some water myself, the game is pretty intuitive. Then I started doing nothing, so had a look around and found the log, which made me a bit warmer. I tried getting some more seeds from the grass around, but they did nothing.
Then I realised that maybe I can plant the acorn as well, so I tried, and I could. I planted a new acorn, and burnt the log again. Sadly a grabbed the tree before it would spawn an acorn, so after a minute of trying to figure out something, trying to walk out of the map, or into the tent... I restarted the game :laughing:
**Second playthrough:**
Now I see, that those red seeds weren't seeds, and when I "planted" them, I ate them. Now I can't "plant" them, because I'm not hungry enough. I sowed and watered the fields again, but don't know what should I plant there. I planted lots of acorns, so I got no problem with warmth. But sadly my hunger increased and increased, I tried cooking the berries, the acorn, but nothing happened. Then I ate my only food, so I died after 5 and a half minutes maybe.
Now let's check what I missed :laughing:
Okay now I check the screenshots, and obviously, there is something planted in the soil.
**Third playthrough:**
Found out that I have to water the soil FIRST, and then I can plant the seeds. Previously when I planted the seeds first, I destroyed them by watering them after the planting. Now I can survive forever (I think), so after 2 minutes, I quit.
Very good idea, always wanted to make something like this.
Sadly I've always stopped making it, because I wanted it to be real, which makes it either really hard or really imbalanced. For example comets and meteor behave the same, and only heates up planet temporarily, because after a few years a "nuclear winter" like situtation will began :\
But yeah, maybe we have to sacrifice some of the realism to make it playable, like you. Or maybe there is a both playable and realistic design. Who knows.
Anyway, I enjoyed the game, and it was fun to erupt lots of volcanoes to prepare for an ice age. Loved the low poly style and realistic music. By the end of the session I had some performance issues, maybe the too many volcanoes caused it.
Really cool explore & adventure game, I always love the feeling of exploring new mechanics and using them to solve a level.
aweawdad.png
Sadly I got stuck on this level, my torch got burn out before it could reach the trees, and I couldn't go back the previous levels for fire. Maybe I will try again.
Having a "restart from last checkpoint" functionality would have been great: if I'm too much in the game, and then fail, I don't want to start it from all over again.
Anyway, nice entry, was fun to play, and had a great vibe. The interactive starting level was a great feature! :smile:
@abrds Hmm restart level checkpoint?
asdads.png
On every level I can only see the forward circles. I played the WebGL version.
@abrds Okay, thanks, when the update comes, I'll try again!
I got to the boulder, where I quit because I didn't want to go through everything again :D First of all, I'm not really into "trial-and-error" kind of games, where you must die first, so next time you will know what to do.
But anyway, I enjoyed it as it seems, because I still managed to get to the boulder. Before that, I still did the same path as before, to find out what will be the next puzzle.
But at that point the path back from the entrance was too long. Maybe I wouldn't have quit, if there would have been some kind of checkpoints.
Anyway the mechanics instead is solid puzzle stuff, I like it, but maybe there should be some checkpoints after a while, and maybe some indicators could be a bit better than just pure trial-and-error.
Next time spend time on more polish and some playtesting, because the core is good! Nice entry :slight_smile:
Woah, how did you manage to create a so polished game with so many cool puzzles this quick? :smiley:
The learning curve is great, congrats! Every level I learnt something new in a good pace.
Maybe the music, and the sound effects could be a bit better, and maybe the falling parts could just simply fall down instead of sliding to their final position :smile:
But this last criticism is a bit stretched, so you should be proud of your game, it's an all-round very good game.
My experience:
I played for like 10 minutes first, and after 3 minutes of exploring and dying, I found the manual for the icons, which was much needed help indeed. For the remaining 7 minutes, I repeatedly scrolled down when I saw an object whose icon I do not recognized. After a while I started to get the logic behind the game, but some I still didn't get, which made me frustrated, and stopped playing it :\
After 2 minutes of started writing this, I started playing again. This is the moment I realised that I don't have to repair i.e. the radio or the terminal module, I just have to find the working ones. This changed my approach a lot. With every death, I'm a bit better, and know the mechanics a bit more. But maybe I still not understand a few rules. Maybe I do have to repair a launch module. But how?
Hmm, now I released that in the menu there is an intruction panel, which I couldn't open at first play because I didn't know what key would open it. And after that my eye just ignored it. Now that I managed to open it, it's clearer that I have to find a beacon and then wait. So I will definitely try again with this info :laughing:
The atmosphere is great, when I first stepped to a room which was literally open to space, I got scared. Which is amazing, because the graphics is soo minimal, but it still got me convinced that I'm in outer space.
I like explore games, but maybe nowadays I'm too used to "hyper-feedback" games. Nowadays I give up much sooner, and learn slower in non-straightforward games.
But sure it is enjoyable. How I stepped into the game for the first 3-4 times, and how I step in now, is much different. Maybe after a while I will try again, and maybe even escape :smiley:
I think what causing the issue with my sessions is that it's a deep dive. I see so many thing I don't understand. Anyway nice entry, I've already written too much :)
Will check out again later for sure!
When there was a downtime, I kept stocking meat, so if a big wave of hunters come, I can keep him alive. :laughing: 3333.png
But there wasn't really a change of pace, they kept coming in the same manner for 5 minutes. Or I wasn't patient enough? - If I just wasn't patient enough, then some indication would be good for the game's progress. - If there isn't a progress or goal, then it's a shame, because I really enjoyed the game, and wouldn't have stopped playing it if something new would keep me motivated once a while.
Maybe you could earn points, and there would be multiple levels, with new mechanics, or enemy types. And the higher levels would need a good highscore on previous ones to be unlocked.
Nice entry, enjoyed it, and the graphics is neat!
Could be a good base for a puzzle game, maybe the concept is a bit boring after a while, but it could be a good mechanic for some levels of a puzzle game. Enjoyed the sounds, the graphics, and the overall atmosphere, and the fried chicken easter egg was pretty funny!
Nice work!
Why is the game so big? :D
I fell in love with the visuals! Nice graphics and lighting, gave me some good ideas, thanks! :)
But the game itself lacks some depth. A bit more time on the mechanics/combat would have been great!
And there could be some goal, or some stronger enemies later on, with more mechanics... because fighting something endlessly for no reason isn't really a goal for me :laughing:
Tried baiting him to the lava for fun, but sadly it's impossible :smile:
Nice entry anway! :slight_smile:
Could be an interesting idea for an arcade game, just needs polish. By the way, is there a goal? I played for 2 days but I don't remember anything about what changes the next day, or for how many days do I have to survive, etc. Some goal and feeling of progression would be great.
Smaller issues: - Doggo shouldn't block my bullet. And doggo was hard to control, sometimes it just stayed there instead of attacking the target. Maybe a collider issue. - Most of the time I just spammed all me bullets on zombies and waited to get some bullets. In this kind of gameplay a machine gun would be better, with "hold to fire" interaction. Hmm, and reloading could be called "overheating". - The instant and radical change of music type, speed, etc was a bit annoying for me.
Anyway, it has some potential! :)
Yeah, the camera is the source of most of the issues. When going downwards or backwards, you can literally see nothing :\ And for a this fast paced game, a larger vision would be good as well.
But I like the feel, a sidescroller heavy metal doom shooter :D
At first I got frustrated due to my pitchfork not aiming correctly, but after I while I got around it, and managed to keep myself alive.
I played it for like 10 minutes, and I enjoyed it, I like games where I need to switch between tasks.
I think that **watering should have a longer effect** to make it a bit balanced, because currently it takes a lot of time to grow _only one_ wheat. (Because most of the time you can only water it between waves)
I don't know if I just didn't understand it, but **can I have more plots**? Because there were lots of seeds on the ground, and I was getting them a lot more frequently than I could even harvest one wheat.
**I think more plots, and wheats needing only like 1 or two watering would greatly improve the gameplay.**
Also some **sound effects** and **music**would make it much better. (and of course the bug fixes)
I think you should make a **better page** with more information and images, and at least a **Web build**. It would greatly improve the number of ratings you get.
I think you could further explore this idea in a post jam version. But most likely you won't, and I understand, because your main project deserves most of your time :smile:
Cheers! :slight_smile:
Recently I played Outer Wilds a lot, so I enjoyed your entry :)
Completed it under 20 minutes, it's a good, well polished mistery game.
Two polishes I would add is to polish the colliders, and that unlocking the password should be saved between loops as well.
The first time I tried to open the door (at first it was a bit hidden, for the better or for the worse? :D), I was just after a death. For a few seconds I wondered where should I enter the password (I even wrote it down on a paper), and then I realised that maybe "getting the password" is the trigger.
Other than these issues... well, now that you have a nice framework for a bigger game, you just need a more content :D
Good job!
@julius-vander-arend @p-brighenti Thanks!
@aterlamia Yeah, I promised myself that I won't ever forget about an exit button, but this time I didn't have time to make a menu :\
@tutti-ankka Thanks for the feedback, the next day I submitted the game I tried it again, and the pickups' flaws struck me instantly :D
@oillen Thanks! And even greater thanks for your continous curiosity about Aeldun :) In a few months I will release my current game, Regrowth, and after that (or maybe already in a few weeks) I'll be able to work on Aeldun again.
@tinykidtoo Yes, their AI is pretty simple sadly, can't really get around walls, only brake before them, and only focus players, instead of switching between players and pickups. Maybe in the post jam version :slight_smile:
@sop-the-turtle Thanks! :slight_smile:
@wabble Thanks!
@rikitaner Thanks! I'm planning on continuing working on it from time-to-time, you can follow it on Itch or GameJolt if you'd like to play it with better designed maps, better AI, etc.
@gamescodedogs @burnedkirby @bottini Thanks for all your feedback! :)
@derek-volker Thanks, yes, I couldn't really decide what direction should I take with the control style, but in the end I was happy that it kind of worked :)
@voidsay Yes, the new input system is maybe unnecessary for jam games, because it's most with local multiplayer games. And that's not a promising genre for a game jam :D
The AI needs some basic improvement, yes, that's the first thing I will improve.
And I felt that reversing was kinda clunky, but I thought that that's how real cars reverse: they turn towards the opposite direction than during forward movement. I drove a car so long ago that I thought that's how they work :laughing:
Hmm, okay, now I get it. Currently it rotates to the same direction, that's why it feels different. It always turns to the right if I'm turning to the right.
But when I'm reversing, I have to reverse the turning direction, so after all, the car will go into the good direction.
Thanks for all the feedback!
@dans17 Thanks for all the great feedback! Your control layout seems better, I'll give it a try someday :)
Regarding the speed-damage correlation, in theory, there is one. And I think most of the time it works... but sometimes it doesn't :D
I really enjoyed it, haven't seen a game like this for a while :)
The problems I've met, were already mentioned by previous players, like bouncing minions, maybe a bit too fast flooding, etc.
