Cell Division by steve 2017-05-01T22:19:01Z
Enjoyed playing this. Maybe the structure should be a bit more rigid to help moving inside feel solid and I would love a crosshair as well. Nice game, hope you extend it!
Foon → Ludum Dare Explorer → Users → unless games
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Deflummoxer | jam | 316 | 3.77 | 3.72 | 3.57 | 4.22 | 4.31 | 3.50 | 3.72 | 3.73 |
| 2024 | 55 | Summoning | 👥 | The Culling | jam | 353 | 3.77 | 3.43 | 3.60 | 3.31 | 4.29 | 4.12 | 3.25 | 4.09 |
| 2023 | 54 | Limited Space | quarosel | jam | 371 | 3.77 | 3.86 | 4.06 | 4.29 | 3.47 | 3.31 | 2.31 | 3.59 | |
| 2023 | 53 | Delivery | 👥 | pipet | jam | 2.87 | 2.62 | 4.37 | 2.83 | 4.37 | 3.83 | 2.00 | 4.75 | |
| 2023 | 52 | Harvest | 👥 | Subnuggets | jam | 663 | 3.07 | 2.81 | 2.84 | 3.05 | 4.32 | 3.28 | 3.11 | 3.80 |
| 2022 | 51 | Every 10 seconds | 👥 | BOGDARU | jam | 628 | 3.47 | 2.77 | 3.32 | 3.15 | 4.58 | 3.91 | 2.76 | 4.45 |
| 2022 | 50 | Delay the inevitable | 👥 | GO GA | jam | 467 | 3.69 | 3.46 | 3.65 | 4.26 | 3.92 | 3.51 | 2.91 | 3.72 |
| 2018 | 41 | Combine 2 Incompatible Genres | piong | jam | 4.37 | 3.83 | 5.00 | 4.75 | 4.50 | 5.00 | 3.50 | 3.00 | ||
| 2017 | 38 | A Small World | s-mol | compo | 372 | 3.08 | 2.62 | 3.62 | 2.43 | 2.82 | 4.16 | 1.46 | 3.62 |
Enjoyed playing this. Maybe the structure should be a bit more rigid to help moving inside feel solid and I would love a crosshair as well. Nice game, hope you extend it!
good job! quite complete and smooth experience. i like how the story was building up. the tab was weak tho hehe..
Glad you got what i was going for the most, which is the mood. I was thinking about ditching the puzzle/solution aspect completely, although if you click on the **?** icon in the left corner it unlocks all five levels and also disables advancing through them so you can just play around. Maybe I just needed to make that more visible, or give individual hints for levels. Not sure, since level 4 is the only one that is harder to solve so maybe I should just tone down that..
Thanks for trying and commenting!
A well known mechanic done right with nice graphics, music and tight controls. Feels good to play! The health bar should be more readable tho and I miss some audio clue when getting hit.
so that's what it's like to be a nihilist dinosaur! reminds me of LD33 theme :d
The sounds are off the charts in this one!
There isn't much to do though but I enjoyed walking around.
Feels very satisfying to move and slice.
I'd appreciate a more zoomed out view.
Cool music!
Like the multitasking mechanic and different enemies but the movement controls could be more responsive, especially stopping the character. I found it hard to aim with keyboard but avoiding everything and mostly collecting bombs worked well too (until a certain point).
A fun game!
I love the love put into this!
Great take on the theme and a fresh gameplay.
Minor detail but it would be cool to skip the dialog instantly when retrying levels.
This should have more plays.
The enemies could be a bit more challenging and I'd love to see some effect of being too drunk, maybe if you drink too much the vomiting happens on its own or you start moving funny etc.
I appreciate the detail of having different endings and the soundtrack is really groovy. The Holly Grall was also tasty!
Thanks everyone for playing our game and leaving comments!
@skylife @joemid @glove @wohlraj
You are right about the music, I started programming the game very late and didn't have time for that unfortunately, I might have just delayed the inevitable with this and will add some music (or at least some atmospheric rumbling) in a post-jam build :)
@joemid @rinta @leekanarchism
Had to keep the scope low for the jam and also thought that progressing to different levels might take away from the thematic aspect of the game but we are discussing a possible future version with a larger environment and more small friends with different behaviours and needs.
@bodcodes @joemid
Nice highscores! The pro-trick to approach 2 minutes is to whistle the least amount you can to let the little ones rest (which they stop doing when called, resulting in more time walking around and cracking the level). ;)
@joselor
Thanks, if you are curious about how the background was made check out [this site of Inigo Quilez](https://iquilezles.org/www/index.htm) with awesome articles about generating noise with shaders (and a bunch of other stuff). It's a priceless resource for shader programming in every sense.
@ath-ai
The rascals are unnailable as they have very thick skin, sorry. :p
@deighta
No worries, we don't know either what the objective is, maybe the white things like it beneath the floor.
@satacat @connor-magson @barce @gul @cievers @str8griz
Thanks for the kind words, glad you enjoyed our game!
Best theme-fit I have seen so far. I got to 57 seconds. Maybe different shapes and a less stubborn ship would be good?
I enjoyed the chill atmosphere and making the Inevitable think.
Such mood and so polished! The music is really sweet and everything looks great.
I can't see the theme reflected much, maybe it was more inspired by the ongoing r/place? Nevertheless it is a great entry and a nice footprint of the Ludum Dare community and our time.
PS. Had a crash, WEBGL said it ran out of memory (maybe I should close other game windows, but it might be a problem if the player walks spawns enough rooms).
Cool little game with nice music!
There is something off with the placement coordinates along the X axis, placing campfires towards the right makes them increasingly offset to the right compared to the cursor position.
It would be nice to see a preview of the campfire before placing it.
I also wish those people had a chance to fall into a campfire and die. :P
Smooth execution on the art and mini-games and an interesting adaptation of mythology and the theme.
Even the most basic sounds would greatly improve the experience. Furthermore, having different sounds for the different scenarios would work really well and would give more depth to monitoring which card needs attention.
The biggest issue gameplay-wise is that there is no punishment for losing "cards". The game can be played forever by just holding down the mouse on the vase card and not caring about the rest.
I think the easiest fix would be to end the game right when the first card is lost. Or have a more chilled mode where you can lose half of your cards or something before it is game over.
Cool cohesive aesthetics and great usage of the theme!
Mechanics-wise it could use some upgrade as I can just run against the minute arm at six indefinitely.
Maybe some kind of stamina bar could force the player to affect the clock differently from time to time (like throwing objects on it, going for a stomp etc)?
Relatable ending screen and cool music!
Enemy projectiles could be bigger/faster to make it more challenging.
Controls were a bit too floaty/sensitive for my taste but the music and art was nice, the airplane at the beginning looks sick!
Great little adventure game and a very nice implementation of the theme. Everything fits together good!
Not being able to turn around mid-stairs and invisible walls at the end of the level felt a bit weird.
Clippy is super disturbing.
The wall jumping felt a bit too punishing to me, maybe adding some slower sliding on the walls would make it feel better.
Very cool and super polished, nice details on the desk and the voice acting adds so much to the mood.
