FoonLudum Dare ExplorerUsers → unpronounceable

unpronounceable

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202558CollectorCollecting Cubecompo1703.023.302.253.272.692.942.272.63
202456Tiny CreaturesThe Fair Folk of Ridianfacompo2343.232.653.233.152.823.21
202354Limited SpaceVersluncompo4.074.074.00
202352HarvestBúskapcompo3.503.123.624.00
202251Every 10 secondsOtoncompo1933.523.643.502.642.952.973.30
202250Delay the inevitableBelecintcompo1693.683.653.913.943.373.343.00
202149UnstableThe Ruins of Cuglatr 2compo1683.703.603.422.813.023.65
202148Deeper and deeperGrafacompo1693.803.564.003.77
202047Stuck in a loopToil of Pnamoscompo3033.443.273.002.753.383.333.58
202046Keep it aliveForests of Xahilcompo3883.573.403.593.453.313.34
201945Start with nothingConjury: The Convocation the RPGcompo3333.223.073.792.872.253.022.242.60
201842Running out of spaceAlon Analyticscompo5852.972.543.473.672.572.322.462.97
201738A Small WorldMines of Tehoncompo3.573.423.832.502.623.002.502.60
201636Ancient TechnologyThe Ruins of Cuglatrcompo
201635ShapeshiftDopplegangercompo423.953.854.333.7139
201534Two Button Controls / GrowingPulen Boxing Championshipcompo4743.243.203.084.042.5650
201533You are the MonsterThe Halls of Oszmotcompo3753.233.253.073.732.772.812.832.7360
201532An Unconventional WeaponBattle of Ezrtel Beachcompo4013.333.193.353.352.542.962.433.0846
201431Entire Game on One ScreenPzatoncompo7892.973.002.913.522.612.8853
201430Connected WorldsAffinitycompo6843.082.453.503.773.002.853.2546
201328You Only Get OneShot At Glorycompo22
201326MinimalismMinZcompo5093.212.573.973.722.682.622.5550
201225You are the VillainDoomsday Defensecompo3972.922.852.882.162.192.751.502.1554

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by unpronounceable

LD35 — Shapeshift

Doppleganger by unpronounceable 2016-04-20T22:44:00

@keyboardmonkey Quick rules clarification: The joker shouldn't be mixed into the deck until you're placing the top four rows in step 5. The extra cards placed during step 5 should be placed above the cards placed in step 3. So the joker should never be in the bottom four rows and shouldn't be able to be gotten in the initial reveal.

The split in the dealing is my least favorite part of the rules but I wasn't able to come up with a good way to avoid immediately turning over the joker without it. It creates the most confusion, have watched a few other people play that had issues with it.

Doppleganger by unpronounceable 2016-04-21T12:29:00

@keyboardmonkey If you're building the Stronghold from farther away from to closer that would work. The idea is to have the closest 4 cards in the columns not be the joker, you should have to go through a minimum of 4 cards to get it. The wording for that was something I struggled with. Both "above" and "on top" can be interpreted as the card laying on top of another card or as further away in relation to another card (using OpenGL coordinates it would be the difference between moving along the y-axis and the z-axis). Since the columns should be laid out so it's easiest to flip over the bottom of the column, each card in the column is both above (on the y-axis) and below (on the z-axis) the next card that is closer than it to the top of column. This is a possible source of confusion.

Probably should have used the words "closer" and "further". So you start out close to you, and as you lay the second group in the Stronghold you place them farther away. The row then flipped over in the beginning is the row of cards closest to you.

Something could be done using piles like you mentioned. Could also have a different goal that would be more likely to distribute the cards around the entire board, like you have to get all the kings and aces, but to keep the same board size would then reduces the size of the Reserve by one.

Thanks for the feedback, it's quite helpful.

LD36 — Ancient Technology

Storehenge by Unept 2016-08-30T15:27:00

Quite good. Easy to pick up and play, but trying to optimize where to swap the stones provided a nice challenge. Could be improved by making the ability to swap a bit faster. Either by adding keyboard controls or making the mouse position more forgiving.

Crystalline Computations by Skye 2016-08-30T22:10:00

Minimalistic graphics worked well with the game play. Some of the later levels were too easy with use of the power operator.

Five Days by DUDSS 2016-08-30T21:31:00

Could be an enjoyable game. At the end the enemies didn't attack me at all, just had to spam the attack command to win. Even without color some extra white space would be good and make it easier to differentiate between blocks of text.

OLDNYUZ by repstyle 2016-08-30T20:05:00

Fun if a bit easy. Took me a bit to figure out I needed to click directly on the city to send the spy there instead of just nearby it. Also liked the balance of choosing whether to send my fastest spy, or a slower spy so they could get a speed upgrade. It seemed to go on longer than it should have. Might be more enjoyable if there was extra things to worry about, like having each bit of news having a rating that effected how much the awareness meter went up or down.

Alchimancer by vicious_br 2016-09-02T00:46:00

Art and music are excellent. Was a little confused by the upgrade system at first and didn't realize there was a specific order the weapons would be created in. The game became way too easy once you started upgrading and one more enemy type introduced in later levels would have helped give the game more of a sense of progression.