I didn't quite get how could I produce tool. Ihere is like 2 iron in the toolshed, but nothing happens. At one time one of my minions got a tool, but don't know how did that happen.
Also I've built 2 farms, and they produced food only once, and none after that. I tried ordering minions there to work there, but they kept bouncing. I suppose that bouncing is the visualisation of "never reaching the destination", and that's why they didn't produce more food. And maybe the same occured with the toolshed.
Anyway, nice little concept. Enjoyed it :slight_smile:
At first I was thinking about a similar game because I love cosmology... This game is so good, so relaxing, yet so challenging :)
Congratulations!
I sometimes struggled with hitting the cube, so I could only get 7 points at max in my 5-6 tries.
At one point I was complete behind an enemy and wanted to fire rockets at it. So maybe weapons could be nice additions. Sometimes lots of airplanes orbited the cube and my chances to through them was pretty low.
But I enjoyed it, and with more features I would play it more :slight_smile:
The aesthetics are pretty neat, good job for such a good, minimalistic style!
Is this inspired by Country Justice: Revenge of the Rednecks? :smile:
Yaay, I'm on the toplist. I don't know a lot about hovercrafts, but this seemed a bit hard to steer :\ And the camera sometimes was a bit hard to see with. Maybe a simple "behind camera" would have been better.
Anyway, I had fun beating my record to get higher on the list :slight_smile:
By the way, how did you implement the toplist? I always wanted to try something similar, but didn't really know what's the quick way of doing it, so it's could be done during a jam. Thanks!
@henrik-ganard Thanks, so it's done in PHP & MySQL. And are the servers running locally at your machine or are you using some kind of services?
@henrik-ganard Thanks again! :)
Nice game, I made a derby game as well, but I focused on different aspects.
Good job on managing to finish 3 vehicles and 4-5 powerups, also the map, audience was well detailed, and the whole game felt polished.
One problem I had was that turning was too sensitive. When I switched to the biggest vehicle to counter this, it was a bit better, but still was too sensitive.
And the physics could be improved as well, because this is a derby game, but in this game collision with the track or with the other players is very punishing. After colliding with something I always did a 180 degree turn, instantly got to zero speed, and I most likely got behind everybody else.
Maybe you just intended this game as a different kind of derby game, but personally I really like crushing other players' vehicles :D
Good entry nonetheless, gave me some ideas! :)
It was a nice entry, and I wanted more. But when I arrived at the start of the loop, there was no next level :\
Is this intended, or I missed something?
Also as the others mentioned, there were performance issues at start, and the "shooting when moving" mechanic was a bit strange to me. But my girlfriend liked it.
The view at the left side of a map was bad, because I could only see like 3-4 tiles ahead, which is not enough :\
Otherwise I enjoyed it while it lasted, and really liked the aesthetics and the curved look :)
Good job!
I enjoyed the aesthetics, and spent a few minutes flying around, but I've found the ship hard to control.
I think that enabling shadows, most importantly for the ship, would have greatly increased the depth perception of the game.
Good job, needless to say! :)
Interesting plot, I liked it. :)
The puzzles could have been a bit more interesting, it seemed a bit repetitive. But good enough for 48 hours.
Good job! :)
The link seems to be broken :\
@oillen sorry for the late reply. What game? If you've meant LD48, I didn't participate :\
Nice job, very good atmosphere! :)
Other than the issues others already mentioned, the only problem I face is that the ambient music stopped after a while. Maybe it isn't looped?
Nice job! Cheers!
I was hoping that spamming toast eating would do something and I wasn't disappointed :D
@leom No, I haven't, but I'll give it a look for sure, thanks! :)
After 10 minutes I still couldn't fully figure out the rules, but started to get a hang of it. Maybe it's just me but I think you should extend the description the game. Otherwise, it has a nice atmosphere, unique mechanic, it could be polished into a nice little game! Congrats!
PC LOAD LETTER? What the f*ck does that mean?
Nice game, it was fun to play, and I enjoyed the funny bits in the code! :D I'll check out the source code to read the whole thing.
The atmosphere is top-notch, the music fits the art style well.
It's very straightforward to play, except two things: I couldn't figure out how to fix the lamp and the phone when its screen is shattered. Clicking on it did nothing. But maybe that's an issue of the browser mode.
Anyway, nice entry as always, can't wait to see the devlog :smile: the last team project was fun to watch!
Cheers!
Neat game, after I got a hold of it, it wasn't so hard to win, maybe it should have been a bit more difficult. :slight_smile:
But othen than that, I enjoyed it, especially the names! How did you come up with such good names as Aeldun and Grimstone? :yum: victory.png
#11 here! :D I don't know if there is a strategy to achieve a better score or it's just pure luck?
Sometimes those "rockets" suprised me in a corner or two because I was unable to see it due to a building.
Now I've just answered my question: I guess I could have reached a better score if I would have taken the unsafe paths first, when there is still low the amount of police presence. (Because my guess is that police is spawned on path yoU've already taken, right?)
Anyway, end of monologue. I think it's a fun little game, maybe lacks a bit of depth. But it has a nice atmosphere, it's polished and it got something new.
Nice entry, cheers!
@abdonatioera Thanks for the feedback, sorry that you couldn't get into the cabin, I'll try to make the way to get in a bit more obvious next time. I guess the cubes could be a bit more relevant to the puzzle around them, because currently they aren't related to them. But I was laughing while was I reading your way of getting into the cabin! :laughing: Thanks for the feedback!
@ludevum Glad to hear that you finished it, liked the puzzles, the music, and the level design! :) Yes, I think third of my time went on fixing controller issues, and it still sucks! I must find a way to implement such a simple controller in a neat way. I always struggle with FPS controllers :smile: Maybe one day. Edit: Thanks for the hints! :)
@chybby You mean you used the axe but don't know what to do next? Or don't know where to use the axe? Ohh, yes, pausing the game while reading, that's an excellent idea, thanks! :slight_smile:
@kuviman So that means you managed to figure out around 2/3 of the game, nicee! :D Glad to hear that you tried, and sorry to hear that you failed. :smiley: It was surely a honorable goal.
@mortiss Yes, I love those games too, especially Outer Wilds. That's what I got inspired by it to make a similar one on my own :D Hmm, what hint in the upper part of the screen? In the upper half there is just the "Log updated" or something like that text once a while, so nothing serious to miss. But for me it's there in the web build as well :O Regarding the giant cursor... It was fine in the Editor and in the Windows builds. I don't know why that happens in the Web and, as it turns out, Linux build. :|
@lovetocode999 Thanks for the feedback. Yes, maybe the first clue on the "trail of clues" isn't that easy to find as I hoped so.
@supersonic Glad you liked it! :)
@proxy-games Yes, maybe the first puzzle was the hardest, the lever isn't really visible. Thanks for the feedback! :)
@mortiss Oh, so maybe the top left corner was gone as well? For the first 45 seconds of every loop, there is a quick key bindings info" which states the key for the log. :| Or maybe it just isn't really visible, my bad.
@mortiss Oh I see, what resolution is it? @4ahizon Thanks for playing my game and for the feedback! :)
@me4502 @congusbongus thanks guys for all the feedback :) Hopefully next time I won't forget about a mouse sensitivity setting :D
@arthur-mairs Thank you! :)
@leorid Hmm, where did I say that the game is unfinished? Maybe a typo, I should fix it really soon! :smile: And also thanks for giving it a second chance! Yes, getting the player to solve the first puzzle is badly done as it turns out. Thanks for the feedback! :)
@leorid Oooh, I see. Yeah, that's the earlier part of the "series". I still owe to the subscribers to make a second part, but I'm soo tired :smile:
@mortiss That's interesting, I was hoping that it would be some rare resolution :\ I will check it out, thanks!
@makiling-interactive-arts Indeed, next time I should definitely make an FPS controller before the jam, just in case :D I always invest so much time, and it always ends up being messy :\ Thanks for the feedback!
@oillen OOOohh Oooooh! :smile:
Yaaay, I've managed to finish it. I always loved grappling games, and it felt really good going up further and further. Especially when I managed to chain a few good hooks and I was able to maintain my velocity for a long time. :smile: Good entry! Maybe some intro would have been nice.
Congrats, it's pretty fun to play. But it took me a while to realise that it's better to just focus on the button's visuals... :smile: Because the music and also some other visual clues are sometimes misleading and I ended up pressing the button too soon, starting it the timer myself :laughing: I don't know if it's intentional to mislead the player, or just a bug... but maybe you should emphasize the misleading intention or fix the bug.
Anyway, cool little entry, suprising to see how entertaning a small idea could be! :D
One thing for sure, the music is very good! I left my computer on the main screen while I was cooking... and after 30 minutes it was still a nice tune. :smiley:
It was really fun to play, and it felt real. It also has a nice complexity and a really polished look and feel.
My problem was only with the first level: it felt bit slow. It was simple, that's how it should be. But due to it's simplicity and long evacuation time, I was a bit boring after a while.
On the other hand: Level 2 was so much fun already! I like that I had a "cooldown" "ability", also the police for support, etc.
I think this could be a full game man! Cheers!
Edit: Why can't I give it a rating? Is it disabled? If so, why?
The intro was nicely done, and the take is pretty cool on the theme! :) The gameplay itself could have a bit more depth, but sure it has a sentimental value to me as well! Reminds me of fishing at Goldshire after a few quests in a goldmine nearby :smile:
cheers!
Cool aesthetics and music. The mechanic is also unique so congrats on that! :) The only issue I found with the game is that the controls are a bit unresponsive, slippery. But other than that, congrats, it's a solid entry! :)
Woah, congrats on the, really unique idea and a nice interpretation of the theme.
Also, needles to say that it's very well polished and fun to play. :smile:
I always love the online highscores, next time I'll definitely have a similar thing in my game! :)
Congrats again, cheers!
It felt really good obliterating the mold's patches :D It was really immersive with all the darkness and the fuel hoarding to one place so I could last longer. Nice entry!
I thought that I would be so cool with my 350 meter record, but seeing the comments now I'm sad :( But anyway, it's a nice little "endless jumper", it has a good atmosphere, it could fit as a time killer on the phone. Maybe one issue that annoyed me is that on "tight corners" I always missed the left/right movement, got my head bumped into the ceiling and I had to jump again. Again, again, and again :D But maybe that's just my issue. Cool game, nice vibes, I had fun! :D
Congrats on the entry Phil, it's fun, well polished, but maybe a bit too "data-heavy-ish" which decreases the immersion for me a bit. In details:
Personally I started playing without watching to tutorial because I like exploring mechanics on my own. And it wasn't a struggle, it felt really rewarding discovering mechanics, tile types, etc one by one.