The only confusing part for me was not being able to unplug the device until you reaped a dead with the scythe.
Enjoyed the social commentary with the time loss/gain logs and the overall ramp of intensity.
Touching little game that hits the theme!
It would be nice to be able to interact more with our blorb or clean up poop manually by "petting" the poop.
Neat game, the controls feel tight and the music is cool!
The platforms could despawn a bit later in my opinion, sometimes I wanted to jump to a lower platform to reach a farther platform sideways only to realize the platform is no longer there.
It's a minor detail but I think it would be cool if you could use the triple jump mid-air right after you pick it up (and already used up your double jump), it could make for good "barely survived" moments.
The map could be smaller and more concentrated or maybe cars driving around would make it feel less empty and have something to avoid on long stretches of roads.
The gangs felt a bit unfair as they catch you from farther than expected but I guess it's not fair to be old either. Loved that they move in formation hah!
Cool little game!
The aesthetics are very polished, appreciate the different vibes throughout the game! The mood was set really nicely.
I agree with others that the movement is a bit too slippery. Also, I often got stuck at the border of the level when approaching it and trying to go along the outer platforms. I think it would be better to either let the player fall down at the edge or make the border collision let us slide on it (now it seems to make the player stop or forget buttons held or something).
Nice mood with the music and environment. Love the mechanic of stopping the ghosts with the light.
I think the theme would work even better if you were looking for batteries for your flashlight (instead of time) and the less charge you have the more dark the level becomes so the less you see and by the end your battery dies and the ghosts catch you in the dark.
Also please add a creepy chord when bumping into the piano! :)
Enjoyable gameplay and the music is nice too!
It was satisfying to see where the guards will go and walk around them.
The art is really polished on this, I especially liked the background!
There seems to be a bug with sometimes not being able to jump even though you are grounded, dropping to another platform solves it. Only happened once, not sure what caused it.
Maybe the platforms could be less frequent on the vertical axis, it feels a bit confusing and cluttered.
It might worth a try to see how it would control if you could dash-slice by double tapping the direction you are running instead of using a separate key.
Sounds are great but dying feels unexpectedly silent.
Minor annoyance but please let me restart with the keyboard!
Very cool entry!
I could be working on shoes for the rest of my life or stab the goblin-phobes and piss on their bed. Noone can use shoes anyway if they are dead so I guess it's all good. Funny game!
Solid puzzle game!
I think you could make the currently active type more visible, for example the whole background behind the flames could change color as now it is easy to miss even if you look for it. Maybe also have something tell you what will be the next scoring color (to mirror the fact you can see the next blocks)?
For a smoother gameplay I think it would be nice to have an indication of the remaining time on the furnace to be better prepared when new blocks hit. Alternatively some audio loop that cues it.
Also, give us your music with mute on by default. That way you won't annoy anyone but we can still listen :)
Cheers!
Funny entry and the laughter is very annoying :D
I second the need for a lower sensitivity on the mouselook or a bigger FOV.
It would be also cool to see the more clean cartoony style from the concept art in 3D, using less realistic lights would go a long way towards that imo.
@jpiggs thanks for the feedback, I've fixed the bugs around dying and restart and updated the map to prevent getting stuck and leaving the game area.
@jibberwocky there are 3 zappers, there was a bug with spawning them which should be fixed now.
@kromeboy thanks, with the fixes I've made the game should be now somewhat less confusing.
@chtimy The background (and all other art) was made by @rabator, you can check more of her stuff [on behance](https://www.behance.net/hhnptr) or [instagram](https://www.instagram.com/hhn.ptr/).
The flashes do indicate where the zappers are.
@shaopenguin @weine
Thanks for the feedback, we do want to improve on communicating possible interactions and the goal in-game I just ran out of time to implement those during the jam. We'll be adding stuff to it during the Extra probably.
@oakhardt Once you get zapped the whole game restarts and locations for everything are randomized.
Thanks for your kind words and the music is on its way, just needed a bit more time. :)
@gamedevtraum Hey, I like your attention to the map but unfortunately none of the props have any function other than setting up the mood. I do see how 3 tents and 3 zappers might be confusing, sorry about that.
As a hint (that maybe should be in the game) I suggest you look around a bit while carrying a zapper. Don't worry, the zaps are kinda predictable as they come every 10 seconds.
@eronsh Thanks for the kind words, what do you mean the "commands were dead"?
The game was crashing at restart before but it should be fixed already. The fact that even refresh didn't solve it tells me there might be some issue outside the game.
Are you saying the game stopped reacting to inputs? What browser are you on?
Managed to get to third place on the leaderboard. (`Michelle` needs to be stopped)
I second that the bullets should be more visible and maybe zooming out a bit would allow for more varied enemy patterns.
Solid entry!
Cool game idea and a really polished execution!
My suggestion is to make the character push faster towards the edges of the level. By intuition the clock-hand should be easier to turn if you push the tip, but right now it is the exact opposite since you can cover more angles in the same amount of time if you are pushing closer to the center.
I think the spiky clock hand shouldn't hurt you if you are colliding with its bottom at the center (or have it have little spikes around the base to make the safe area more clear).
Anyways, great entry!
I think this needs something dynamic, here a few ideas:
* push the milk / coffee lever manually until your container is full, overfill could happen and you'd have to stay engaged with the game * drag your containers to places instead of selecting them and picking where to put them. * have more galaxy: alien guests, alien drinks, or even multiple ways (languages) they ask for the same drinks.
Good job anyway!
Funny concept and execution.
I think some mandatory interaction with the phone would make it even better and accurate, as right now I can just keep looking at the blurred road to avoid collisions so I'm not distracted enough.
This could be fixed by having the phone stay on screen until you do something with it like swipe away a notification, delete spam message, turn down a caller, kill an alarm or win a game about driving ;)
FYI you can check [OS.get_name()](https://docs.godotengine.org/en/stable/classes/class_os.html#class-os-method-get-name) to see what platform your game runs on in case you wanted to hide the `Exit Program` button for the web player.
Anyways, we had a good laugh with this one, thanks!
Love this, cool concept, cute style and fun gameplay!
I think it would be nice to see more clearly where the tiles will go as they can be a bit unpredictable at later stages because of how the red overlay shows the directions. It is a bit misleading because you'd think only the red zone is the actual danger but when two shifts intersect some tiles that weren't red also move out of the level. Maybe the red could grow to each tile that will disappear or instead of a red overlay, every tile could somehow show where it will move?
Also, if you ever continue working on this we need something with gameplay value out of the chests :)
Thanks for this!
Could be a bit more difficult and I think you should allow wall jumping even if the player isn't pressing against the wall to make the movement feel more fluid.
Increasing the speed of the enemies (or just have a speedier variant) or adding some stationary enemy that shoots at you from a distance could make the combat more interesting. Maybe a snake type that spits venom at you which also creates puddles on the map that you need to avoid?.
Cool character design!
Very cool concept to match these game mechanics.
Maybe a less zoomed out map would help with seeing the player/level better when focusing on the "rhythm bar".
Might be a good idea not to use copyrighted material. Hearing **your** music would be really nice, escpecially since music is the core of the game! There are many ways to make music nowadays and it is very fun, give it a try!