The Great Sphinx Pyramid by Alphish 2016-09-02T01:24:00

Great game, reminds of older block pushing puzzle games like Paganitzu and Rescue Rover. The last level took me longer to beat than I'd like to admit, and I felt like a complete idiot once I had figured out how. This is generally a sign of a good puzzle. Had some graphical glitches when on stairs or behind walls, and had trouble at first figuring out you could jump diagonally.

DYSCOVR by Sean 2016-09-01T21:34:00

Graphically impressive. Would be more fun if there was some way to search for devices instead of randomly hitting search, or some sort of puzzle the players had to work together to figure out.

MES by RubiksJr 2016-08-30T19:18:00

Got to wave 11. Seemed like there was lots of wasted space in the top of the screen. Some sort of indicator to know there which side the enemies were on would also have been nice. Also had some issues with shooting after reloading, but that may just be my keyboard.

LD38 — A Small World

Atomination by Tutti Ankka 2017-05-17T17:18:57Z

Really enjoyable little shmup. Only major complaint was it was a bit too easy. The feedback from hitting the shield was nice and it has a good soundtrack. If you want to improve it further have more layers of particles, and more of a variety of attack types and patterns. Also speeding up the player particle so it can go a bit faster than the enemy particles would help.

LD47 — Stuck in a loop

Loopstuck by Nobleboy 2020-10-06T00:17:58Z

Fun in a frustrating kind of way. Controls were fine but took a bit to get used to. Never died because of oxygen and by the time I was able to get to the end it didn't feel like a threat. Soft body physics would definitely improve the game.

Fractulinear by gungnir 2020-10-06T11:24:10Z

Nice game. Ran into one issue where the lines you could move along weren't being drawn. It started on the second level and switching to full screen mode fixed it.

LD48 — Deeper and deeper

Grafa by unpronounceable 2021-04-27T13:30:49Z

@listonos Aces are the bombs of this game, powerful and destructive. They're really handy against hearts as you get to keep the ace.

@mdotedot That's a good idea but I don't have a setup that allows me to record myself.

@lsk The rules were set up in such a way that it should minimize the amount of times that the player is screwed out of the gate, but without more control over the randomness there was no way to ensure that you'd always start with a good hand.

As for your second and third points. Yes, the king of diamonds is powerful like that. Except that a secondary goal of the game is trying to clear your hand of cards. Generally when you do well, you do really well and are able to effortlessly get more cards. So the game then becomes not about digging down as fast as you can, but about trying to slow down and minimize the size of your hand by the end. Once you hit that point the roles of the cards change. The king of diamonds that was powerful before becomes a liability now, as you don't want to draw more cards.

Saying all that, there's still nothing from stopping someone from coming up with variant rules.

@gimbalock The first few iterations of this game actually didn't have the combos. Instead you'd chose which effect would happen from the pair, but that was boring and felt too mechanical. There was a definite ranking about which abilities were better so there was less decision making to be made. After adding the combos I couldn't go back to playing without them.

Grafa by unpronounceable 2021-04-28T12:59:39Z

@niklas-zhaga Glad I could serve as inspiration. One thing to keep in mind with these sort of games is how much time people will want to devote to playing the game. It's why I chose playing cards, and a solo game. If you don't have to spend time printing things out and getting people together more people will play it.

@impiaaa Sorry it wasn't more clear. Writing code to run on human brains is difficult. In the paragraph above the list of abilities for the suits it has the rule "put both cards of the pair into a discard pile on the side and activate the abilities for the suit of each of the cards." That could probably be made more clear by repeating "both" at the end of the line. So it would end up: "put both cards of the pair into a discard pile on the side and activate the abilities for the suit of both the cards."

Grafa by unpronounceable 2021-04-29T22:27:06Z

@amolker I had briefly considered how to do a multiplayer variant of the rules. Have done something similar in the past with another solitaire card game I submitted to Ludum Dare. Unfortunately I wasn't able to come up with something that kept the general feel while also sticking to the one deck of playing cards restriction and having time to write everything up.

Grafa by unpronounceable 2021-05-04T02:10:36Z

@jason-wilson Once you've gotten through the deck the cards left in your hand are stuck there and just take away from a perfect score. Part of the challenge comes in when you know you can get through the entire deck and trying to empty your hand, which can be more difficult than it seems.

Acheron's Gambit by zarthas 2021-04-28T14:48:07Z

Once I got used to the controls that was one of the most fun games I've played this jam. Will be keeping a copy of this to play later. Only issue I found was the white line artifacts.

World in Peril by Havok06 2021-04-29T20:48:14Z

Took a couple of games to get the rules down but after that I enjoyed playing it and was able to get a victory with the development goal. Tool tips were nice but a bit difficult to read due to the font rendering. Only major complaint is one that others have mentioned, losing because of multiple event cards in a row. It feels like they should be a secondary deck where the draw from it is triggered by something else.