There were some mechanics which just existed only in my mind but it was fun finding out my mistakes :D. And it was even better to check my theories with the tutorial after I finished playing. :laughing:
I didn't use the layer visuals so it was a bit tiresome for me to check the nutrition values on the tiles every round. So these layer visualisations were a good idea for sure! But I think it's still not an optimal solution to always switch between layers. It's kind of ruins the farmer vibes for me, but maybe it's just me. Maybe there a nice and simple solution to visualise the nutrition level in a "realistic" & immersive manner. If that's done, all three data is nicely visualised without the need of checking numbers or layers. I guess the hard part is finding the "how". :|
The music was really nice & fitting, even after an hour of playing it still wasn't annoying. The sound & visual effects are juicy and the simplistic art style was good on my eyes too.
Congrats again, can't wait for the devlog, cheers! :)
I managed to beat the game without using block! :D On the last level I killed like 30 dogs with just one attack after grouping them together. :D Anyway, trippy entry, I enjoyed it. Maybe there could be a checkpoint system, so I wouldn't have to start all over after failing a level. Keep it up, cheers! :)
Nice atmosphere and a huge thumbs up for trying to make a racing game during a jam. I tried only once and never again because implementing nice controls is a huge time sink. :(
But you managed to achieve a relatively nice one, maybe the brakes could be more effective and the road less bouncy! :D But it was fun to see my truck bounce around every now and then. :) Nice entry, cheers!
Awesome game, suprised to see how much depth it had. And I paid my respects! :D I did the first part without realising that I could adjust the power! ^^ Cheers, very good entry, I would play it more if it would have more content! :)
Thanks for fixing it! By the way, the download link is still broken, only the itch link works.
Holy moly, this game is awesome! Not just the entry is polished as hell, but the core mechanics are so good.
This game is one of those games which should be released commercially for sure. I would definitely buy it instantly. All levels felt really well designed, polished, and rewarding. Where can I follow the project? Because I NEED MORE LEVELS! :D
One minor issue I faced, is that after I used the flag button, I clicked on the tube just to check that whether it does what I think it does... But I had to restart the whole game because after the box respawned the flag button didn't. :D
But anyway, really, this game is awesome!
I can't handle so much polish! :O Every part of this game is very well put together, loed the art style, the music, the sound effects, so the whole amosphere... and fighting off dragons while improving my economy was a really good core mechanic. And there are even options! :O Maybe the cannon could have been sligthly better, because it was hard to hit close targets. But that was just a minor issue for me.
I think its only flaw is the difficulty. I booted up the game, had a lot of fun at the early stages... but after a while it was just too easy. After I reached a decent movement speed for my workers, and I had 3-4 upgrades on my cannon (no more was needed), all I had to do is to spam clicking on dragons and on gnome upgrades. And I think my colleagues were starting to become annoyed by my furious clicking. :D
Which meant that my score was getting higher and higher, but sadly I optimised out the amotsphere of the game :D I had to say goodbye to a relatively chill, medieval ambience, and say hello to the flashing gnome sprites and hectic gnome sounds. And say goodbye to my mouse's left button. :D
So after reaching 90K, I just sat back and watched the carnage. It took a decent 2 minutes or so for my empire to collapse. It was gorgeous! :D
Overall, it's a nice addition to the Pixelverse, and finally we've got the origin story we deserved: Now we know why Gerard is so mad in Rampage. Very nice entry, keep up the good work! :)
Not found. :\
I really liked the vibe, and always like seeing trajectories, especially if it's in a solar system! :D So I enjoyed shooting around for a while, but lots of times I just got lucky. Is it physically accurate? Good entry!
It was a fun little game with a nice mix of mechanics! :) I enjoyed it after I got a hang of the unusual projectile curve. I think it could have been just a straight, quick path for the projectile and maybe the car could have been a bit faster. Oh, and I think a zip would have been better because not everyone has 7zip installed and I don't think it's compatible with Windows out of the box. :\
One thing that was annoying was getting 3 green papers in a row while no green house parts were nearby. It was either: missing a lot of houses and waiting for green parts... or shooting aimlessly until a good colour comes up, decreasing my accuracy.
Neither of those decisions are fun. :D So maybe colour could have been changed instead of random. Or it could have been random, but you could have added some mechanic which would let good players handle this kind of situation.
Thanks for the entry, it was fun. Cheers! :)
Very polished game, I would love to see more depth in it. At first I thought the "confirmation" right click was unnecessary but then I realised that I could add multiple points to a path. Nice! :)
Two games for the price of one? Where do I sign? :D After a few tries I still couldn't win the game, so maybe I misunderstood some of the rules. I think I couldn't really get a hold on the game's mechanics. Anyway, keep it up, I laughed a lot! :D
@hekateras Thanks, now it should work. :)
@neonlare Thanks! Yeah, I'm also really thinking about it because this is my first entry that I actually enjoy playing! :smile:
@greenphox Thanks for the feedback, appreciate it and I'm glad that you could finish it. Hopefully others will say the same and finally I managed to achieve a game which is at the right difficulty. Lol, I forgot about houses. At one point you could place roads on mountains as well, so I fixed it, but totally forgot about the house. (by the way, I've just discovered a few minutes ago, that I forgot to implement that if the wagon dies, you actually lose. But I never encountered that scenario because it was always me that died first. :smile:
Anyway, thanks for already checking it out guys, appreciate it! :)
@castitatis @reo-silmetal So it is too hard, or well balances? :D
Yep, that's another improvement which could have been nice. And it wouldn't be hard to implement, just a simple raycast. Shoot, maybe next time I won't forget it. :| Thanks for the feedback, cheers!
@dzejpi Hey Dzejpi, thanks for the feedback! :) Shoot, you could still get "crushed" to a wall by the wagon? I thought I fixed it by not going forward if something is in the way. Anyway, thanks! :)
@hoeleboele Thanks! :)
@gmiss Hmm, 6 enemies surrounded you on level 2? But on the second level it's just 1 monster like every 10 seconds. And it takes like 3 seconds to kill one. Could you elaborate on this? Like what happened, what did you do and when? Maybe it's a bug, and in that case I should immediately fix it. :\ Thanks in advance! :)
@axelle-desquilbet Oh, I'm sorry to hear that. I designed the game so the core game loop of the game is mostly like this in the early stages:
1. Use all your roads to move the wagon, 2. then while you wait for your "road counter" to refill, you kill the attacking enemies, 3. go back to the wagon, 4. repeat from step 1.
And in the latter, more hectic parts of the level, where monsters can get closer to your wagon, you have to do it parallely: lead your wagon by hitting space, while you are clicking on the attacking enemies.
With the space spamming, are you sure your "road counter" in the bottom right corner wasn't zero?
On the other issue, it's a bit strange. Because I designed all the maps in a way so that every path leads to the goal, and it takes around the same time. On most of the maps the goal is nearly visible instantly on your screen. And there is only like 1 map where there aren't mountains instantly in the bad direction, but after like 2 seconds of walk you see them.
Now that I think about it, maybe it's about screen resolution. I have only checked it on my 1440p monitor. What resolution did you play it? Maybe on smaller resolutions it's harder to see the mountain ranges?
Hmm.. Maybe I should have placed a "goal indicator" on the screen, so players always know where the goal is, even if it's not on the screen.
Thanks for all the valuable feedback guys! :)
@stuembi Yeah, I wanted to make it much more juicier, with sword swinging, etc... but I was already out of time so I had to go with a simple particle effect. :D Ranged attacks would have been really nice as well, switching between melee and ranged could have spiced the game up a bit. Amyway, thanks for the feedback, hopefully next time I'll be able to manage my time a bit better! :D
@dzejpi Woah, thanks for sharing. I was so stupid that I used raycasting, and not i.e. circle casting. :D Thus once your collider is below or above the middle of the tile, the wagon no longer sees you and pushes you.
Most times this wouldn't cause an issue because if you are above or below the middle of tile, you would be pushed sideways. (Most times :D) But if you are surrounded by rocks you can't really be pushed sideways, I guess.
Nice find, appreciate it, thanks! :)
@triangle-point Thanks! Well, the house was still working under that road by the way, it's just a visual glitch. But still a glitch, so thanks. Hmm, there are (grey) particles everytime you attack, not just when you damage an enemy. Are you sure? Anyway, thanks! :)
@smdg Thanks for the feedback! :) It was planned, but then it fell down on the priority list because I thought that in most cases it's obvious where your character stands. But yes, there are edge cases certainly, it's a shame I didn't have time to add this neat little feature. :| Cheers!
@peachtreemcgee Thanks! :) Well, then now it's obvious that I should have implemented that indicator, a lot of you requested it. :) Thanks for playing!
@bangkerpow Glad to hear that, and thanks for recording it, I'll watch it for sure! :)
@balimaarthebassfish Thanks for the kind words and congrats for reaching so far! :) I never really thought about calling the levels "days", it's a cool idea, it would have made "story" a bit more continuous. But I guess I'd had to explain why monsters don't attack you at night. :D
(By the way, there was one idea, that there would be day-night cicles. During each level, you prepare & move during the day, then fight & move during the night)
@zealous-coder Oh, sorry to hear that. :| I did a few playtests, but I guess I should have done more! :smile: It felt okay at the time. I was able to easily complete the first 5, but more and more movement, reflex, etc. was required. They were getting harder and harder till on the 5th one I nearly failed. So I thought I need another one, a last level, which I should be able to complete only on the second or third try. I thought that if I balance it this way based on me, it would be challenging enough and not too easy for other players. But I guess I always forget how much easier it is for the developer. Noted! :slight_smile:
@pralista Congrats! Thanks for playing, it feels good to hear that it's beatable! :smile: Yep, most likely the UI was blocking your attacks. :cry: I forgot to fix it, sorry! And I also forgot about the cooldown bar. Though it was planned. At least now I know that I had the right idea about it. Thanks!
@zealous-coder Oh yes, I'm using the sprite's center, sorry! :D Thanks for the detailed explanation regarding difficulty, you are totally right, I'll keep them in mind. Thanks! :)
@commanderstitch Thanks Stitch! :) Well, the upgrades went somewhere, because your health increased, your attack damage, range, radius increased... you just can't allocate them yourself. :D Thanks for playing, appreciate it! :)
@paveldlouhy Thanks for the feedback, will do, cheers! :)
@jiri-hysek thanks Jiri, I'm really on the verge of continuing its development :D
@lyxali Thanks for the feedback! Woah, Wild Woods is really really similar, wishlisted! I wonder how it will go, now I don't have to make a market research, I'll have to just wait for their game to come out! :D
Yeah, I should have put the roads at the character's feet instead of the center, and ranged or some other kind of attacks are a must have! I planned to have more, but ran out of time. Thanks for playing, cheers! :)
@yngvarr Hey Yngvarr, thanks for the kind words! :) The Unrailed track similarity was fully accidental. :D Just as the colour palette. Surprisingly at one point, the color scheme of the game was no longer ugly. :laughing:
Yeah, I guess if the combat would have been a bit less boring, the fighting around the wagon while waiting could have been a bit more fun. But I guess in the original concept there would have been no waiting because you would have to wander off to collect stuff. :D Who knows, maybe I should give it a few hours to implement that part of the game as well, and see how it goes.