You should continue exploring this game idea imo.
Great concept and writing. We enjoyed finding all the endings.
My only issue was readability: the combination of the font, outline and size makes it hard on the eyes imo. The UI could be smaller when playing on full screen desktop (it does make for a good mobile view now though I imagine). Also, I'd like to be able to skip waiting for the 10 seconds to end when already picked my actions (have an explicit `Wait` action instead), alternatively you could add some ramping up sound effect to make it feel less like a wait and more like the anticipation of the incoming action.
Just some daydreaming here but maybe it would be cool to have the gameloop and text be a bit more temporal and dynamic, like the characters start moving towards each other, the enemy shouts their line onto the screen (appearing at their head vibrating or something depending on their moral), time slows down as your choices to respond appear, you similarly shout your line when picking it and when you click your combat action the clash happens instantly.
Anyways, this is a lovely entry and I think you should try making it into something a bit longer like a series of highly dramatic duels between different characters which could branch out depending on who won which fight, so you couldn't really lose it just access different paths of the story. This could make some free narrative motivations depending on who killed who ;)
Funny game and nice fit for the theme. I think the menus could be snappier to feel good to play but on the other hand the way they work now communicates how clumsy a baby can be. :)
I managed to somehoe make the game get in a deadlock by spammin click before menus appeared.
@amarokczukay Yeah I think I found that. I assume it has to do with something not being ready if you click too early/fast. IIRC it happened after I spammed clicking on a place where a menu I wanted was about to appear. Like 'Pull' after 'Go' or something.
Fun take on the theme! Simple but effective.
I can only repeat the others that you should randomize the levels a bit to make it more replayable, for example the level where you have to pick the yellow square could place it at any of the positions, or better yet, have the target shape and color be randomly picked as well, so sometimes it is a red triangle, other times a blue square, most of the levels could be expanded upon this way.
Anyways, good job!
Hot game with funny graphics and a catchy soundtrack.
As other said, falling off this easily from the level is a bit too unforgiving compared to the imprecise control with keyboard arrows.
I would like to have a bit more control over throwing the buckets, or maybe have an option to just kick them so they slide down the level and spill at the edge, I think this latter might fit better with the tone of the game.
Overall I feel that right now the environment is quite challenging and our control is a bit limited in comparison which makes the game feel slightly unfair.
That being said it's a cute game and a fun experience which got rather scary at the final level :P
Thank you for making this!
Very slick game with solid mechanics. Later levels made me feel quite claustrophobic which is a testament to the theme well implemented I think.
I think being able to rotate the camera would be nice to have new perspective on things. Maybe you could even get away with removing the walls completely as they mostly just in the way to see the level. While I like the look and feel of the game I wonder if the 3D is really justified here, seems like it just makes controlling the game a bit more clumsy while not helping the mechanics much.
Rotation is a bit unintuitive, maybe some visual aid to where pieces would and could rotate would be nice (or allowing for manual click and drag rotation or something).
To increase difficulty I think you could focus more on a few tricky pieces and spaces instead of increasing piece count. Maybe introduce new belt types which can't be rotated or can't be moved but able to rotate or completely static, or only compatible with one color. This way you can create harder challenges while keeping the analysis paralysis low.
Good job anyway!
Funny game with a cute sasquatch. I like the core idea of having to do stuff inside the viewfinder.
As controls go I think overloading the left click with jump and taking the photo is a bit confusing. I found myself often taking photos when trying to jump before reaching the ground wasting away my score as a result.
While I like hanging on the pegs I didn't like having to deal with spawning and despawning them and they looked out of place from the rest. I think it would be nice for gameplay and fitting to the sasquatch theme to be able to hang on any of the trees in the background. Alternatively let the oldest peg auto despawn when clicking on a new location.
For later improvements I think some combo system would be beneficial that would make the viewfinder follow you for a bit if you keep providing interesting moves. For example kicking a bird in the view would momentarily align the view's velocity with yours. Something like this would make the game more satisfying. Even just not repositioning the view on capture would be nice to be able to burst shoot a lot of images, think this would give the game more momentum.
As a stronger feedback you could add camera flashes to capturing photos. Then maybe balance out the former suggestion of being able to take multiple shots in succession with some blinding effect where the sasquatch gets dizzy from too much flashing xD.
Anyways, nice entry, I enjoyed jumping around kicking birds haha!
glad you enjoyed it @dhavavamba, thanks for playing!
@mehul thanks, large cuts are indeed feel good (except when your opponent does it hah)
@senso happy to hear it triggered some nostalgia for you! the first game I played with a similar space filling mechanic was the art class minigame in Bully, haven't seen one that wasn't limited to 90 degree turns though.
@gerald-t-mccoy thanks, the sounds were very rushed and quite different than what I envisioned at first but I like how the game turned out to be a kind of random sequencer thingy, in this way it reminds me of a pong simulator sequencer module I've made in a previous LD jam, the game itself takes more inspiration from the classic Qix than pong but I can see the connection. thanks for playing!
@baturinsky PvE would be useful I guess, but I'm in the process of making other local multiplayer games so I wanted to do that here as well, other games in the "genre" did the single player aspect anyways. I haven't seen Xonix before, my inspiration was the original Qix and the art class minigame in Bully :)
@renrok I guess a bit more tutorial/info wouldn't hurt. I am glad that you could play it together and had fun! Thanks for playing!
Thanks @egormnc!
@sinus thanks, yeah the small pause is because the shaders for your stripey arrow and the wall are being compiled the first time. I could've solved it by rendering stuff in the menu with those shaders but ran out of time to do that. Thanks for playing!
Thanks @digitaldude555 for the kind words! Not getting many ratings is completely on me as I got really distracted and haven't rated other games myself either. Also, multiplayer is not the easiest to test. I'll try my best in the remaining hours to rate and give feedback to get more ratings.
thanks @nathan-franck that means a lot as I'm historically bad with providing sufficient information on how to play games lol.
Thank you for the kind words @tetracold
Not having more ratings is on me, I could've played more games and give feedback but to fix this I dedicate this day for doing just that before the end, the jam spirit of rushing lives on with playing games in the last hours ;)
Keyboard controls make the game a bit harder than it should be imo, maybe you could try having one button that cycles through the available colors and move with the arrows instead, I think using X C SPACE and arrows would feel more natural and easier to manage or just swapping WASD with ARROWS as movement is the more crucial control here I'd like to use my right hand to do it. I can see how the layout would work better with gamepad which is probably how you played and tested it mostly I assume.
The non-stop loud music is distracting and feels like the music and sound effects are fighting each other for attention. A bit reduced volume and stopping and relaunching the music at a random point on game over and restart would make it feel more immersive. In general, some less "in-your-face" and more suspenseful music would complement the gameplay better I think.
I liked the presentation and the overall idea of matching the attacks with the enemies.
Found it a bit too easy but played till the end, I only realized in the late stages that I could even rotate the pieces (I think this adds way too many options which makes it more easy while causing a bit of analysis paralysis as well).
A bit of conclusive info at the end would be nice, maybe even a time trial to spice it up.