Callous by MateusBoga 2021-04-30T20:36:37Z

Playing the game was a bit tedious and confusing, but the art and story more than made up for it. Really enjoyed the ending.

The MindDiver by Pierre.F 2021-04-26T18:46:10Z

Very impressive. The art, especially at the end, was very good. The contrast of the two instances of the house was also quite effective. It would have been nice if there was more to explore.

Dance of bullets by Onizik 2021-04-30T20:02:28Z

Fun game with really good art. Only technical issue I ran into was some crackling in the music.

Lambda by YellowKamel 2021-04-29T22:04:14Z

Nice puzzles, only one I had issues with was the SSH one. Including the volume sliders was also a nice bit of polish.

BashRL by luddegodofpain 2021-04-29T22:21:41Z

Love hacking games and rogue-likes, and you've done a wonderful job of mixing the two. Being able to find new commands feels really good.

Dungeon Painter by IanTheBee 2021-04-26T19:08:20Z

My only complaint is some of the blind jumps you have to make. Other than that the controls are good, and the art is simple but works well with the painting mechanic.

LD49 — Unstable

The Ruins of Cuglatr 2 by unpronounceable 2021-10-04T19:29:27Z

@ethanzech Found the bug you were talking about. The death scene wasn't clearing correctly after the restart of the game so if you died at all then tried to select any of the options but the first in the initial scene it would think you had died again. The only work around for it right now is to choose to leave right away when first starting out.

@octahedronsoftware Survival skills are very important when getting through the wilderness. Stocking up on rations before hand helps and there's also a companion you can get that's very good at hunting. Also even with low survival skills it shouldn't be too difficult to survive. You just have to spend more time hunting.

@florianbald Glad you like it. If you have any more info on how you got the bartender to give you more hand axes than anyone could ever need I'd like to look into it, have been unable to recreate it myself.

The Ruins of Cuglatr 2 by unpronounceable 2021-10-05T14:00:12Z

@ugly-robot Glad you enjoyed it, and that was the feeling I was going for. A kind of science fantasy pulp story.

@potkirland Haha! Hopefully you didn't have to play the entire game like that. Played more King's Quest than Leisure Suit Larry myself but the same roots are there.

@ranseur Good job, and thanks for the praise.

The Ruins of Cuglatr 2 by unpronounceable 2021-10-05T22:50:15Z

@sethjmoore Congratulations, that's the hardest ending to get. Found what was causes that issue. Was a sloppy copy and paste issue. The investigate choice is pointing to the shoot resolution scenes.

The Ruins of Cuglatr 2 by unpronounceable 2021-10-06T23:25:04Z

@automatonvx The verb hunting in old text adventure games was always my least favorite part of them which is why I avoided it here. Also meant less writing. Also good job surviving the bear, it's probably the most dangerous encounter you can have in the wilderness.

@bootak The event design was based on trying to make sure no matter how you built your character there's something you'll be able to do better than a different character. A similar process went into the items which are useful. Though there was one item that was going to be used but I cut the scene it was going to be used in due to time constraints.

@lesinvisible I always thought there was a certain charm to terminal based UIs. It also helps because I'm not a particularly good artist so the game doesn't hit on one of my weak points. It instead hits on English grammar which is one of my other weak points.

@apples-mmmmmmmm Any text that looks like it was generated by a random text generator was to try and show how the robots were broken. There are a few places it's used and I was worried it would be a bit confusing. The writing also was rushed, a quick and dirty estimate puts it at about 14200 words (although there are lots of repeats and simple variations). If I do another one of text game in the future I need to find a way to do it in an editor that has auto-correct to help.

The Ruins of Cuglatr 2 by unpronounceable 2021-10-11T17:49:31Z

@abdonatioera Good job and glad you enjoyed it.

@caeonosphere It was a lot, barely made the deadline and didn't have enough time to do thorough testing. But like I've mentioned before it was helped by repeated text and some that's slight variations. All skill checks have three results, usually the failure and costly success results were similar enough that I could copy one and make some changes to make the other.

From World 1, With Love by Kapricorn Media 2021-10-06T16:53:53Z

The art was really good, really liked the transition between the two styles. The animation was really smooth. The music was good quality and having unique songs per level was a bonus. Sound effects matched the art style well. Was able to beat it and save everything. Didn't realize until the bird that saving the critters wasn't necessary and spent a few more than a handful of deaths perfecting my scorpion saving technique.

Ruin Raider by DrEvilBrain 2021-10-04T16:21:54Z

Played it twice and quite enjoyed it. First dungeon I got an ace on the first draw so it was quite small. The second dungeon took up most of my desktop.

Going through the rules there are a few things that confused me at first. I didn't catch on that for the drawing you draw a single card, follow any of the rules based on what is drawn, then repeat until you've drawn as many as you're supposed to then you can move your token. The wording of drawing and playing one at time, but also discovering multiple rooms at a time is what confused me.

For switching phases it says under the first paragraph in the exploration section that you leave the exploration phase when you draw and place an ace, but under the escape section it says you enter the escape phase when you move into the treasure room. I played using the rule under the escape phase and ignored the one under the exploration phase, but either one could work. They're also worded so that there could be another phase between them where you're just moving.