Thanks for the playthrough, it was fun to watch! :)
@yngvarr ahh, no, I just got a lot of feedback previously that playing the music 24/7 is annoying. So now I always implement a waiting/silent period between 2 replays of the same music. :D Thanks, it do seems fun, I'll check it out! :)
@lone-wolf Yeah, the wagon it a bit strange, and it even changes from machine to machine! :D Thanks for playing, appreciate your kind words, finally I could hit a good difficulty curve. :)
Hi guys, I've updated the description with the just finished post mortem! :) It wax exhausting, but really fun! What do you think? https://www.youtube.com/watch?v=5wXzGgvJpTA
So far very polished and fun game, I was going from level to level, learning new puzzle mechanics with a very good pace, etc. But after 10 minutes, I still can't figure out how could I beat one of the levels. It's the first one with the gnome box. I don't know what the silver box is for and how could I get the cyan box from that deep cave. I guess these two facts must be related to each other. :D (beaming through walls doesn't seem to be enough in this case. :\ )
Can't wait to continue playing it, cheers! :)
@jiri-hysek Woah, that's an amazing solution, I just did the same, it felt amazing. :D Managed to finish the game, where is the reception? :|
"Is this time machine broken?"
I have to confess, that this is the first time I'm playing a game like this. But I really enjoyed it, especially the insider jokes, and managed to (I think) give all the papers to their corresponding authors. But there wasn't really an end screen, or is there? Maybe I missed something. I think I haven't interacted with Future Phil or Alpha wolf on a sensible way, so maybe I missed them.
By the way, I think I broke some jammers: after I gave them wrong papers at first, I could hear them considering ideas all around the map. :laughing:
Anyway, really enjoyed it so far, thanks for including me, Frank! Cheers! :)
@frank-gevaerts Okay, I'll boot it up again just to do that! :D
Early retirement here I come. Yep, the hitboxes were a bit harsh, but managed to complete it! :D I tried finding the gnome, but I couldn't! :\ Cheers!
Looks very polished, I really liked the atmosphere. Maybe there could be a bit more fun in it, but that could be just due to me having a different taste. Oh, and sometimes the goal display didn't show anything, so at those points I kind of felt lost. I really liked the cinematic shots at the end! :D Keep it up, cheers! :)
Cool little game, sad to see that there is no more content! :( Or maybe I missed something and there is only one level after the tutorial? Cheers! :)
The game got a really cool vibe, enjoyed it! Maybe the colliders could have been a bit more forgiving, because sometimes stuff just jumped out of my car's pickup. The most effective way I could come up was driving backwards. :D It was as fast as driving forwards and the front of the car saved the packages (I mean at least some of them) from sliding off. :D Nice little entry, cheers!
Very fun entry, honestly! It'so simple but fun. At some points I felt a bit out of control, and I still don't exactly know the mechanics of the prey, but unconsciously I think I got it! :)
I managed to reach level 16, and then rage quit after a few minutes of trying. :D I would love to see this with an ancient hunting theme, with a bit more polish, depth and clearer mechanics! Keep it up, nice work!
Cute little idea, but I was struggling to see the effect of my attacks, for example the damage I made, the health the enemy had left, etc. I was a bit lost. :\ But decent entry with a nice art, congrats! :)
Woah, that was unexpected. I was on my heels all the way, my heart was beating super fast. And I couldn't escape. I ran around multiple times but I haven't seen any open gates, couldn't open it with a crowbar, etc. :\ Then I died because I missed the monster sometimes. Hmm, but I could I kill it? Maybe that's the goal and not escaping?
Very good entry, the amosphere was spot on, congrats!
The aiming/animation could be a bit improved, because I just didn't know when my attack actually damaged. Lots of times I started too late, or too early. I guess if the animation wouldn't be this slow, it would have been much easier to figure it out and wouldn't have to practice timing it.
Overall, good entry, nice job! :)
I really enjoyed the first few minutes of the game, especially enjoyed when I discovered colour mixing by accident! :D Though personally after a while it seemed repetitive and like a... "chore". But that just means that I'm not exactly in the target audience. After all, I'm one of those odd fellas who got bored of Factorio! :D Keep it up, nice entry! :)
This is nearly the same as one of the ideas I had! :O Congrats, you implemented it well! :)
I liked Wall-E, I liked this one as well. Relatively speaking, for 48 hours, it was moving. :) But I think I had a different playthrough than the others, because I instantly continued going to the right after I picked up the stick. So I went a round on the map, before I started doing the quests at all. :D I guess either the dog statue should have been on the right or the distance indicator should have a direction arrow as well. :D Anyway, really solid entry, nice!
Really fun to play game, although the ending was a bit sad. :'( And it took a try till I figured out how strong and necessary mail throwing is. Usually if a "consumable" can be hoarded, I hoard it. This time I had to die to realise that I can't hoard this. :D Gorgeous art by the way, cheers! :)
I've just read how did you make the asteroids. Woah, that's commitment! :D Nice entry, even very cool for a first entry! And very wise things you've learned from it, as I can read. :) I guess everyone has to learn these on their own skin. 1 thing I would change: make the turning less sensive. Or even better: use WASD for forward-backwards-strafing, and just use the mouse for turning/aiming/shooting. It would be much smoother, easier to control, thus the asteroids could be faster, etc. What do you think? :) Keep up the good work, see you next time! :D
Just wanted to say the same thing as @wadlo :\
The balancing is good, I managed to beat it after a few tries, congrats! And the vibe is interesting is usual. 😀
At first I didn’t know how to escape with the explosive something, but then turns out the door just needs a lot of damage and on the first "damaged" texture the damage is not really visible.
By the way why dogs in the hallway decrease your score, while on the final scene they increase? :slight_smile: And what is that big faded, blurry, slowly foating around plus sign during the first half minute in the final scene? Maybe it’s a glitchy fireball sprite?
Also the boss is a bit "flashy" during the first phase (when it’s in the middle). Like blurry. Like a mix of 2 frames. Maybe it’s constantly switching sprites? Or was it intended?
I think I found something for sure: escaping and returning while in maximized causes the view to be offsetted. And at some plays the boss just moves at the right edge of the screen. Was this intended? Or maybe my maximizing messed up somehow that run? :D
Good game, keep it up, Commander! :)
i liked the music and the theme. I think it would be helpful if I could see a map during the game. :)
Very cool idea, and thanks for the gamepad support. I started using them a few years ago, and realised that there are lot of games which are so much more fun with a gamepad. And this game is one of them! :smile: (By the way, in the menus I can't use i.e. the A button, I had to press Enter on the keyboard)
When I looked at the counter and it said 16, I asked myself how will all these sheep fit into the pen because the current ones are standing very lazily at the entrance, blocking the rest of the pen. I tried moving them a bit inside, but a lot of them just ran out of the pen, so I believed in you and kept herding them. :smile:
And surprisingly even the 32 sheep fit! The controls were good, the dog run and barked so well, making the game really immersive. However it could have a bit more depth, when I finished a wave I always expected something more than just having more sheep to herd.
Overally, solid game, wish there would be more content! :) Keep up the good work!
The colors and the whole aesthetics are so cool already on the start screen. I guess you watched Phil’s "Color Picking 102" lecture? :D
Woah, really cool puzzle mechanic! Like a really good twist on the basic concept of tetris. And the level design is really top notch, I really enjoyed the learning curve too! How did you come up with the levels? Just trial and error? Or reverse engineered from the expected result? I always struggle and just do it by trial and error, but I guess there must be some better way. :smiley:
Sometimes I could get my squares across walls, I guess this is a glitch, right?
The final level was really tricky, I spent at least 15 minutes on it. And then you tried tricking me into thinking that there are more levels, by seamlessly starting over from the second level? How dare you! :D
I think the game's title should be shorter. Because this title make me think of low quality submissions, while yours is one of the best, most refined one I've come accross so far. Congrats on the game, it was a big fun! :)
@dock-frankenstein Thanks for the feedback, it's really valuable! :) The text glitch was now quickly fixed while I fixed a crash. Sorry to hear that, why was the switch 10 times more painful? :O
And yes, you are so right about the issue that a player could just grind the lowest level till they have their slots full of the best potions. And then easily finish the game. Players will always find the least resistant path for sure, and optimize the fun out the game. :smile:
But now that I think about it... you can do this in ARPG-s and in lots of other games as well, right? You can always fight bit underlevelled monsters to grind XP. It's slower, more tidious, less fun, boring, but you can easily and very safely beat the final boss after that grind. Hmm, now I can't stop thinking about, thanks! :smiley: And thanks again for playing my game, can't wait to try yours. :)
@xwilarg Thanks that it at least looks interesting :laughing:. Could you elaborate on what do you mean by "what the gameplay is about?" :) Thanks in advance!
@jimworks Well, I would have aimed for a better style, but this is what time enabled I guess :laughing: I always struggle with balance because I either make it good enough for me, thus hard for everyone, or I make it too easy. But I guess being too easy is better than being too hard. Thanks for the feedback! :)
@markus-sihler Thanks for the kind words! Yes, I could implement only the bare minimum sadly. If it would have a grid/tetris inventory and/or some small objectives, it would be more fun I guess! Thanks for the feedback. :slight_smile:
@alexclay Thanks, good to hear! :) I didn't look at ES things during the jam, but now that you mentioned it, it resembles a bit Morrowind. But maybe just due to the art. Hmm... Yeah, about that: There are 2 ambience tracks, one has 2 versions in the project, the other one 3. They end up taking 60 MB. :D
@berin Well, you don't have to be so nice, the visuals aren't really immersive for sure! :D I mean I even forgot to at least make the background of the dungeon scene at least a *bit* darker. :smile: Yep, that's what I figured out sadly too late: you don't have to check the items until your inventory is full. I would live to try the planned version as well, to see if it's worth working on it more. Maybe I will work on it a bit more. But I feel like the game's idea is maybe too risky to work on it for months and be released publicly. But who knows. Thanks for the great feedback, cheer! :smile:
@xwilarg Well the goal is to finish the final level, and then optionally aim for a higher and higher score. Hmm, maybe I forgot to mention that your gold is your score (Gold you have + inventory value). And you have to keep in the mind the values and weights because your inventory is limited, so you want the items whose value per weight ratio is relatively not bad. The core gameplay is basically: you just go down, get items, sell items, get better potions, go deeper, get better items, get more gold, get even better potions, and repeat this until you finish the final level. Hope I could clear it up, sorry for not being clearer. :\ Thanks for the feedback, I'll edit the description a bit! :)
@xwilarg thanks for giving another chance, appreciate it! :)
@incd021 Thanks for playing! Yeah, I always forgot how straightforward the game is for the one who developed it. :smile: Thanks for the feedback and the kind words, cheers! :)
@dsfan Thanks for the feedback and the kind words! :) Yep, I had to decrease my scope as the deadline approached, and it seems that I cut the wrong things and made it so simple that it lacks challenge. I guess instead of the save system it would have been better to implement a Diablo like grid inventory and/or tasks from the merchant. :smile: I guess hopefully next time I'll know better. Have a nice day, cheers!