The negative cargo idea was fun, although felt a bit pointless in cases where the port had the same shape in positive and negative as well, in these cases I mostly just added and removed the same block essentially doing nothing.
Overall I like the presentation of the game and the positive negative idea. I suggest trying to work on the difficulty/puzzle tuning by creating smaller levels with less pieces and a more limited space.
Good job!
Nice little game but please add an end screen so players can see how much they scored. I usually don't prepare to die so I don't check my score before doing so and it's all gone in an instant.
Cool graphics! The controls were a bit annoying, would've loved to just active stuff with clicking instead of hover and space. Panning was unintuitive, I assume it was meant for mobiles maybe?
While the controls could benefit from a bit of "less is more", the visuals and audio is great and the overall polish is amazing. Good job!
Cool game with a nice concept and an impressive implementation!
The big tool-tip with stats and enlarged icons on hover are really distracting and makes the inventory handling a bit annoying. Would be nice to either see all stats on each tiles without tool-tip (like you can with the stats that have icons) or seeing the stats of the hovered item in a designated spot on the GUI that doesn't move around with the cursor.
Sometimes I feel like I can't place down the item in my hand even though I have enough space.
The orange/reddish color on the stat bars was a bit misleading for me as I thought my items were reducing my stats by that amount. Consider having the base stat bars be white and any temporary upgrade on top green. The attack icon being red was also something I first thought meant a reducing effect on my attack. I think you should unify the stats to each have icons and items could either raise or lower each stat.
The death screen should have a `restart` button instead of `quit` as on the web `quit` has not function and I most likely don't want to go to the main menu but I do want to `restart` ASAP :)
Thanks for the game, great job!
Cool game!
The chasing enemy could get me through the thin wall which was unexpected. Maybe thicker walls could help there?
I think changing the user's cursor to something that is affected by the CRT post-process would make the game feel more immersive.
Good job!
I had much fun playing this! Great entry, simple but well polished and cohesive! すばらしい
Very satisfying level of juice and polish. The sfx works well with the rest to provide a crunchy feeling on hits. Overall a great little game.
I think the background could have a bit less contrast/brightness. Since the user is required to click certain things those things should pop out more to give a clue on what is interactable and what is not.
The highlighting on the selected box should be stronger one way or another.
Sound feedback on the user interactions could easily make the game feel more responsive and engaging, just a tiny bit of rustle on moving and selecting parcels would be cool.
In general your text containing UI elements like buttons and score label could use some padding,
Gameplay-wise I think it would be satisfying to be able to move multiple parcels with the same destination at once, this would add a bit more momentum to the game.
The incoming parcels could also stack up if you don't take them fast enough leading to a stack overflow loss if you are too slow ;P
Nevertheless, good job completing the game!
A simple mechanic implemented nicely!
I'd suggest that the power up screen should make existing laser zones disappear so that the player don't suffer from powering up and failing to continue the game properly in an instant.
Laser zones that go off in a sequential manner should appear so as well to signal to the player about the order they will go off. You could get more out of zones if you randomized the order on each spawn.
If general it is good to let players use the keyboard to control menus if the game itself is keyboard controlled. Let us restart with space and let us pick power up with arrows for better keeping the momentum of the game.
The green circle can spawn behind the bar in the lower left corner, I thought the game was bugged for a moment. Maybe have a safe zone around the edges where the ball can't spawn, you shouldn't spawn it into the player either as then you have to exit and reenter it for the collision to register which is a bit weird.
Maybe you should somehow punish the player for not picking up the balls. It's a bit tempting to just wait for the power up near the edge of the screen when on low health, this takes away the flow a bit. Simply connecting powering up to X number of balls instead of time would solve this.
Anyways, you've made a satisfying game!
I couldn't build anything after the giant started growing, felt like I wasn't playing much after the first setup. Nevertheless the concept was cool and it could be extended with a more active Giant and more nuanced building/managing choices.
Funny game, I enjoyed it.
I was mildly distracted by the pile of boxes near me that looked exactly like my box and so I thought the thrown box would smash into them.
Think you could give a bit more lives to the player or make it so that you can somehow gain back lives if you manage to make deliveries.
NPCs popping out for a frame from the houses like on the title screen on "wrong house" would make it even more funny.
Good job!
Awesome aesthetics on this one! I enjoyed the sounds and the little info arrows on files providing funny details looking real polished. Having all the levels laid out and the game panning between them was pretty cool too.
I suggest saying on the page (or better yet inside the game) what the single button for control is or letting the player use multiple buttons (or even any) to control the game (space was my first try, clicking second, arrows/wasd third, enter only came after sweeping the keyboard :p).
To easily add a bit of replay value you could accumulate the remaining time on each finished level and use that as a score at the end.
As of later updates, more types of files and deleters would be cool. You already have ones with different speed, maybe some could only be deleted by deleters with admin priviliges like system files? Or have files that shouldn't be deleted (like system files ahah) go around the level too as a distraction/avoidable item, which would crash the level if deleted. How about some that needs to be deleted ASAP like malware which would force you to priortize those before the rest.
Anyhow, great little game, thanks for making it!
Awesome game with a creative implementation of the theme!
As others said some indication of your oxygen when outside of a bubble would be helpful.
I'd appreciate a built-in cursor as my system one can get very lost in front of the busy background of the game, something like a larger crosshair (or even a dashed line between it and the player) would be great to help aiming feel better imo.
Being able to dash with right click would be nice.
In the upgrade menu it would be more intuitive to be able to buy stuff by clicking on the icon rather than the prices. Effect tooltips seem out of place from the rest of the graphics with the resolution and antialiasing going on.
Being able to burst the bubbles by just running or dashing into them could be nice.
The game over screen should also contain some stats about the failed run. At least say how much time was left to win or something similar.
Nevertheless this is a nice game with lots of polish and good design, thank you and congrats on making it!
Good writing and results on the different choices!
I think the font choice on the texts are hurting the game as it is difficult to read it. I'd suggest keeping the old styled font for the titles but using something simpler for the bulk of the text.
Could be nice to have some ending text that summarizes what happened to your kingdom based on your final score.
Think there is a typo at the end of the "raiders come" text with "dilema".
Nice game and groovy soundtrack!
I wish you would summon the things at the center of the symbol you draw. It would feel more satisfying and would allow for more tactics I think.
I had trouble spawning bombs which was somewhat annoying, it would often detect regular circles instead. I think it could be a rectangle or an upright triangle for easier distinction.
I feel the bomb/mine looks a bit out of place, having a similar creature like the others but stationary and spikey would fit better to the rest of the game.
Some levels could contain enemy mines you need to clear out.
Some subtle texture on the background would really tie the graphics together.
A healthbar or some damage indication for bases would be nice.
Impressive game nevertheless!
Good work on the sprites!
I think the role icons should be on the description list to make it more clear what is what.
While the inner world navigating is pretty cool stylistically, I think it actually distracts from making meaningful choices. I'd be curious to see the game with all the candidates laid out clearly, right now I think the player is more likely to just hire whoever comes first out of time pressure.
Maybe it would be nice to be able to let go some summons.