Does the ruin time do anything than mark where the entrance is? It mentions that you should decrease it during the escape phase but found nothing else in the rules that references it.

This is a solid entry, and I liked it.

Topplecrown by caeonosphere 2021-10-06T17:54:25Z

Enjoyed it a lot. Nice simple graphics and good music. Writing the AI is quite impressive, I know from personal experience how fun debugging a suicidal MCTS implementation can be. There was one bug I found, after playing and beating Bridge on standard it wasn't marked as beaten. Went back and beat it a few times to be sure.

Void Jumper by Platyp 2021-10-05T00:09:55Z

Really like the graphics, simple and isn't trying to do too much. Got bored by the time I got to around 200 points. A good start.

Emotionally Unstable by Apandso 2021-10-05T18:31:26Z

Love the art for it. Was a bit confusing at first but was able to pick up the rules quickly. Was able to get to level 13, could probably do better if I played more. Good job, didn't expect to see someone make a deck building game.

Gunslinger Glitch by ugly_robot 2021-10-04T22:51:08Z

Very creative. Like others have mentioned there are certain tells because of how the AI was trained, but it fits with the fiction. It also makes it more skill based once you learn what they are. Not enough that you're always certain, but enough to make you feel like you're smart.

Reliable Reactors Co. by EthanZech 2021-10-04T20:13:46Z

Enjoyed it. Agree with the people above about the speed. One thing I really liked the inclusion of was being able to use the keyboard to be able to solve the math problems.

Unstable Machine LD49 by albertmixalev 2021-10-04T23:23:31Z

Nice and simple. Like others have said some sort of feedback on hitting and missing the keys would improve the game.

Idle Is Bad by FlorianBalD 2021-10-04T20:56:11Z

Was a fun little game. All the little touches in the character animation work very well. Agree with others that the jump was a bit too floaty, but it only caused me issues in level 9.

Circus Panic by Fedev 2021-10-05T20:50:55Z

Good game, a bit frustrating at times but fun. Only complaint is that the platforms blended in too well with the background and made it hard to see sometimes.

Pest Control by Wyvex 2021-10-05T17:57:25Z

Enjoyed it. The movement was nice and fast. Liked the bullet hell level of firepower being shot at you, although one trio of enemies at the top of staircase caused me problems. Some more feedback on if I had hit enemies would be nice.

Ball of Chaos by OmegaFalcon 2021-10-04T17:55:38Z

Very good concept but the levels with the shadow ball were frustrating. Having to split my attention between my position, the gauges, trying to get where I needed to go all while also having to keep track of where the other ball was going to be and then planning all around that proved to be a bit too much for me. Longer or more levels so I could have gotten a better intuition of the various gauge configurations would have helped, but given the time constraints it's understandable why that didn't happen.

LD50 — Delay the inevitable

A duck on ice by jk5000 2022-04-07T22:08:32Z

Top notch storytelling, and driving the duck around was fun. Wife watched me play it and she gave it a 10/10.

Loop by Geckoo1337 2022-04-11T23:18:43Z

Simple and fun. Music was really good. Played enough that I was able to eventually get into the top 10.

Belecint by unpronounceable 2022-04-04T20:52:21Z

@byazzle Part of the inspiration for this was the the script I found to generate music stopped working on a computer move. Didn't realize until I was already luduming, and instead of spending a few hours fixing it I spent even more time studying up on a bit of music theory. Found a few scales to use, plopped them in and then had the code walk up and down them randomly. Replaced the shattering sound for a breaking arc with a dyad or chord that shared the last note played. Generative music is one of those random things I've always wanted to do something with. While this doesn't produce good music it does create something that could be considered music adjacent, which is good enough for now.

@widdershin I'm not a fan of the cooldown idea, but I do agree that making sure the players actions are deliberate is better. Part of the fun is near the end of the game when there's lots of pieces coming down and seeing what sounds are created, at first glance the cooldown seems to work against this which is why I would be hesitant to try it. There could be other ways to do it though, possibly reducing the score by 1 when the player clicks and it doesn't register a hit (along with a discordant sound, like a missed note in Rock Band), shrinking the allowed clickable range for a short period of time, or making it so you have to click out near the edges instead of anywhere.

One thing that would help that I didn't get time to implement was better spreading out the timing when the arcs would be in range for a hit. The cooldown would be a more feasible option if that was in there as it could take that into account. Also ways to increase the difficulty without creating new arcs would help. Stuff like spinning the field, cycling colors, or some other such things.

@senso @mixon00 Thanks for playing and glad it was enjoyable.

Belecint by unpronounceable 2022-04-06T22:57:18Z

@darandin Thanks. Always found focusing on a single mechanic helps a lot.

@benjijump Glad I could cause you finger pain. This experiment will definitely change how I do audio in the future.

@gummibot Thanks for the feedback. One of the reasons I avoided using music was because I had briefly tried getting music synced up with the bounce sounds but it didn't work very well. Definitely going to try to get it working, probably with a tracker file instead so I have more control over the timing. Although I recently tried it with a nice rain loop in the background and even that helped break up the silence.