@jiri-hysek Thanks for playing, Jiri, and congrats! :) Well, if I would have made the dungeon scene at least different colored to indicate that now you are underground or something... that would have been great! :D
You leave the dungeon when there are no more items on the level, so it's indicated by the "X loot in front of you" text. I tried telling this by this text: "But across all that loot, there is a ladder."
Regarding the weight limit: it's a just a limit. There isn't a rule that you should have x kg of items in your inventory. You just *should have** because why waste the space when it's limited? I mean there could be loot there! :D Thanks for the feedback, cheers! :)
@qaolin Hmm, are you sure you downloaded the Windows one? I've just downloaded it, and the exe is there. Or maybe your antivirus quarantined it? :O
@coffeup-studios Thank you so much, for playing, and glad to hear that you finished it! :)
@im-not-a-robot Woah, that's a lot of praise, undeserved for sure, but thanks! :) Yep, I planned to have some other, special effect potions, which could be bought before the adventure, or found during one. Thanks for playing and glad to hear that you finished it! :) Sure, I'll give it a go! :)
@henk Thanks for the feedback. Yeah, I wanted to suit the game for multiple audiences by being able to grind lower levels to make higher levels easier. But that ruined the gmaeplay for non-casual players, I guess. Thanks for playing! :)
@commanderstitch Thanks, Commander! :) Thanks for playing, congrats!
@bangkerpow Thanks for the kind comments! :) Thanks for describing your learning curve, it was helpful. I guess we'll see what the ratings say about this idea, but I'm glad that at least you liked it, thanks for playing! :)
@frank-gevaerts Thanks for playing, Frank! And thanks for the feedback too! :)
@kirsybuu Well, one thing I wouldn't say is that the aesthetics were pleasing, but thank you :sweat_smile: Yep, during brainstorming I imagined everything with cool icons, but I guess art suffers first if you need more time for gameplay development. Though I realised too late that gameplay is far too simple. :smile: Thanks for the feedback!
@prakkus Thanks for the feedback! Yep, the player could have a bit more control on the outcome I guess. What do you mean by the last part? Could you elaborate a bit? Thanks in advance! :slight_smile:
@sibi Thank you for the kind words, who knows, maybe I'll make a game from it, once I realise how to add some depth and challenge. :smile:
@im-not-a-robot Thanks for coming back! :) Congrats on yours, they are much better! :) Well, I anticipated a bit better score in some of the categories, but it ain't bad I guess. My first 2 LDs were relatively pretty bad, and since then I always managed to get a persistent kind-of-good rating. Which is good but also kind of sad because it means that I'm not improving. :laughing:
It was a bit difficult to tow the ships but I liked the idea, and overally the game. Nicely polished entry! :) (Though I'm a bit disappointed that I couldn't fall off the world. :cry: )
I love the “can’t do” sound effect! :D And the aesthetics are super cool, really polished and immersive. At first I really enjoyed it, however I couldn’t finish it because... well basically I didn't plan ahead. And additionally I also didn’t see that those tri-boxes are one L shaped object and not 3 separate ones. :D But I got some stuff out and tried again.
Regarding that bottleneck "bridge": I couldn't really get my head around what object and where can I rotate "into" the bridge. Because according to my mind I shouldn't be able to do that at all due to the walls being there, even if not rendered. But I guess I wen't around this mind block by trial and error, just as usual: :smile:
Sadly I couldn't finish it, after a few tries I gave up. I guess it's not for me because logistics is so frustrating for me in the real life too. :laughing: Immersion 11/10! Keep up the good work, Jiri! :)
@jiri-hysek Yes, I know, and it still feels super polished, congrats! Yep, I (suprisingly soon) discovered that I have to push/pull/rotate, then change my position, then do something again, then change, etc. But at some points I just couldn't wrap my head around it I think, and I missed the obvious things to do. I guess I should have drank more coffee. :sweat_smile:
Everything has been said by previous comments, so I won't waste our time... even though the folding controls were a bit annoying at times, the concept is so good that I didn't give up. Great concept, you should definitely make this into a full game! Keep it up! :)
Nice, unique mechanics! You should be proud of coming up with it. :) But maybe it's just me, but it feels a bit too hard. I had to reset a lot of times and I realised too late that I made a mistake, causing me to waste a lot of time. But maybe I'm just not a puzzle guy, or I need more practice. Anyway, keep up the good work, nice!
*** The pig is tired after its walk and happy to be back in the pigsty. You have done your task! ***
Cool little entry as usual, Frank! :) I don’t usually play games like this, my first time was with your last LD entry. I missed Alpha Wolf Phil and Future Phil, but I was glad that there were some references. :D Nevertheless it was an immersive experience, I should read more books! :D Keep it up!
Mike did not remember. :'( I was hoping that next run he's going to kill me or something. :smile:
Anyway, cool entry, gave me Stanley Parables vibes, and it was interesting enough that it made me go through all the paths. Even if I had to repeat first half like 5 times. :smiley: It would be nice if you could come up with a solution to this because I think most of us wants to find the other endings as well. :)
Sometimes I heard clicking sounds, supposedly randomly. Mind sharing some info about that? :D Or did I miss something?
Nice game Dock, keep it up, see you next LD! :)
Cool game, really enjoyed the upgrade system, made me play twice. And it was intuitive enough that I reached (I think) far on the first try. On this note, I think it would be fun if after game over I could see how far I reached. Maybe through a high score, or a level count, etc. And I think the bullets should have a different shape than the player because at later levels I sometimes lost my character in the bullet hell. :smile: Anyway, good entry, congrats! :)
I loved it. The colours, the music, the whole scene... the game has a really good atmosphere. Nice difficulty curve, interesting mechanic. Thanks for making it! :) Keep it up!
I'm the guy who forced you to use the "loot-goblin-2" url :'( Sorry! Neat idea, had fun, and funny voice acting, even if sometimes a bit immersion breaking! :D I ran a few times, but couldn't reach really high scores. Maybe it would be cool to somehow see the values of objects. So I could estimate on their size and value if they are worth it or not. :) Keep up the good work, cheers! :)
I reached level 16 on first try and the game was surprisingly intuitive! :slight_smile: However it was a bit difficult to recover once a column is falling behind. :slight_frown:
I didn't fully understand what is a "role group" and what is my "current role group cache". Maybe the next units to be placed aren't fully random, I just didn't understand this role group thing? :D
And that "UpLeft" number means that when a soldier levels, they upgrade on their own, without fusion? Or is it a whole separate system? Also it would be helpful if the upgrades would show on the left panel.
Anyway, very nice entry, it lacks sound, graphics, tutorial, etc, but it makes up on game design, it was really fun! :) Keep it up!
6150! I really enjoyed the game, maybe the controls could be a bit better. But other than this I loved the content, and the different kind of bodies were well designed. Did you implement some kind of logic to "orchestrate" future collisions? Because I think if it would be fully random, there should be much less collisions, thus no work for the player. :D
One frustrating thing was collision on the edges. Like 2 planets spawning really close to each other. As soon as I saw them on the edge, I have like half a second to react. And this was bigger problem with gas giants because they are huge, they have lots of contact surface, and they moved really slowly, thus they were in the "danger zone" for far too long. :D
Anyway, I really enjoyed it, love that in real life space is vast, collisions are very rare... and here.. well, space is limited. Keep up the good work! :)
Oh, and maybe you should make the inverse of this: "you have to collide celestial bodies." I mean, destruction is always more fun than avoiding destruction, right? :smile:
@jdcierski Well, if they are spawned far enough, I guess they could attract others long enough to be on a collision path. But I think most times this wasn't the case so it's surprising that collision rate is this high. :D
It was really fun, congrats! :slight_smile:
At first the ship felt a bit uncontrollable, later I became better at it, but then extra boosters didn't help. :smile:. When the game started I didn’t realise that those things were parts. I thought it's like a refill station or something. :D So maybe there could be some labels there till you equip them. But I guess it was still intuitive because when I tried shooting and nothing happened, I instantly tried grabbing them and Voilá!
This sandbox, ship building was a really cool feature, and also a challenge! Assembling my ship while rotating, floating, and aliens are attacking... isn't easy for sure. :smile: I think there could be some retro rockets to stop your ship. Maybe it was me but pressing S didn't really slow down the ship.
At one point I think I found a glitch! I detached a part which was made of 3 parts... I could move around its subparts while they were also attached to (some of) each other? Even if they were physically so far away. :smile: So I had like 3 parts, all far away from each other, but they moved together in a way. One part also had a laser which reacted to my FIRE command even after detaching! :smile: . Which was **really cool**! I think this should be a feature. I was far away, but this little, static "turret" kept attacking... and sometimes I heard death sounds so it wasn't useless for sure! Till it was shot accidentally by an alien. :( But it would be cool to have a network of static turrets.
Anyway, great entry, keep up the good work!
Nice hit on the theme! :D I'm not really a platformer guy, so maybe I'm a bit biased but at first the auto wall jumping felt good, but soon it turned to be a annoying. Though jumping/physics are always really hard to implement well. Other than this, good entry! :)
Loved the little, detailed, silly conversations, made the game feel funny and immersive. The difficulty curve was good, nearly reached the broken elevator with 7 dollars. :| I was hoping for a grand meeting with the boss, with a big puncline or something. Maybe you could do a part II? :D Cool entry, I didn't find any glitches too, so keep up the good work! :)
Very coool soundtraaack! :smile: Solid little entry, it doesn't really had depth to make me continue playing it after a few runs, but I enjoyed it. Maybe a custom cursor with a better contrast would have been nice: on my 1440p screen the white cursor on the beach was nearly invisible, making the aiming a bit hard at a this fast game. But I managed to fix it by playing it in windowed mode at a smaller resolution, so no probs. :slight_smile:
Overally nice entry, wish there would be more content! :smile: Keep up the good work!
@balimaarthebassfish Sorry to hear that, hope it's better now. Knowing the circumstances, it's an even bigger achievement! :) Congrats!