It's a cool concept and has nice details but overall feels a bit incohesive and like you were trying to do more than the game really needed.
Great little game. The foxes are surpisingly powerful!
I could see this playing nicely on a gameboy advance.
Would be cool to have a summon log to help remember already discovered combinations.
Rocks could give cover from arrows.
I guess you could omit the need for the pot clicking and just summon when the third ingredient is selected to ease the process.
Overall very polished and cohesive.
A promising solitaire game with a nice atmosphere and design.
My biggest issue was that I don't know how to flip. My assumptions were
* clicking the yellow number on the hover popup on a dice * double clicking on a die * dragging the die onto some "flip area" on the table
Later I realized I had to pick up and put the die onto the flipped value which is something I thought of very late (after trying to complete the game without flipping), because the hover menu disappear normally when trying to click it without a dice which made me assume it is purely visual and non-interactable.
Other than a more intuitive or explained flip, here are a few improvements I could think of
* being able to drag dice onto cards instead of "pickup->drop", I was repeatedly trying to drag and drop on instinct, only to lock and having to unlock instead before being able to continue the proper way, not sure if locking alone is even an action that should be in the game as placing a die on a card already locks it and you usually want to lock with regard to a card anyway. * sets on die could be shown without having to hover, surely one can learn the sets but as a newcomer much of my gameplay was spent on hovering and inspecting different dice to find my targets were instead of making statistical decisions. I think this hurts the gameplay the most. * locked in the same round (unlockable) and permanently locked (from previous rounds) die should have some distinct visual clues, same-round locked die should be able to be burned without having to unlock first * die that were placed on a card to be locked could stay there for the next rounds
A couple of other nit-picks * different die could use some separate color scheme as well as being smooth/flat * having to roll the die after it was already rolled in a sense is a bit confusing, they could just spawn in the air or appear in the middle of the table without being thrown/rolled * the camera could use a smaller FOV and be farther so that the die on the sides don't get as much perspective distortion * the candle light sticking out of view at the top of the screen while everything else is contained inside feels a bit off * actions like burn could have audio clues to be more engaging * the die row could have the top numbers aligned upward or the die could be left on the table for a more authentic boardgame feel
Overall I think the game has potential but I feel like its presentation hurts it as it falls between not embracing the possibilities of showing enough information in the digital context and not going full analog simulation either. If the goal is to have an immersive experience * the camera could be zoomed in and die should not be picked up in a neat row but instead just lay where they landed after thrown * every interaction should be done by moving a die somewhere on the table * die should not be stacked on cards so that their sum can be read without additional UI * die sets could be shown as a permanent pamphlet on the table instead of the hover popup (which could also open up to show the rules as well)
If the goal is to be a thinky videogame, the game could have much more UI and information visible at once, there is much available space and hovering for information is not the best experience imo. Instead the game could show * each die type and their sets in a legend on the side or around each die at all times * incoming die in next rounds * the remaining values on cards * hovering should be reserved to highlight contextual stuff, like if you hover a diamond card, your die with diamond values get highlighted and vice-versa
I am tempted to suggest the first approach because the summoning mood and atmosphere is worth preserving.
Would be nice if the game summoned something at the end.
Nice little game, I like the interpretation of the theme!
The hitbox for cops catching you could be just a bit smaller to make it feel more fair.
Sometimes the cops don't seem to register the donuts.
Think it would give the game a bit more depth if skating on grass was impossible or really slow or any other updates that gave the player more reason to use walking in some places.
I got stuck once between a tree and the firehydrant around the bottom-left corner of the map (after skating into them diagonally).
@historymaker118 Thanks for playing!
That isn't a typo, "pants" is a valid category to cull the creatures with pants on.
I'm planning to add a mouse sensitivity setting in a post-update, maybe it will help with being able to turn faster.
You can also save a bit of time by checking around while the prompt is up to prepare!
Thanks @alkemiste!
Indeed timing is a bit harsh as you only have 6.66 seconds to complete a level. Difficulty progression is definitely something that needs to be balanced more.
Some categories are intentionally a bit trickier, that said some might feel more confusing and unfair than others. Which one gave you trouble?
@tevasliutauras, I skipped adding a timer since I thought there was so little time you wouldn't be doing anything differently if you knew exactly how much was left, but I understand how it would make it more clear. So we'll figure out something for this.
We wanted to make the sign beneath you indicate how well you are doing but ran out of time, that's also on the to-do list!
Thanks for playing!
@mnemosynevl Thanks for playing and appreciate the feedback!
I wanted to highlight the remaining targets somehow at the end or show you a ghost for the wrongfully eliminated ones but couldn't make it in the jam. Definitely planning on it!
Timer as well!
It is semi-intentional that they can cover each other, in those cases you can often slash carefully to only hit one target. We were thinking of adding an alternate action that would let you push the creatures away safely so you could access the ones behind but opted for keeping the game simpler. Might revisit that idea or tune the spawning to make covers even less likely.
@nick-blackwood we will definitely implement some form timer, also see my comment above about covers.
You win a round if you kill 66% or more of all targets. The needed percentage grows with each successful round. The percentage is calculated as "(targets_killed - non_targets_killed) / all_targets", so if you have lots of targets and accidently slash a wrong one you can still win.
@velvetlobster Thank you for the kind words!
Yeah, the "not the..." type of rules are definitely the most tricky, it's easy to miss it. Pants are pretty hard, that's giving me trouble as well ^^
I guess one even easier is "not the flying" as it's simpler to slash around the ground enemies. ;)
Actually the culls are fairly randomized, you can get hard ones right at the start with lots of targets and you can have just a few targets in later culls, the chance to get more increases but other than that it's pretty much the same. We definitely have to refine the progression.
It helps if you check around while the rule is up to save a bit of time on searching.
@drainkid thanks for playing!
It seems like a timer is something people really want so it will definitely be included in a future update!
Sometimes the rule says "**NOT** the ..." in which case you have to cut everyone except whatever fits the category. That might be what happened unless you've cut too many non-fitting ones as well.
@momotiktik thanks! I implemented a kind of time indication yesterday so it will come in an update soon!
@konstantinreed thank you for playing, I'll keep in mind to include some easier mode or a less steep difficulty in the future!
@wouterk12 glad you liked the art! if you get "bad blood" it means you eliminated too many wrong targets, the game just automatically restarts if you lose, so it might seem like you still progress. If you complete a level you get "next cull" and a score that increases as long as you don't lose. We are thinking of some better indication of loss and some kind of summary of what you missed or wrongfully slashed.
@Rincs thanks for trying out our game on stream and for your feedback!
@yogurtthehorse that description is exactly what I want to achieve so thanks a lot!
@chonibi we all deserve to be a little manic sometimes :) actually we just released a [post-jam update](https://ldjam.com/events/ludum-dare/55/the-culling/post-jam-cull) that addresses the steep difficulty, the lack of timer and improves the rules to be easier to understand.
@retrific Thanks, we added an easy mode with a bit more time in the last update, but I might need to consider a cozy mode too heh.