@pierce-brooks Emscripten is awesome. Debugging can be a bit of a hassle though. Hadn't considered the bullet hell similarities, but you're right. Thanks for the insight.

@sophie-s Thanks, glad you got so much enjoyment out of such a simple mechanic.

@foxwater I have been looking at ways to expand it. Besides just ways to make the game harder in different ways getting a nice guitar in there instead of the beeps sounds really nice.

@vaincil That's very high praise. Love Super Hexagon and it was in the back of mind while making this.

Belecint by unpronounceable 2022-04-07T23:27:36Z

@payaosito I had been worried about the gradient a bit. Also the inner edge of the arc just needs to be inside the inner circle for it to register a hit, not directly on the circle, which is why I left it the way it was.

@martink Thanks for the feedback. For spreading out the timing, that is something I had tried to get working. Wasn't able to get it working as well as I wanted though. The player also has some control over this as how close an arc is before they click can change the timing. A strategy I found for dealing with two arcs that are too close together is to hit one right near the edge and let the other almost get to the center. If you keep doing that they'll separate. The wedges actually do enter the circle on a beat, and the input is set such that you click on something it'll delay it until the next half-beat to actually perform the bounce and the sound playing. Having it on a full beat makes it sound better, but the input feels broken since there can be at worst around a 400 ms delay between input and action. I think also having a better algorithm for choosing notes to play would help a lot.

@onnofal Glad you enjoyed it. There isn't an actual end, it just keeps going until there's too much to deal with. Getting some sort of background track in is something that should have been in the originally, but wasn't able to make anything that worked well within the time limit.

Belecint by unpronounceable 2022-04-09T00:28:33Z

@magicdweedoo Thanks, those were actually added in the last few hours. Luckily with how I had structured everything it wasn't difficult.

@googlypoo @jujujuju The gradient does seem to be a sticking point for some people. It does help with the difficulty, but's also for how it looks. A simple solid circle doesn't look as nice, maybe some sort of pulsing would look good and more easily define the borders. Just need something that doesn't deform the borders.

@smilewood @made3 @ossi Unfortunately my music composition skills are limited to randomly pressing buttons until I get something that doesn't hurt my ears, much less making something that would sound good spread out over random timing and in any of the available scales. So right now it's just a random walk up and down the scale with a chance of playing a random note instead. It was just limiting it to a single scale so everything at least sounds good together.

@autogibbon There is a slight delay between clicking and a response, but it should be around 200 ms at maximum, and even then it won't (or at least shouldn't) let you lose to a clicked arc. Sorry it didn't work correctly.

Belecint by unpronounceable 2022-04-12T14:43:02Z

@made3 No offense taken from your comment. I also have no delusions about my current musical skills. Planning to devote some time to possibly improving that though.

@thetatautau Glad you enjoyed it. I could've spent more time experimenting with the visual style, and I'll keep your comments in mind for future adjustments and competitions.

@lomna @dan-smith Thanks for playing and glad you enjoyed it.

@hmightypirate I actually do something a bit like that. As there are more pieces they move slower, within a certain limit as it's designed that the player loses eventually. Could use more balancing though.

@eboatwright I avoided the particles and screen shake on purpose actually, the music was more a constraint of skill and time. The particles would have cluttered the screen and made noticing the movement of the arcs more difficult. As for the screens shake there's two reasons I avoided it. The first is because I feel like it's used way too often in games. It's something that should be used for emphasis not as a general feedback. It's like a spice, properly used it makes the dish delicious, using too much and it overpowers everything else. The second reason is more accessibility reasons. Too much screen shake can make people physically ill, it's like motion sickness. This can also happen with the way scrolling is handled in lots of more modern UIs too.

@theblitz Nice score, have only be able to get to the 150s myself.

Chickenator by clemall 2022-04-07T21:30:17Z

Good start but got boring near the end. After I got all the upgrades it was just waiting there for the enemies to overwhelm me.

PLOUF! by mlho7 2022-04-09T01:30:32Z

Gameplay is enjoyable at first but falls apart quickly. The art and sound save it enough that I played through a couple times.

Cave companion by Josh Bothun 2022-04-08T00:33:18Z

Enjoyed this a lot. Was a bit sad to see it end. Was worried you'd kill off the the golem somewhere in the story, so I'm glad it survived until the end.

Into The Light by Yorsh 2022-04-07T23:40:55Z

Amazing work, especially for a compo game. The lights gradually turning on to ramp up the difficulty was a nice touch. Also like how the music was a bit muted, felt like there was a party nearby.

🙃 Misaligned AI: The Game 🙂 by OrciFried 2022-04-04T22:20:55Z

Played and got bored after a while and tried to see what I could do to make my score as low as possible without being overtly negative. Was very difficult to get anywhere with that approach. Even with being overtly negative it was difficult to get the score down. Got a few laughs out of it, well worth the time spent.

Bastet's Quest by onnofal 2022-04-07T01:28:40Z

Everything about this is so simple and works together so well. Enjoyed it a lot.