58.8 seconds! :) Though I cheated because I realised that I'm not good enough to normally play this game. :laughing: So I camped in a corner, which made it so easy... up until a point where I got stuck to the wall due to ... well, not moving in a changing environment :smiley: and then the first charging square killed me. It was fun! :smiley:
Very interesting concept, I'll give it a try later on, maybe I can beat master my technique to reach a bit further. And the colors are really pretty, wish it had sounds & music. Keep up the good work, cheers! :)
I could last till night 10. I realised too late that I have to use the renting mechanism, and the waves got too hard while all I could afford by then is refilling my health. However I didn't give up, tried again, so that means you found a really good idea. :) Maybe the day night switch could be a bit more immersive, more subtle. Thanks for making this game, enjoyed! :) Keep it up!
Cool game, but it felt a bit too long/grindy. After the first minute, it was just a rinse and repeat to get the cheese, and then eat the wall. The controls felt a bit too punishing while also a bit too dangerous with the slippy floor. :D Anyway, cool idea and has a polished feel, keep it up! :)
Another masterpiece of the commander! :) I hope one day all of your creations will form a stichverse or something :smile: Good entry as always! But I couldn't really find a good strategy because wolves were always following me. So if I got some sheep to follow me, the wolves would just start following as well, eating half of my herd by the time I reach the house. :\ Anyway, keep up the good work! :)
Good game, I like the modifier engraving, shame it's so short! ^^ The ideas you mentioned that you didn't have time for would have been certainly fun! A few bug reports: If I stood next the the right cave in the pit, I could summon the hound _into_ the cave. I was hoping for an easter egg there or something, but on the right side of the map all I could do is fell into the void :smile: Oh, and sometimes when enemies contacted a dying hound, they didn't continue walking afterwards. Anyway, good entry, let me know if you add some more content, I'd love to try them! :)
asd.png
At first the game seemed odd, the graphics was a bit confusing, I didn't know what is background and what is not, the corpses were a bit hard too notice... BUT THEN!!! ... This is an awesome game! I had so much fun, I don't really like chaotic games, but due to the chaos being increased step by step, I enjoyed it and replayed it a few times! :smiley:
I can only recommend this game, even if at first it seems a bit odd. After a minute or so sou start to like its quirky and absurd atmosphere. :laughing: by the way, are those voice lines inspired by Half Life? They sounded oddly familiar, like the "Why won't you die???" one.
Nice entry, cheers!
Not a small feat for a game jam, I guess you messed around a lot to make the music in sync with the markers. ^^ Nice job! What I really missed from the game is some VFX and some slight SFX when I press the buttons. For some reason my mind just couldn't get in sync with the button pressing and I think it's because other than the slight purple particle when hitting a note, I didn't see real feedback on my button push. Keep it up, nice job guys, cheers! :)
hy there! :) nice aesthetics, however i could not find out the logic behind the dots. How do I know which one has rabbit and which hasn't? Is it just random? Cheers! :)
Well, I tried my best but I think I need some help ^^ I only know the hint regarding the Americano. Everything else is total blank for me. :D Thanks in advance! :)
@incd021 Okay, I'll give it another try and if I fail again, I'll PM you at Discord, how about this? :)
Awesome game but a bit too punishing for me, but I guess I'm not a true roguelike fan anyway :smile: Personally I had to go lots of times for a health increase upgrade just to stay alive and when I accidentally fell off, losing all 5+ healths was a bit sad. :sweat_smile:
Though it's really addictive because you can instantly feel that you getting better and better after each run. As I'm typing this I can feel the urge to boot it up again. :smile: Nice entry, cheers!
@manicthenobody Yep, I just really wanted to submit something and then go to sleep so I can sleep a few hours before work. :laughing: But now I'm home and made some description, screenshots and a thumbnail. Thanks for the kind words, appreciate it! :) Hopefully others will like it as well! ^^
@pebkac Thanks for the feedback, at first the idea seemed good, then it started to sound a bit lame... but in the end I think I made the right choice! :smiley:
@firebelley Thanks! Glad you liked it, I always struggle with balancing and difficulty curve :sweat_smile:
@aivaxela Shoot, I tested only the Itch player, I always forget that LD is a special beast. :smile: But now it's fixed, it should work well in LD as well.
@drgcandle Thank you so much! Well, I didn't do anything else and my biorythm is ruined for a few days, but I guess that's the price. :laughing:
@zonoxx Thanks, glad to hear that! :)
@robowarrior1982 Thank you so much! Well, it's a much more interesting this way and it also matches the theme! :smile:
@promzona Thanks for the suggestion. Yeah, maybe there could be a speed up function. I think the wait is necessary as a preparation, resource generation before a new wave... but maybe instead I could just reward the player with the resources that would have been generated through waiting. Same end results, but more streamlined experience. (But personally I would miss those 10 peaceful seconds before the action. :smile: )
@enver-arco Thanks, I tried my best not to overwhelm the player while also always providing something new with each level. :)
@bananplyte Haha, glad to hear that, cheers!
@universeflow Thank you! :)
@zoranac Thanks for the feedback! :) Yep, I guess having a secure place were you could hide all your generator trees, while you have a strict frontline.. makes it pretty easy. :D At first I wanted to have tons of enemies on that level, due to these reasons... but then I thought maybe people couldn't figure out this strategy and couldn't finish the game.
@magalix Yep, I should have put some kind of hard or soft limit on the blue trees, they are a bit op once you have enough of them. :smile: Thanks for playing, cheers!
@kujoen Glad to hear that you managed to finish it, thanks for playing, appreciate it! :)
@ellaris Thanks for playing, and glad you found that glitch! :D Luckily I think it's only apparent on the last level, very it's possible to jump through the limit with a high enough generation. At least that's what I'm hoping. :smile: Originally the names above the health bars were bigger but then they felt too big for me. I guess maybe I should revert the change.
Good idea, added to my post jam todo list: Either during the waiting period, or when out of combat for a few seconds, the player should be able to command them. All I knew is that I didn't want them to be controlled, but I didn't realised that there could be a nice middle-ground. Thanks! :) What do you mean by "do just that with the oak trees in treant-ready positions"? Didn't quite get it but it sounds interesting. :D
Awesome idea, I'll definitely add a manual Start button! So you think it should plant saplings quicker? And any ideas on how to get the player's attention? :D
Thanks for the feedback, it was a goldmine, cheers! :heart:
@ellaris This morning I fixed the overflow, thanks for reporting it! :slight_smile: Yep, originally I wanted them to go back to their "uproot" position, but in the end I didn't have time. :slight_frown: Hmm, there is no HP scaling, once saplings are at max HP, they turn into trees with the same health. Which have some regeneration if they are damaged. But once they are treant, they will keep that health and won't regenerate. Yes, maybe the spawner tree is a bit too slow and it's only worth it if you plant it early. Good ideas for making it better, I noted them down, thanks! :slight_smile:
@kirass well, I'm alone, but thank you so much!
@josion Thank you for the kind words, appreciate it. :slight_smile:
@james-greenleaf Glad to hear that, thank you, now I'm really starting to think about continuing this. ^^ However I have a project I've been working on for 2 years and I'm at around 70%. So I shouldn't really slow its progress by starting into something new. :smiley:
@commanderstitch Thanks stitch, yeah, I'll improve that difficulty curve in the future. ^^ thanks for playing! :D
@incd021 Thanks, appreciate it! :slight_smile: Hmm, well, I guess the Aether tree's collider needs some work. And also the AI! :smiley: By the way, you can "restart" it with escape. Hmm, and on what screen & resolution are you playing on? I play on 1440p and I never saw those huge empty areas at the borders.
@ntimi Hmm, maybe I should be made the icons below the cursor a bit bigger. Or maybe the problem is that oak and treant are very greenish brownish? Thanks for playing and for the feedback, glad you liked it! :)
@balimaarthebassfish Thank you balimaar, appreciate it <3
@senso Glad to hear that because I'm a Warcraft fan. Though for me the sounds reselmbe AoE a bit more. Thanks for playing, cheers! :)
@stmate03 Haha, thanks for playing, glad you like it, maybe I should continue developing this little game ^^
Thank you, @yngvarr, for the very kind words! :)
@negator2vc thank you so much, glad you liked it! :)
@magicdweedoo Thanks, glad to hear that, have a nice weekend! :)
Hi there, pretty nice polish and atmosphere for just 10 hours! :slight_smile: And I really liked the base mechanics too! However I think I don't fully understand the game :sweat_smile: I mean at least what I experienced was that after 20 tries my record was like 3 kills and 4 summons. Because everytime I summoned something, enemies always quickly took like 30% of my health. So after 3 summons I was just going around and around to survive, while my minions didn't really fight them, because they couldn't catch them (I was holding down the left mouse button). And as soon as I stopped to summon something again or just to let me minions fight a bit, the enemies got me, I was dead. :cry:
Could you help me out on finding a better strategy? :sweat_smile: Thanks in advance, cheers! :)
Awesome game Jiri, were moody! :3 Also liked the "trade puzzles", it was nice when I managed to find out the optimal solution. The controls are suprisingly really polished also, great job! :) The game is an interesting combination, I don't think are many... "action puzzle platformers" on the market ^^
Congrats, this is very well polished entry and really enjoyed it! At first I thought that I directed the skeletons based on where I stood which was a bit hard at first. But then I realised that I can aim with cursor and it was a blast! :D Though one note: I didn't quite see how to differentiate aliens that needed a quick second hit and those that don't. Keep up the good work, cheers! ^^
Nice game, I spent ~15 minutes with it which is pretty good I think! :) It's really polished, though I think it needs some balancing or some changes. As others pointed it out, it would have been nice if there would have been a bit more persistence. I never could reach further than level 7 because at that point the next level started just way too early and I could barely fill my health before it started. And killing giant ducks with basic damage and speed was a bit too tedious. I mean it took way too long, and thus there was a higher chance to mess up my attack and get damaged. Also I think that maybe WASD + Mouse Aim/Attack controls would have been a better fit for this kind of game. Anyway, good entry, cheers! ^^
Awesome entry! Though I still mess up the keybindings, I think I managed to get pretty far and the game was really intriguing. Sadly I was stuck at this point, I always jump into the thorns so I guess I miss some mechanics based solution here.
sadasd.jpg
Anyway, back to the topic, I really like the whole vibe of the game, and even if there is no text, no plot, I still feel very captivated to keep on exploring. The levels are perfectly designed, for example how I get back to points which I can finally pass after unlocking a new skill. I wonder if there are more mechanics after the point I'm stuck. Let me know what's the solution there and I'll jump back right after! :smile:
Brilliant entry, keep doing stuff like this! :)
10 Minutes, 700 monsters, around Level 6 or 7. Only 2 spells were offered last time so I guess I nearly played through the game! :D Very interesting concept, it was thrilling to go on and explore new spells, and they all sounded so good. However my fingers hurt after the session because due to the heavy mouse and keyboard movements. :D I really like the art style of, I would gladly play an RPG with this art style! Nice job, cheers!
