Foon → Ludum Dare Explorer → Users → unfavorable_enhancer
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | hostile cosmos | jam | 187 | 3.90 | 3.36 | 3.76 | 4.13 | 3.96 | 3.92 |
This was the weirdest game I saw so far and I love it.
So this is basically vib-ribbon but with only one input. I haven't figured out how pressing arrow keys makes bonus points and how yellow squares work (I think they mean that you should hold input, but im not sure and it never worked even after that realization), so I think tutorial screen should be shown before game start and tell about all mechanics clearly. I liked a visual idea of showing more moving spaceships as your combo grows, but when they first appear game lags for about 2-3 seconds which is quite bad for a rhythm game (my theory of why this happens is because you've used GPUParticles2D node instead of CPUParticles2D, which basically works like a shader so it takes some time to compile before working). Overall I think there's some good potential here and some more unique mechanics could be developed and visually it looks pretty good already.
Well done! You basically took the same idea as our team did, but we turned into opposite directions atmosphere-wise. While you did an intense resque simulator, we did a slow survival horror experience.
Visual and audio design of this game is perfect. I can't name any flaw, except maybe ship physics being too roughly fast, but it's probably just because I've played too much of mine game where it's way slower)
Overall an excellent entry!
This game very reminds me of early 2000s indie games. Really great art and character design. Gameplay is pretty challenging and has a lot of depth despite using only 4 characters.
I really like how easy this game is to learn and vibe of this game is pretty fun. Also liked how music depicts tension, it makes gameplay very immersive and fun.
This is really good idea for some first person puzzle game. I liked how most of the mechanics works except the traps, I just haven't figured out how traps work, I only noticed that some channels just have pings but it didn't realized how they relate to traps. I think with several more puzzle concepts (and better explained and working trap mechanic) this could be a really cool puzzle game.
Im kinda mixed about this game. At one hand it's really cool that it was all written in almost plain C++ in 72 hours. At other hand gameplay is quite barebones because of that. There's no reason to fight enemies as controls are very clunky, you have very low DPS and there are so many enemies, that it's way easier to just run away from them, as they doesn't rotate after starting charging their shoot. Tho it turns game into pretty fun star wars stormtroopers escape simulator, and I like how you can block shots using movable barrels.
Really well executed art style. Gameplay has a lot of details which is impressive for an 72 hour game. Only major issue is audio lagging in web version, but I've played first version release, so maybe it was already fixed in newer version.
Really well done control panel and visual style and I really liked power management mechanic. Only issue is camera rotation not being very convenient, as its usable enough only on level 3 and you can't rotate and move at the same time, which limits your movement a lot and it doesn't feel good.
Game is very well done and I liked additional achievements in levels, but the movement is quite weird and doesn't feel good.
Very nice little game. I really liked "expanding flashlight" mechanic and very dark tone of this game, especially at the ending.
Visuals and interior design is very well done. But gameplay-wise I think this game is very repetative, since as soon as you figure out how it works, all you basically do is move rockets from one corner of the room to the other as quickly as possible, without thinking much about map, as all you have to do is to count rockets in regions and paste enough rockets for them. And unfortunately game doesn't change much between levels, only becoming longer and longer. I think it would've been much better if it had just one 5-7 minute level and enemies had varying speed and models so it would've been tougher to figure out what target should be your number 1 priority and maybe encourgaed you to look at the map from all angles.
Really neat little experience with very good atmosphere. I really liked how scanning effect is done, its much cooller than in my game. There are some flaws like: it's pretty hard to figure out how ship moves or does it move at all (i think some little coordinates UI could help a lot) and ending is very abrupt, I expected to see some creepy creature or other scary thing at the bottom (as increasing during run static sound implied), but the game just ends when you reach certain height which feels empty. But overall, very nice entry.
The idea of creating a signal processing factory is really fun, but other disturbing mechanics doesn't really fit well with it. I think they just happen too oftenly, so you doesn't have enough time to think about what how nodes should be connected now. I liked how easy to learn the gameplay is tho and sound design is pretty good too.
Really cool and creative experience, with pretty interesting messages.
I loved the DEFCON vibes this game gives. The execution of visuals and sound is perfect! Only issue about it I can say is that I think UI needs to be scaled up, as it's can be a little hard to read the info due to screen shader. Gameplay-wise I didn't really liked how destroying targets works. It also costs money which feels excessive as rocket launchers also cost money to place and have limited ammo anyway. And clicking every enemy to shot rockets at them feels pretty awkward. But overall it's pretty cool experience.
Very cute papers-please-like experience with very good art. Good job!
At first I thought it's yet another laser puzzle, but the twist this game executes is very fun and I love the idea of an melodic puzzle game. Only sad thing is that there are too few levels. I think this game has a lot of potential to develop and I hope some updated version with more puzzles and mechanics will release.
Thank you all very much for such a positive feedback!
An updated post-jam version of the game with several bug-fixes and some balance adjustments is now avaiable in itch.io : https://unfavorable-enhancer.itch.io/hostile-cosmos (changelog can be found in standalone game "CHANGELOG.txt")
*Original version is still avaiable here in "Downloads" section for fair review.*
Also game cover art was updated to look a little fancier.
Have a nice day!