@krummsakura thank you, glad to hear the settings were useful! To be fair some of that polish only happened in the last week, you should rate us based on the "jam submission build" on itch.io
@zungryware thanks, the online post-jam version has a timer and accessibility settings to exclude certain colors from the goals, the endings should also be more clear, but "pure evil" means you got everyone matching the target and didn't slash anyone not matching it, "bad blood" means you slashed too many bad ones.
Cool idea with the bidirectional summon ability!
I think fewer but more polished levels would help the game. Often they can feel random and there is a lot of places where you will obviously won't need to go, these just add noise. It might be worthwhile to follow the "less is more" dogma here.
In terms of graphics I found the art to be a bit incohesive. Maybe the hand-drawn style of the mages could be reflected on the grid, or the reduced minimal style of the grid could be used for the mages. For example you could try applying some line art shading and less straight edges to the grid-cells or simpler icons for the castles and mages.
Layout-wise I felt a bit of confusion just by the way the tiles look and the things are placed. Maybe you could drop the double white border and just have one grid line on the background to make it less busy. The mages could have their base on the intersection where they are standing. That said I wonder if the game could work better if you were walking on cells instead of the spaces between them.
I think it'd be nicer if you'd restrain the user to a specific number of moves on each level. It might add more challenge and puzzle, as right now it is easy to bruteforce each puzzle and players often choose the boring bruteforce (even if it hurts their experience) if you let them. Even just showing the target moves for crystals and your progress while playing would help a bit with motivation here.
It would be cool to see previous moves as traces on the levels.
Instead of the "select-summoner->select-summoned->select-position" you could just let the user drag any mage over to another (given it has properly colored spaces around him), I think this would be a big improvement to the UX.
Overall I think this game has potential but the levels need more reduction and you might need to introduce some other mechanic to make it easier to design more interesting levels. Examples include, a mage that can change tile colors, mage that cannot be summoned by others or mages that can only summon some but not all other mages, a mage that can't move at all, one that destroys tiles where they go and so on.
Anyways, good job on the game!
Nice story and music. The player controls are tight and satisfying.
The level with the moving stack of platforms was a bit confusing. Took a long time to realize you could only jump on the platforms from the side.
I was expecting the protagonist to sacrifice themself at the end to summon back their pet, but the story was touching nevertheless!
Think you forgot to add a cover image.
Very cute game. I like what you did with the cooking upgrades.
I think the arrow guys shouldn't hurt me just by touching. It would be also cool to be able to break arrows by dashing through them.
I found the difficulty jump was a bit sudden on the second level, you could let the player get 1 or 2 more upgrades before that (or make it a bit easier with the above suggestions).
Being hurt could give a bit more feedback like some audio, screen shake.
Maybe adding some invicibility frames where you can't be hurt twice in a short time (or making this longer if it is already in there) would make it feel a bit more fair.
Being able to kill the summoners accidently could be funny.
Overall a solid entry!
Nicely polished art and UX and funny writing. I enjoyed the chat-like presentation of the text game formula.
The mystery was well thought out, I just love to have an ending chapter where I can decide about the fate of all students and some confimation about being just.
Good world building with so little stuff. A nice example of minimalism.
I think you should either allow the player to select a choice with the mouse or step the textual parts with Space or Enter.
Gameplay-wise I felt like much of the choices were not too intriguing, ignoring the call and rejecting help leads to no interesting outcomes, maybe if the game said something about what happened at war or hunger/famine with the people after you've rejected to respond would make these choices more interesting. Some progress that would carry over between runs would also be nice.
Nice game, it was satisfying how the symbols appeared and were voiced.
A full-screen mode with doubled pixel-size or such would be nice! The LD page is showing the game for me with scrollbars and a bit too small.
I'd love to play with arrow keys in place of the mouse buttons because the arrow icons would register faster for my brain.
That said mouse would be even better if you'd let the player summon the creatures where your cursor was at the time of finishing the spells. This could add a bit more tactical depth to the game.
The crystals could have a tiny bit bigger colliders.
Very polished and cohesive game!
I loved the designs of the creatures and the sail shaped particles.
It would be cool to have some difficulty to the game though as winning seems like just a matter of time, but maybe this is the nature of the clicker genre. I'd still like to see a time trial or "x number of summons" restriction.
Nice game with a chill and somewhat bitter vibe (us being the last one and fighting till the end).
While the tutorial crow is nicely implemented it would be better to not have to wait for it each run.
Interaction could be done with Space or mouse instead of E.
At the end it'd be nice to see how far you got.
Solid entry nevertheless!
Cool aesthetics on the voxel models and lights.
I found the minigames to be more on the annoying side and their plain look was very detached from the rest of the game, even immersion breaking. Frankly I think the game would be better without these minigames. It could be more of a cozy, combinatory puzzle or exploration game where you can check out different demons through combinations and have a laugh at those funny comments for the ingredients. The hectic minigames deterred me from trying out more than two combinations.
Sometimes less is more. Games that provide a good atmosphere and nice art like your voxel sculptures can definitely get away without providing any challenge in my opinion.
Cool concept and mood!
I think it would be nice to keep the surviving builds after battles.
Making builds could be simplified, even though thematically it works well to have to pick up and bury, it becomes a bit of a chore.
I'd like to have some choice in the battles but I understand the automatic mechanic comes with the genre.
I enjoyed the animations and polished pixel art throughout!
Awesome writing and just overall great design on this one, definitely one of my favorites from the jam!
It would've been nice to be able to see the comments for each time slot just by clicking them instead of dragging and being able to check them out similarly after clearing the level (but before clicking the summon button).
If a slot was outside of the current time selector it could be signalled somehow, I was second guessing a bit with the border being able to cover the selector and still be considered solved.
I'm not sure the scoring based on the amount of drags is really meaningful as it is often more about just meticulously dragging them the least amount (while essentially doing the same solution). That said I'm not sure how else could different scores could be given (without designing for multiple solutions with less moves).
The "skip?" prompt could appear less often or you could just have it as an always visible button on the side I think.
I can see this game being expanded upon by some special ability for each character that can be used once in each round or something to make some extra modification to slots like * fighter could split a slot into two * ranger could shorten an existing slot * wizard could swap two slots in a character * bard could stick together two adjacent slots to be able to drag them using one move * thief could steal a slot from another character and put it into his own lane or the other way around
Or something along these lines :) These and special slots like some that cannot be moved at all could add further opportunities to level designs and solutions.
Anyways, great job from everyone involved!
Cool game! The visual polish is very nice!
While the minions going to their respective spots when summoning is great, I find it to be a bit buggy, as they can easily get stuck on the pedestal and not be able to go to their place.
sum.gif
There is some issue with the animation mixer, possibly trying to access despawned objects or something. It seems to get worse over time to the point of becoming very laggy. The sound also cut off at one point for me never to return (when I exited the fullscreen and gone to record the above footage). Played the web version.
Think you should add one or two frames to the player's walk cycle as now it seems as if they just extend one leg and hop on the other repeatedly.
I felt like my small minions weren't doing much in battles and died a bit too easily. Maybe there could be a weaker enemy type at the beginning to feel more fair or just having some more visible punch to their attacks would make me believe they are trying.