Really nicely polished, I loved the aesthetics! The boss fight mechanics on the second level were awesome. Though the levels could be a bit shorter, right now it feels a bit repetitive. Which wasn't that big of a problem on the first level, because I could easily dodge the attacks. But on the second level the attacks are hard to avoid, while I still have to aim with my attacks... so after some time we were both at low health, and I missed, while he didn't. So that was a bit long way to die.
Anyway, let me know if it becomes a bit easier because I would like to play it through! Cheers :)
Yaay, I managed to reach the pig party! Nice game! Though I would have killed for a tooltip system to display my pigs' stats during a level, also to show me exactly what stat does what. :) Very nice entry, see you next time!
Making a card game for a game jam is a dire task for sure ^^ As others said it was sometimes too easy to win. And the change camera and confirm move buttons were a bit out of sight at first. However it was a cute fun game, congrats for accomplishing a so complex game in so little time! :)
Great job. I liked it. It was really fun and not too hard to understand the rules :)
Awesome game, I like everything (the music is dope!) except one thing: the typing ^^ If there would be just simple "click & summon" and you would have spent the time it took to implement the typing feature on something else... this would be a 5/5 game! Nice one, cheers! :)
Yaay, I managed to summon all three: 49%, 73%, 79%. The scoring was well balanced, I was really worried that I won't going to make it. ^^ I really liked the art, and the game was fun. It could be a fun minigame in some bigger game for sure! :) Cheers!
The graphics is very Isaac-y, congrats! And the upgrades also feel good. :) I enjoyed the game, even though I'm not into these bullet hell kind of games. Too chaotic for me I guess ^^ Nice entry, cheers!
FARTIUS MAXIMUS! Awesome writing, played it through a few times, thanks for the experience. However it was a bit clunky that 70% of the time I had the repeat the same generic texts just to see different outcomes. But I guess there is no real solution to this in these kind of games :smiley: Nice entry, cheers!
Liked the whole atmosphere and there were some good jokes! :) One thing I don't like about these games that if I want to see every scenario I have to click through the same things a lot of times. :sweat_smile: Good entry, cheers!
Even though I was told that I shouldn't go to level 3 without pumpkins, I thought that I'm strong enough, I have lots of carrots! ^^ What a fool I was :smiley: Very nice job for a compo and for a first jam, my first entry was nowhere near as polished as yours, congrats, it was! :)
The atmosphere of the game is awesome as always, thanks for the game! I was a bit stuck around the middle, I thought I rechecked everything, but it turns out I didn't, thanks for the help! :) Nicely written, the sounds and the soundtrack are really fitting. A few more years and I'll only play text adventures ^^ The only flaw is that there could have been more puzzles/content :smile: Nice job!
Nice concept, I liked the atmosphere and finished both levels. But the tiles' and the player's hitboxes could have been a bit smaller. Usually the hitboxes should be less than the visually visible, to make it smoother for the player. In your game I think it's the opposite, thus I kept getting stuck because the air above my character collided with the air below the tiles' leaves ^^ Anyway, good take on the theme, keep it going, cheers! :)
Very cool entry, I really enjoyed it! At first the magnifying glass mechanic felt a bit clunky, but then I started to like it, it really made it immersive! :) At first I wanted some highscore system in the game, but then I realised that it's more relaxing this way.
One thing I would note is that after a while I started to think that maybe not all pink creatures are evil, only the angry ones... but suspiciously I never saw any angry blue creatures, so I just kept my assumption and killed all pink creatures! :D Nice entry, keep up the good work!
@unloosed Thanks for playing, glad to hear that you liked it. :) I knew I forgot something... :D Even though I have a todo list, in the final hours it felt too slow to add items to it ^^ I guess this is what happens when you are lazy. I'll quickly fix it before I upload a web build, thanks!
@dooskington Yeah, I was afraid that making it too dark would cause some issues, and I felt it too. :\ I just couldn't come up with a solution to make it easier to read while still... dark? :smile: Thanks for the feedback!
@andrewkennedy Thanks for playing! Yep, I don't know what I thought when I made it that dark... ^^ Anyway I adjusted the lighting a bit after you comment, so I think it's much more balanced now. Thanks for the kind words. And yeah, maybe I should have made the gameplay area enclosing walls indestructible. :D Hmm, maybe I will, doesn't sound that big of a work ^^
@wisstopher thanks for playing, glad you liked it! :)
@yanranranyan Thanks for playing! :)
@rillep Woaah, how did you manage this far? Awesome, congrats! :) Yeah, maybe I'll make the creatures just a bit more visible, thanks for the feedback!
@game-dynasty Woaah, even higher highscore! Congrats! Glad you liked the game, and thanks for the feedback. :) Now after these comments, I really should put an indestructible wall around the game, and increase the mob visibility a bit, haha ^^
@james-tanm Thanks for the awesome, detailed feedback, you really hit the nail on the head! Glad you liked all those stuff, thanks! Your critique is on point, these were also mentioned by other people so you are not alone for sure. ^^ Yep, it's a bit sluggish in the beginning, especially if you've already played once and reached higher upgrades. But I really like the fact that you start with slower, realistic paces, it makes the endgame feel more powerful. So I don't know how could I fix this issue while keeping this good feeling. Any ideas? Yep, being lost at first, not finding the other ores was also an issue for some people. I guess not for everyone because some people managed to find all of them quickly just by pure luck. Which is not a really good game design. I could have a minimap, but that's not really immersive, you don't feel like you're in the "unknown". I wonder how could this be done the immersive way. Maybe with a delay after after reaching the first i.e. red requirement with one of the upgrade, your mate could tell you on the walkie-talkie or something. Regarding the enemies being too small... yeah, I should have implemented my original plan that they become bigger and stronger. So they are only small at the beginning. But I didn't have time and thought that having more weak enemies achieve a similar difficulty, and it takes less time. :D And good idea on the varying monster types, there could have been more. Thanks for playing and I really appreciate your detailed feedback, cheers! :)
@sdcorpse Thanks, glad you liked it, I usually don't like my own stuff, but I kept finding myself playing over again because I just liked hitting the tilemaps so much. ^^ Thanks for playing, cheers!
@bangkerpow Thanks Kerpow, appreciate it! I was surprised too with the music. Back in the day I played some heavy metal stuff here and there on a guitar at home, but I never made music like this on the computer. And it all sounded so bad... And the worst part was that I didn't know how to make drum sounds... It sounded awful. Then I found out how can I add drum patterns, and suddenly all the other instruments sounded good too. So I learned that drums are essential to must music. ^^
@manabreak Congrats, glad you enjoyed it, good luck & have fun! :)
@pierre-marie Congrats on the time, and thanks for the feedback, I'll keep in mind if I continue working on it, though I shouldn't because I'm already deep in another project. ^^ Thanks for playing!
@skleembof Thanks for the kind words! :) I'm really thinking about working on it, because I had so much with destroying tiles. I didn't even know that it's this easy to have a performant, juicy, destructible tilemap in Unity with VFX and such. It's not really possible out of the box, so I always just skipped the thought, thinking "it must be too hard". Turns out it's not really complicated. :) Thanks for the feedback, I wonder how could I improve the visibility.
@itsaina Woah, that's a lot of minutes, congrats! :) Yeah, they are a bit hard to see, sorry! Though "taking damage and have no idea from where" sounds like the poison damage over time. Was it green damage? If so, it was a DoT from the spiders. If not, then I guess worms are really hard to see :\ The map is a square with symmetric layout: in the top-left and bottom right corners are the red ores, and blue ores in the others. Hmm, I would how could I have make this straightforward. Honestly, I was hoping that while the player was running around the monsters, they would eventually discover all the ores naturally. ^^ I was a bit naive I guess, haha. Hmm, that's a strange bug. Hmm, but I think I now the source, if there are lot of explosions around you, the new camera shakes start while there is an existing one, thus the new camera shake thinks that the original position if the already shaked one. And slow offsets add up I guess. Sorry and thanks for playing! :)
@garys Thanks for playing, glad you liked it! Yep, I was really divided on that. Because I liked holding it down, it was immersive, but it had no point. In the hardcore mode I planned to just make the player automatically shoot, but it felt bad, soulless. Now that I'm writing these lines, I've just realized that I should have implemented something like an overheat system. This way you shouldn't fire all the time. But on later stages I guess this would be a bit annoying, it would make the game really hard. Maybe with firerate upgrade, the weapon would heat less too. Hmm. Anyway, thanks for playing once again! :)
@commanderstitch Haha, maybe they were a bit too tiny. The original plan was to make them bigger and bigger as time goes on, but I had some more important tasks at my hand and I was afraid that making them bigger on the run would cause a lot of issues. :D Thanks for playing, commander!
@astrayrae Thanks for playing! Congrats on the time, awesome! :)
@henk Congrats! Thanks for feedback and glad you enjoyed it! :)
@thesmellofoxygen Yeah, I wish too. Originally it was planned to be a survival-exploration game, with a goal of defeating a boss somewhere. But run out of time, so made it a timer based endless survive game. :| Thanks for your kind words and of course for playing! :)
@jiri-hysek Thanks for playing Jiri! :) Glad you enjoyed it, and congrats on that score, with touch pad it must been horrible ^^ What do you mean that it's a shame that greandes don't? You mean grenades should damage more? Or at least to the terrain? Or you experienced some kind of a bug? Thanks for the feedback! :)
@jiri-hysek Hmm, maybe for some reason there were no damage texts nears the explosion VFX upon a grenade's impact? :O
@shoalmuse Woah, what are the chances that as I'm playing your game, you are playing mine? ^^ Thanks for the feedback, noted! :) Though if you have to survive, why would you hunt for enemies, when you could spend that time to gather resources without having to care about enemies? But maybe that's just me, and there should be a bigger focus on killing enemies, and not just for self defense. Originally they were planned to drop items too. Anyway, thanks again, cheers! :)
@maximeg Thanks, glad to hear that! :) The brainstorm doc is named "LD56 - Deep Rock-like, Warcraft III: Survival-like" ^^
delete me please
Hmm, why did it send it thrice? And I can't delete them for some reason :\ Okay, I'll just edit them.
@frib Hi, thanks for playing! I'll definitely try your strategy, haha! ^^
@korteh thank you for your kind words! :)
The last level was really hard but managed to finish it, nice one! :) The art especially the animations are really polished, congrats! It was also really fun, I had only one issue: being in the middle was frustrating at times so I tried to avoid it. I think it was because I always tried to go to the outer circle by double jumping. Because that's how I switched from the outer circle to the inner. While I understand what's the logic behind 1 jump being enough for switching from inner to outer... it feels a bit inconsistent which isn't really helpful in a fast paced game. :D Or maybe I just need more practice. Though nice entry as always Jiri, keep up the good work!