Ludare OS by foxwater 2022-04-07T01:12:18Z

Can't say I was expecting a GB game, but after watching the tutorial had a good time with it. Works well within the limitations of the platform.

FUSE by Ossi 2022-04-08T00:05:22Z

Quick, simple, fun carpal tunnel syndrome generator. Wanted to try hard mode but was barely able to get through easy.

...Rise of the Toasty Tomato by snesgaard 2022-04-07T21:11:56Z

Pretty fun game. Loved the art. Main things holding it back are the UI/UX, and controls. Also even a little bit of sound would have added a lot.

Zero Project by Sigo 2022-04-15T01:47:10Z

Love a good danmaku shmup. Beat easy and hard on the first try, still working on impossible. Only thing I missed were some of the standards for the genre like bombs, but the game is fun even without them.

Delay the CATastrophe by byazzle 2022-04-04T16:42:55Z

Wasn't able to get too many cats. The difficulty was mainly in the controls though, would be nicer if picking up a cat was a bit more forgiving. Other than that everything else was really good.

Hopes by VainCil 2022-04-05T23:13:56Z

The borders glowing as the box closed in on you was a nice touch. The visual effect for shrinking was rather nice. It looked like the background was glitching out as squares kept appearing and disappearing. The music was a bit quite and I had to turn up my volume a lot to hear it, but once I had done so it sounded good and helped with the atmosphere.

Against the Dying of the Light by Celtican 2022-04-11T22:48:06Z

Nice challenge. Took me two tries to beat. Didn't find the bridge the first time, and on the second attempt was nearly out of fuel by the end. Good job on the the presentation and setting the right atmosphere.

FEEDING_LOG_01172013 by coyotethursday 2022-04-04T09:14:10Z

Awesome use of video and sound. This is a really good implementation of a reality bending monster. Hearing the sounds even after pausing the tape and the realization of what it meant tweaked my brain in an odd but good way.

Work Avoider by made3 2022-04-10T01:57:40Z

Cool concept and good execution. One thing I would really want is a keyboard shortcut for showing and hiding the game. Could definitely see this being expanded with more random tasks you have to take on.

Circleville by Pierce Brooks 2022-04-04T08:15:22Z

Played for about half an hour and think I got the controls figured out. The audio fits very well with the aesthetic for the game, like some old glitchy piece of arcane tech. The game is more of an inductive reasoning exercise to figure out the controls, and what looks like the main goal is just a way to test whether your ideas are correct. Once you've done that though there's not much of reason to keep on playing, which is fine but feels a bit lackluster. Would wipe my memory to play it again if I could.

ENDURACE - Drift Or Die by Phillip Scott 2022-04-10T02:37:37Z

Had lots of fun playing this. Had a bit of an issue with the controls, but that could have been an issue with how I was playing it. The only thing I'd recommend adding that I didn't see in there is some rubber banding on the death race mode AI. Smashing into stuff is the fun part of that mode and hunting down the other cars is kind of boring. Best part of my play though was getting my car to balance on it's front after a jump.

RIITA by wobs 2022-04-10T01:25:19Z

Amazing amount of content and quality for three days.

Lords of the Deck: 50 cards to WAR by AsmadiGames 2022-04-04T19:12:57Z

Got a score of 25. Enjoyed playing it. Only issue I had was with understanding how Advantage worked at first, but after starting a game and stepping through the rules it became clear. Had a fun little interaction where I wanted the top discard card, and after playing a Jack of hearts realized that I wouldn't get it because the discarded Advantage cards took it's place.

Good job on a making a card game. Have done a couple of them myself and the hardest part is making sure the rules are easy to parse, but you did a good job avoiding that issue here.

CliffCart by Payaosito 2022-04-07T19:37:00Z

Fun little game. Was able to get a score of 1970. The size of the screen definitely has an impact on the difficulty. Playing in the little window itch.io provided was much easier than playing it full screen. Shifting the train to the left would also help a lot. Would give the player a better view of what's happening and give you more area to play with.

You shall not pass by Senso 2022-04-04T15:54:47Z

Fun puzzles. The only one that was mildly annoying was the flying kill block as it was a bit tedious to get past. Like mentioned above the talking on first contact with every enemy was the only thing I'd want removed.

DataWorker by sophie.s 2022-04-06T23:56:33Z

Liked the graphics and sounds. Did have issues with the physics objects getting stuck in or falling through the tray. Really solid for a first attempt.

Imagine Him Happy by Widdershin 2022-04-04T17:51:35Z

Liked it a lot and was able to eventually get to the top. Next time will have to take the ball with me as well. Add me to the list of people that would like more checkpoints. One thing with Getting Over It that's missing here is in that game the repetition of obstacles eventually leads to a level of skill that lets you quickly get past them. It's also entirely possible I'm just not good enough yet to notice if that is in the game.

Also bonus points for the Albert Camus reference.

That One Time I Woke Up and Saw Vines Outside My Window by Nonnen 2022-04-05T01:39:10Z

Really good for a second game. The collisions could use some work, had some difficulty telling when it was safe to attack. I also would have liked it if everything was a bit faster.