The stepping sound was a bit out of place for me, maybe something more muffled like you are walking on soft grass would work better for the visuals.
When you have no minions following, it is a bit weird to have their sound play when pressing on a spot.
Would be cool to have some cursor appear at the last point you sent your minions.
Overall most of these are small nitpicks and you did a great job! Especially impressive work on getting all the tutorial and intro sequences in and keeping it all so cohesive with such a large team.
Very polished entry with all the tutorial and overall smooth controls and cohesive graphics.
I feel the cards semi-covering the heads is a bit awkward, could just let the player see the heads and let the placement interaction happen on those. Because the cards contain the health and the info but the placement relative to the grid is very important and there is a bit of disconnect there with the cards' size and location. Maybe if the grid cells were as wide as the cards, it would work better?
Funny writing and nice models!
The gameplay might need a bit of shuffling for the furniture and rooms to make them a bit different each job. Hiding items in wardrobes and including red herring items would add a bit more to the searching mechanic.
A nicely polished entry with a cute and cohesive art style!
I found the game to be a bit hard even on easy mode first, but once you get a lead and just spawn the 50 mana slimes you can easily overpower the enemy.
Only talking from trying Easy and Normal but I think there could be more incentive to spawn the smaller or bigger units. I was never anywhere close to unlocking the last spell either so that might need to be a little cheaper to have actual use.
The view dragging could match the distance your cursor travels to feel less floaty.
The game could have some target limit so that slimes could attack the base if there are enough of them already attacking the one spawned enemy slime in front.
Being able to cancel the fire strike spell would be nice.
Good job anyways!
Solid writing and cool interface on this one!
That said, I am not sure if the control really serves the game and some people who would otherwise enjoy the writing and exploring the case might bounce off from the game because of the relative clunkiness of typing commands. I think the vibe could still be preserved with the same look and feel if you had a bit more menus where you could pick entries from a list while staying with character-based rendering, like how the "new wave" of terminal apps do it, for example [lazygit](https://github.com/jesseduffield/lazygit) instead of vanilla git.
You could
* always have to focus on the input field even if the user scrolls the view, if you focus the text your up-down-enter will work but backspace and characters do not. * drop the "The" from the name of topics, it makes you feel like you need to type that even if you don't * if not going the menu route, let the player choose interactively with numbers or initials like many CLI programs do for multiple choice prompts and lists * the input field locking when doing "Next" for text blocks felt a bit antithetical to terminals, although I get why it's good to have the text appear in chunks and not sure what would be a better way to progress * the colors of jurors could be shown on the list provided by the output of the empty `interview` command * make it even more minimal by having the command prompt be on the same area as the output like regular terminals (instead of the separate input field and "Send" button) * add some sound to user typing and sending the command to make it more immersive
Awesome game over all aspects! My favourite so far!
I wish there was a fullscreen mode built-in or the game would capture the mouse.
At the end it would be nice if the camera panned to the boss dying as I missed it because I was away from it when it happened.
Great work from everyone involved!
Awesome art style and cute game overall.
There is a bit of a flaw in the design in that if you mess up one pizza, you probably won't have time for the next one either (since it was running out as you were messing up the first one), but you instinctively try to solve the next only for it to also run out of time and so on, it's easy to get stuck in this vicious cycle as it is quite counter-intuitive to let go of the second pizza as well and wait for the third to appear.
Maybe simply not having a second order appear at all would solve this as it's not like you can prepare or do anything with the second order until you are done with the first anyway.
I'd like to be able to draw the sauce in one go, think it would provide a better flow to the game.
Small detail but visually I think it would fit the style better if the customer sprites would just slide out the door instead of scale down because no other graphics scales in the game and it breaks the "printed paper" immersion a bit.
There could be some ending or increased difficulty as the game can be played indefinitely if you get the hang of it and it's never ideal if the player needs to let themselves die to finish.
More target shapes for the sauce or more sauce types would also be cool.
To add more variation you could have some special orders without cheese or sauce or "rush orders" that run out extra fast.
The paws could have a grab frame for pickups instead of dissappearing.
All that said this is a great entry and it made us super hungry for pizza too ^^ Awesome job!
Nice graphics and music!
There is a lot of depth and detail here but the game falls a bit short at the level of fundamental controls and pacing. Think you should make it work with mouse or at least let the player step through the crew with keys instead of having to navigate to them for selection, this was by far the most hectic aspect for me and it makes the game much slower than it could be.
There is a bit too much moving around as well without any interesting choice to make or action to have, you could make smaller levels or somehow let the player move multiple units together to help with this.
Either way, it's an impressing entry, especially considering your team size which I imagine could have been hard to coordinate.
Good job with the textures and look of the arena, also cool music!
I think the game could be improved with a bit more juice, particularly for killed enemies, them popping out of existing without much feedback is not as satisfying as it could be.
Being damaged should have some sound effect or more feedback in general. Most times I was killed by enemies from behind without noticing them which is a bit of a let-down. To combat this issue the newer Doom games for example made it so that enemies outside your field of view will be less likely to attack you and damage less, they will also try to get in front of you to attack. The former tweak is somewhat easy to implement and could already make a big difference in game-feel I think.
You should try enabling threads (and SharedArrayBuffer support on the host), not sure if it's possible on the LD page but on itch.io this fixes the stuttering audio on Godot web builds, which happens on this game as well.
Cool idea with the piano notes on interactions, it adds greatly to the mood!
I think you should capture the cursor on every click in web builds for these type of games, so that the game doesn't become unplayable if you ever hit escape and want to come back.
I was a bit annoyed in the ending corridor by the texts appearing and stopping me at wherever I was and wherever I looked at the moment, it also felt a bit awkward. I don't think it's a good idea to take away the control from the player this repeatedly. You could just have a longer corridor and let the sentences appear as the player walks toward the end to make it all feel more fluid.
Think you missed a chance to add a bit more detail by not specifying the favorite record and book as you did with the absinthe.
Love the aesthetics on this one!
I observed a few bugs with the fireball spawning one block to the right and not being able to break the wall if there is something on the other side of it.
ss2.gif
And the blades getting stuck on room 5.
ss.gif
For improving the UX I think you should allow placing summons on the player since you can step on them anyways.
It would be nice to see a "ghost image" of the summon or a highlight on the tile you are about to place to.
I second continuous movement. Or movement by clicking on an nearby tile, so that the whole game could be played with the mouse (or touchscreens).
Solid entry, I had fun!
I like the polished and cohesive art on this one but I feel the gameplay is missing something as I don't have much choice to do anything beside wander around. I'd love to send my summons to a place or select an enemy to target to feel more in control or be able to activate picked up items when I need to instead of them being automatic. Overall it could be a nice mobile game with a bit more player agency.
That said, good job on your first LD entry and welcome!
Loved the interpretation of the theme and the super polished art and presentation on this one!
I could see the gameplay upgraded a bit with maybe some multi-tasking mechanics (to stay true to the upcoming streamer experience) like * having to moderate your own chat by occasionaly clicking on toxic messages to not alienate other viewers * thanking donations by clicking on them when they appear, this could add some multiplier for future donos or dono chance * trying to summon items that chat requested other than the rabbits, to freshen up the main mechanic a bit
Anyhow, good job everyone!