2:04! :D At first I thought that "Hmm, this is easy, I've got tons of gloomies, what do they meant by "how long can you keep them alive?"
And then apocalypse begins! :smile: Cute and interesting idea, cohesive aesthetics! Maybe there could have been a bit more depth. Good job!
@oren-hope I was talking about gameplay and items. I guess it means that I'd like to play it more with more features! :D
Awesome game! Didn't expect much at first, but I really enjoyed it! Climbing the boss while fighting it is so cool! Congrats!
Loved the concept and the art feels minimalist but polished! :) I really liked the upgrade system, though 2 things annoyed me: Healing them is a must after a while (because I assume there is no health regeneration), but I don't see their health. And I don't know the enemies' damage, so it's a really hard estimation when should I heal them. :D The other one was that cloning a creature wouldn't copy the upgrades. I think that would have added a lot of depth to game. Anyway, solid entry, I enjoyed it really much! :) Edit: maybe a speed setting would have been handy. ^^
Holy-moly, my 400 meters is nothing compared to you guys! :smile: I really like the art style, the sounds were fitting, but a bit annoying, but I guess it's me :smiley: I recieved the same error as @sdcorpse but only on the LD site, on itch it's fine. What features were you planning btw? Anyway, good entry, cheers!
Nice game, I loved the hands! :) Is it just me or the Doombas are maybe too easy to avoid? I meanlots of times I just ran past them and they didn't touch my particles at all. And I was a bit confused regarding what does "reset" do. It just commands the Doomba back to the HQ, and then starts its normal behaviour cycle, right? Or is there something that I reset in them? Anyway, nice entry with a good, cozy vibe! :) Keep up the good work!
Awesome little game, and really immersive! :) At first seemed easy, but by the end it was challenging enough. Though the minigame felt more like a chore than a game. I mean maybe I missed it, but I tried to find a way to complete it quicker, but I couldn't find one. So it wasn't challenging, just an artificial time gate. But again, I think I just missed to find the way to make it quicker! :D Oh, and a few times they managed to spot me while I was behind a house, but it wasn't really annoying.
Anyway, very nice game, enjoyed it, as a goodbye, here's a sneaky lookout on the roof. Cheers! :) wdaaw.jpg
You're my first play this LD, and I hope the rest will be this good too! :) The theme change caught me off guard, it was really funny! :) Though the aiming felt a bit off. I don't know what made me feel like that, but it was hard for me to aim. Or maybe I'm just used to bigger hitboxes, dunno. :D
After 30 seconds I felt a bit lost because I didn't know whether I should let a bunny escape or bag one on the ground because they both objectives were present all the time. But I prioritized not letting them escape, because I think the text said so. (I guessed that there will be a highscore in the end). :D Sadly, there wasn't, so after 2 plays I didn't have much incentive to play it again.
But other than these minor flaws, the game was really enjoyable and very well polished! :) The introductionary text and animation was also really nice! Keep it up, cheers!
Huhh, that was really close! :D sdadas.png
At first I thought that the game is a bit slow, and not challenging, but the last 2 levels were really fun, congrats! :) I had only one issue: the camera is a bit slow on following the truck, so by the time I reach the spawnpoint of a wave, I'm a the edge of the screen and have to wait for the camera to show my the bugs. :D Anyway, nice and juicy entry, good job! :)
Cool game, maybe a bit too complex for a game jam! I mean it seems that it's doable for you, but a this complex system most of us would require a detailed tutorial too, which is not in the scope of a compo I guess :D But after a few death I started to get a feel of the body system and it was really interesting. The art is also really polished, one thing I didn't like is the damage effect: it felt wrong that there were also blue circles coming out of me ^^ Anyway, nice entry, good job! :)
The dialogs are some, at some points I thought that there is more than randomness in it because it was such a fitting voiceline! :D I mean it's random, right? :D I mean when I was "fighting" the big giraffe gnome, his last sentence was "don't kill me". And for a second I thought about not killing him, just because of that :smile: I don't know the ocntext of this game, but it was really funny in an eerie way. Nice job on the atmosphere, I loved it! :) There could have been more content and it would have been a 5/5!
Awesome game, I got really addicted to it, and at first it was strange, that wheat was greyed out (because I didn't read description, only the ingame one ^^), but once I saw on the UI that there are seasons, I immediately realised why it was greyed out. :)) I like nummbers going up, so with first try I starved to death because I just... forgot to care about that :smile: After that fail I tried to see where I could eat or something, but I guess based on my berry count, it just goes down by 1 every day? If so, I think it could take a bit more food/day.
The thing that stopped me from playing more was that even though I can speed up nearly all the stages of farming, I can't speed up planting. And planting all that seed, slowly, one by one... is a bit tedious :smile: I think it would be okay if you would add that as a post jam addition. Other than this, cool game, nice job! :)
I really like the basic idea, and I couldn't keep myself from trying to create a god-race or something! :D But after all that trying I couldn't really find a strategy to alter the results to it's favorable to me. It felt a too random. But I guess evolution is kind of random. But maybe I'm just bad at numbers, and I got lost in them a bit and couldn't see the patterns or something :smile: Hmm, yeah, maybe there could have been a bit less numbers on the screen. Anyway, nice job, very good idea!
Awesome soundtrack! Though at first I started to wander around the complex because the sights of that many enemies was just too frightening ^^ Maybe it's just me, but the level seem a bit too hard considering that we can only aim every 45 degrees. Or is it just a bug on my machine? Anyway, good entry, respect the hair! :smile:
Very interesting concept, I had to twist my mind here and there for sure, and slowly I started to perform better. ^^ I think I completed levels a few times, I mean I got a few ticks. But I'm unsure if managed to reach a new level/layout because the minimum number of ticks isn't really mentioned. I guess if I didn't have enough ticks, the game would have stopped me from playing as soon as the Xth screen died and it was impossible to meet the required ticks. But I also killed them deliberatily, and I still didn't loose after having only one screen alive and all the others were dead. So I'm a bit confused. Loved the eerie atmosphere, nice work! :)
Awesome game, one of the games where I really wish that it would be longer! But really, I always like gravity mechanics, it felt so good once I managed to hit the target. A few bugs: 1, When the projectile was too fast, it didn't collide with portals. 2, Sometimes the protal ejected projectile with a 90 degrees offset. Anyway, really good entry, let me know if there are more levels! :) EDIT: the blood was a really good touch!
The text print sound at the beginning was really hardcore! :D Maybe a bit lighter sound would be more fitting to the game. Anyway, I liked tha art style, it was cohesive and immersive. Though I felt lost at some points, didn't really know which potion did what. While the text at the beginning was a bit... too much for me ^^ Maybe the sprouts could have grown a bit faster, it was a bit confusing that I had to sleep multiple times at the beginning before I could do anything. Anyway, that's all my critique, nice job, keep up the good work, congrats! :)
Nice submission, managed to win it in the first run! Loved the sound effects and I enjoyed finding the balance between visibility and production. :) Good job!
Awesome game, it would be amazing with some atmospheric, "Animal Well"-like sounds and background music. :) For the first few levels it felt a bit too easy, then I immediately got stuck, haha, what I wished for ^^ Soft locking was a bit annoying, had to restart a few times, but when I realised that the bear can jump on the other two, it was great :) Thanks for the game, keep up the good work! Edit: Ahh, nevermind, there is sound, it was just very low. Now it's perfect! :)
I don't really like survivorlikes, but I could still enjoy it. :) The upgrades were satisfying, and after a few tries I managed to beat the game on Hard difficulty. Though maybe I just got lucky. ^^ One tiny issue I found is that maybe dash could have been Space instead of Ctrl. It felt a bit strange, so I used dash less than I should have. Anyway, nice entry, cheers! :)
Holy moly, this is a majestic implementation of the theme. Yeah, there are some things, already mentioned by others (clearer guard lights, cause of the death, etc), but this is a very good idea. It feels like I am in casual spy movie. The music is good, the feeling how I sneak by the guards beat by beat.
I rarely enjoy small games, usually I like to play (and want to make) games with lots of replayability, playtime, etc.
**But this game is exceptional to me!**
Well, this game demands practice :smile:
I mean at some points you have focus on Building the map, Moving in the map and Being aware of the lethal objects.
It's a nicely put together, well polished game. For 48 hours I am amazed by this. Simple to implement but also good mechanics saved you a lot of time and it could be polished well.
I would gladly see a future version with inventory management and character development between the levels :smiley:
Holy shit, love the art style. And so much content. Very well polished game for 48 hours! I too always wanted to make a game similar to this. This gave me inspiration, thanks! :smiley:
Holy f*ck :smiley: I got the Twin Peaks vibe big time! I didn't really think that these too mechanics would fit together so well. (and your groaning deserves some kind of special award)
Already waiting for the post-mortem. :smiley:
At first I didn't understand what does a Walking Sim & Walking Simulator mix means. Now I do :cry:
The aesthetics are pretty darn good! I would really play a normal (I mean, a standard adventure game :smiley:) in this world.
@Aterlamia Well yeah, I forgot about that. I always use ALT + F4 in simple, saveless games, and I forgot that not everyone's like that :smiley:
@Call_me_Nutty That was the aesthetic I was aiming for! :smiley:
There is 1 one customer who was put unside a shelf by mistake but I enjoyed watching it spinning around for eternity so I left it in :smiley:
Yeah, I pretty much didn't spend enough time on the game and in the end I had to rush with it. Well, the distance thingy is just a timer (you can stay for 10 sec in the dark). First I wanted a murderer with a real position inside the dark, who steps towards you faster and faster. But no time :sob: I felt that the game isn't fun enough to play in its current state for a longer periods, so I made the pacing a bit fast which resulted in an underinformed player.
Every currently "waiting to be refilled" shelves lower your money (your paycheck), and you get money for fixing bulb and refilling shelves. Customers die too in the dark. If the game would be better balanced and a bit slower it would be fun leading customers into the dark so they die and you will have more time for bulbs and have to spend less on refilling :smiley:
Thanks for the constructive criticism!
@thibaut-blanca Sadly: no. But at least the "main" song is royalty free. (If you are talking about Toto's Africa, then it's an obvious no too :smiley:) When I found these 2 songs on youtube, I knew that someday I will need it. And voilá!
@bcvery1 Fixed, thanks.
This will be maybe a silly question, but how do I play? I started it, there was an "enemy info panel". At top-right corner it said 0/8. Then I tried starting the game but no reaction to any of they keys, except Space. If I pressed the space, there was a jumpscare (in front of the enemy info panel), the paper counter went 8/8 and that's all. Help pls? :smile:
It gives "expired link" for me :\
I always loved playing this way in Grand Theft Auto games :smiley: The problem with racing games is that if the controls aren't fun the whole game is not so good. But making enjoyable control & physics in 48h is pretty hard so nice job! Nice art style too.