SILAS by googlypoo 2022-04-09T01:05:03Z

Nice game. Good difficulty on the puzzles, was able to beat the last one on my first try so that could've been a little bit harder. Only features I would have liked is speeding up the text and being able to look around the level so I could plan more.

Reactor Guy by GummiBot 2022-04-06T23:26:27Z

Nice game. Was able to beat it on easy mode. Figuring out the minigames wasn't too hard, just need to work on my speed.

HERE COMES THE HORDE by FootLettuce 2022-04-05T22:38:24Z

Good variety of enemies. Destructible terrain was fun to play around with. It wasn't immediately obvious that the white boxes were health pick ups. There's plenty of room for improvement, but it's a good start.

GrimTide: Delay the Inevitable by MartinK 2022-04-07T20:01:05Z

You nailed the atmosphere for this game. The music, colors, and noise on the tiles gave it a very unsettling feeling. Wasn't to figure out how to get the missiles working. Was able to figure out the permanent spots, would have been nice if there some sort of indicator that they were different than the other tiles. I also really wanted to be able to push the creep back more. Keyboard shortcuts also would have been very nice to have.

Justin Bieber Peaches Endless Karaoke by magicdweedoo 2022-04-09T00:39:38Z

What? I'm too sober for this. 10/10

LD51 — Every 10 seconds

MAGIC-281: Intro to Alchemy by ninjacreeper47 2022-10-11T22:38:56Z

Liked this a lot. Was able to get 13/18 with a little cheating. Had forgotten how difficult it was to take notes during class.

Oton by unpronounceable 2022-10-08T15:51:24Z

@drummermansam Glad you liked it. Was listening to dungeon synth and a streamer playing old Amiga games while working on it which inspired the music. Sound was done with BFXR to generate the base sounds, and then Audacity for pitch shifting to get variation.

@lukas0842 Thanks. Will definitely continue work on it if possible.

@grandblood That was the primary focus I had for this game, glad it worked out as well as it did. Have some ideas on how it could be expanded into a small, but complete, game. Main issue is time and energy.

@arkinrev Thanks for the praise. Mindlessly pressing a button to kill stuff can be fun, but having to plan what you're going to do and then successfully executing it is so much more satisfying.

@j4cko16 Graphics could definitely use some polish. Also more character animations, particles, secondary movement, and background idle animations. Had wanted more of all that but had to make cuts due to time. Diagonal movement was something I had condsidered but didn't have enough time to test to see if it fit well with everything else. Initially felt like it might have been too powerful, but would need to test it to know for sure.

@lesinvisible That's part of what I was going for and glad I got it across. The main character was inspired by Samurai Jack and Kyuzo from Seven Samurai.

@aaron-smith Thank you. I always have to fight against throwing everything into the game when first planning it out. Have to remind myself that it's done when there's nothing left to cut.

@ggross During development I actually had to force myself to stop playing it, and the person who did some playtesting on it also said they wanted to keep playing. I needed my computer back to continue working though.

@avareii Thanks for the high praise. The gap is there intentionally and won't be removed. There are times where there's a purposeful delay in allowing player input to create vunerability. It's part of the game to learn when those are and plan around them. The jump indicator was something that was cut due to time unfortunately. Wasn't able to come up with something I felt would fit stylistically before I had to ship it.

@serxiolas The original plan was not to have one hit deaths, but have it based on launching enemies into the air and doing combos. Wanted to make a 2D spectacle brawler. And while it would've been cool I didn't have the time/skill mix to do it justice in 48 hours, so instead drew inspiration from Kung Fu on the NES and just had one hit kills.

@caeonosphere I had more enemies planned, just had multiple that filled the same niche and cut them due to time. The collision detection definitely needs work, it doesn't feel good at higher speeds. I had to make the player invincible during the downward slam attack because otherwise there's a chance it would register the enemy hitting the player before the player's attack hit the enemy. The base engine separates the rendering and the physics so that may also be a source of the issue.

Oton by unpronounceable 2022-10-09T16:36:41Z

@hora-timer @p-r Thanks. Glad you liked it.

@smooches That was one of the inspirations for it. Didn't have time to make it as stylish though.

Oton by unpronounceable 2022-10-13T11:37:47Z

@ninjacreeper47 The theme tie in is weak, not expecting to score very high in that category.

@soultie @lepoulet Glad you enjoyed it.

Eleventh Second by Jeremy Ryan 2022-10-04T02:19:50Z

Amazing and stylish. Had lots of fun playing it. Really liked the deformation on the particles, and the audio was effective without being overpowering. Did run into a lack of platforms and bombs causing some deaths.

Echo by caeonosphere 2022-10-06T12:34:40Z

Had lots of fun playing this. Can't really say anything that hasn't already been said in the comments already. Good job.

It Hunts! by arkinrev 2022-10-04T12:17:19Z

Impressive level size. Was a bit on the easy side for me, only saw the monster once and easily avoided it. Agree with @arkinrev that you should do a desktop build as audio would help with the atmosphere a lot.