PS: Think you forgot to include actual links to your socials in the credit section here.
Very cute animations and super responsive feel!
It could be a nice upgrade to drop the health bar and counter for tiny penguins (as the interface gets quite busy on higher scores) and make it so that they jump out of their zone and slide away once fed. The zone itself could show the time left somehow.
Spikes could be cracks in the ice where you lose your fish into the ocean?
I the drop zone mechanic is simple but add a great flavor to the game, well done!
Cute game with nice sounds and drawings!
When sending creatures to help others, it would be nice if the game would register the hover on large items when the click starts under the item (because the picked up creature was very close), right now you have to exit and reenter the colliding area while dragging for it to work I think.
The symbols on the sign could be flipped since the fruits are on the right side and leaves are on the left on the map.
Could be cool to be able to buy stronger or faster creatures for more resources!
Solid retro vibes game!
I think there could be more grey carrots for increased confusion and to balance that maybe a little warning sign that shows the incoming tractor on a lane ahead of time so that you are less likely to fall into playing it safe in the middle of the map.
Great visuals and level layout, had fun going around!
Can you get to the surfing dude on the left side?
Think the text could use a bit of a background rectangle to be more readable, like a semi-transparent rect or something.
Being able to leave dialogs without explicitly picking Goodbye would be nice, I fell into repeating dialogs on accident getting stuck a few times.
One of the most imaginative leaderboard style I have seen!
Solid gameplay loop with the shape-shifting mechanics.
Vials are sometimes hard to pick (I think if they spawn on you, you need to exit and reenter?).
Could be nice if the ending would make gravestones in front of yours transparent, I couldn't read my kills because I died behind another gravestone.
Great job!
Great atmosphere with the art and music and polished execution!
I couldn't get all the different differences for each room but I got enough to finish the game after some tries. Loved the little details everywhere.
Pretty fun game!
Hope you can fix the unpredictable reflection as that really holds this game back.
It might be nice to have the beam still present while reloading (could be red until it's ready to use or something).
I think it would make the game more engaging if you wouldn't be repositioned to the start on damage. Just have the player lose a health point instead, while staying at the same position.
If I go to the menu and click restart mid-game the first level no longer registers that I've cleared it and I can only progress by refreshing the page, which makes it frustrating to retry runs.
Despite the issues this is a solid game!
>Regarding restarting from the menu, that button restarts the entire game, not the current level.
I get that, but after one restart from the menu, I shoot the two enemies on the first level and the game no longer registers that I cleared the level, I am stuck on an empty first level. Maybe it doesn't happen all the time but it did for me.
Great analog look!
I think it would do good to the levels and feel if you couldn't climb on the bare edge of the screen. Some levels can be circumvented this way and even if it's part of the intended path it feels a bit off to do it. When a vertical wall is needed for a level on the side, you could put the same brick element there but otherwise fleas could just despawn if they go out of the screen.
Cute and funny game!
Pretty solid card battler!
I wish you could right-click on attack cards to fast-attack without having to pick the target (since there is only ever one).
Cool game with nice enemy variety!
The attack projectiles could use a tiny bit of juice.
It would be nice to be able to select upgrades with the arrow keys or just the keyboard in general.
Would be fun to have an option to clear all currently spawned enemies with a blast instead of upgrading (or have this as a regular option that comes up sometimes), this could feel like a satisfying way to get out of losing sitations.
Great golfing game!
You can get locked into a weird state when landing on the edge of a platform where Buggie keeps trying to walk forward and won't fall off but I can't initiate jump either.
Would be cool to see some furniture and household appliances as level geometry!
Nicely educational, fuzzies are smart!
I feel like levels could start with the default output node already spawned? But maybe there is a point in the game where you get more kind of outputs that I haven't reached yet..
Would be nice to be able to connect `Output -> Input`.
Having the nodes exist in the same area as the fuzzies could tie the visuals together more maybe?
Buttery smooth art style and hammering!
Would be nice to be able to skip or speed up dialog displaying by hammering the table or something, even though the writing is funny.
The magnifying glass is neat but it doesn't do much, as the Sprinkmins can be identified by color. Would be interesting to have some slower levels where more types have the same color and you need the zoom to identify the sour ones before smashing.
Cute goblins and a tasty meal!
One goblin got stuck behind the right panel while going up to top floor, couldn't select them afterwards.
Great use of interactions to enhance the narrative. Good story!
I always like to add some critic but there isn't much here, it's super cohesive and does what it sets out to do! Maybe the dirt could have been brown pixelated sprite blobs instead of the straight rectangles to fit with the rest of the art?
Awesome job!
funny combination! some weird situations, puzzles could emerge from the bouncing off "action-bullets"! I'm waiting for the post-compo version if there will be any. also, it would be nicer to change actions with scroll or right-click or something ;)
Thank you! But come on, that needs an excuse not to do! :D
@Raindrinker thanks for trying it out, yeah I thought about a puzzle game as a module too! It could be really interesting. but it definitely needs more time, and I wanted to make something that could be actually useful in a modular setup instead of it being just a one time try thing (like most puzzle games). for learning Rack, you can find many tutorials on youtube for example, the nice thing about it is that you can get useful info from not only VCVRack specific videos, but any real-world modular synth explanations etc.
@ghust1995 cool! nice vibes! happy to see it already being used. do you have a soundcloud or something? I suggest just go and try to make some modules, it is a fun experience!
@Raindrinker I wished to get people into Rack with this, so it's nice that it's happening :d Good luck with your patching!
@Eugene Myach nice one! I haven't gone farther in terms of enemy AI from just straight up connecting Y to P1/2 ^^, I guess you could make a difficulty curve with sequential switches to gradually level up the enemy's ability to follow the ball. now I'm feeling sorry, about leaving out the scoring system. but I didn't want to make the module wider, and the ports were already really crammed up. It could have been used for longer term modulation, maybe in a next version idk..
I liked the atmosphere in this, and with how little it is being achieved! peaceful, except for the fact that you are killing small creatures who just want to pass by :d
my only problem was that the player moves to a shorter distance in the same duration, which makes me feel weird when I move around.
development circumstances sound interesting, maybe this could be an intentional focus of some jam (you could only participate if you are on travel or something)
@kyyninen yeah, just make the leg-dude move with the same speed/acceleration no matter the distance and it will feel more natural. for example if you are using some kind of animate function where you have to input the time it takes to animate, first calculate the distance between start and finish point, then multiply it with some constant and input the result instead of the fixed ~1500 milliseconds you are using now. good luck!
Interesting! I feel like the texts should be somewhere on the central vertical axis, or in space beneath fallen bodies :p. Since they are central part of the experience, not just some stats you keep on the sides, in case you need to look at them. It would be nice if you could get shot even if you walk constantly (that's a weird thing to wish for).
About the user generated part, nice direction for content, though it tends to lean towards humour way more often than not, almost unrelated to the context. But it helps in case of this game cause it works well with the theme. I wonder if there's any effective way to make players be serious while playing a game x).