Zombie Street by badoomtch 2022-10-08T14:12:23Z

Solid foundation, but needs more variety beyond just numbers changing slightly. In the end I didn't lose because I got overwhelmed, but because I got bored.

Neon Speed Gauntlet by Empty Set 2022-10-05T02:01:13Z

Graphics were very good. Liked the layering on the music between the hub and entering a level. Controls were good and felt responsive. The lightning hazards were confusing, thought they would kill me and didn't notice them draining my time at first. Wasn't able to beat the final level, felt like it required too perfect of execution for how long I had to play. In all a good game and a solid entry.

Needy Pixel Kitties by Aaron Smith 2022-10-06T01:31:20Z

Loved the graphics and sound, the entire presentation was amazing. Only issue I had was with selecting the object to use. Kept having to look off the side to make sure I wasn't cycling past what I needed, and had the most fun when I was just able to keep clicking instead of having to choose something else.

Metalsmith by shiny Elster 2022-10-16T15:40:27Z

The music and style were awesome. Only complaint was on the inspection and heating having to take my eyes off the rhythm bar to look at other things meant I kept clicking on what I thought were beats but weren't. Other than that I liked it a lot.

10 Second Traffic by Grandblood 2022-10-03T22:54:52Z

Fun little game. Liked the choice between what sort of pain you want with the upgrades. Did notice that some of the combinations are extremely difficult, mainly getting Jam and Delivery creating a wall of trucks that I was unable to find a way to dodge.

Escape from Minefields by Ggross 2022-10-07T00:00:01Z

Fun little game. Was able to beat it after a few tries. Died a few times because I wasn't paying attention when the board started to move, making me click on the wrong spot.

Croissant Quandry by maxwellpark 2022-10-13T23:30:59Z

Fun little game. Controls, art, and audio are all very good. Died sometimes without knowing why I died. Also felt like I wanted something chasing me, or some other reason to move around more.

Elemental Shrine by Correia de Brito 2022-10-08T22:29:52Z

Fun little game. Was able to beat it. You definitely need to add more feedback to actions though. More enemy types would have been nice as well.

LD52 — Harvest

Búskap by unpronounceable 2023-01-09T12:39:57Z

@joel-davis Thanks for the kind words. Wanting to push your luck is what I was going for with this game. I had spent some time trying to think of a way allow more manipulating the stacks but unfortunately didn't have enough time to do so.

@kristinamay Have quite a bit of time on the Zachtronics Solitaire Collection myself. The highest score me and the one other person playtesting it was 8. The variant you mentioned is how I originally had it before switching to the picking. Would have some games that ended immediately and this was a way to mitigate that. In the past I usually add an "Example of Play" section that helps explain some things, like strange orderings of things and edge cases, but didn't have the time to do that.

LD54 — Limited Space

Uplimit by Mooptychunk 2023-10-05T23:17:57Z

Fun little game. Was able to beat it. Enjoyed arranging and rearranging the components to get the most out of them. Only complaint is that it would be nice if the components would somehow indicate if they were going to be placed or destroyed. Lost a few components on accident.

LD56 — Tiny Creatures

The Fair Folk of Ridianfa by unpronounceable 2024-10-09T00:06:02Z

@mmph The controls are the up and down arrows on the keyboard, not sure if it works with the numpad arrows so that may have been your issue and enter to select. There can be some oddness if the windows loses focus and you click on it to regain focus though.

@brotherbrody There's a help screen that can be accessed by pressing 'H'. It explains some of the mechanics of the game. Some of the effects of actions are purposefully opaque to simulate dealing with something you're not sure even exists.

@ellaris The help screen mentioned above talks a bit on how the the family members work. During the morning you can assign them tasks which they will do. Not sure what you mean by tthe title screen being formatted incorrectly. It can look odd if the window gets resized and I haven't been able to find a way to lock it.

@kr4ft3r When testing I was able to get through the game in about 10 minutes because I knew everything to to look for, figured it would take about double for other people to play. Seems my estimates were woefully inadequate. Should probably cut the time in half again. Some of the lack of feedback is purposeful, trying to simulate the feeling of dealing with something that may or may not actually exist, as well as trying to make the player a bit superstitious and doing things that aren't necessary, while leaving the farm sim as a kind of backing where the player is getting constant feedback on what they're doing. Was an experiment but from the the feedback so far it seems like it's not accomplishing what I set out to do.

The Fair Folk of Ridianfa by unpronounceable 2024-10-15T04:04:44Z

@kr4ft3r Not beating myself up. Like doing stuff that is slightly experimental during LD because it's guaranteed an audience and some feedback. The timing is definitely something that could be improved. If I had the time and no conflicts with my job I could see expanding on this in a style like Roadwarden. I had actually assumed people would write stuff down, and possibly take a screen shot of the book descriptions. Generally have a note pad next to me at all times and use it constantly when playing some games.

@nazariglez There is a bit of something you could call an engine behind it pulled from some previous entries I had made with a similar style. Most of the work was done in the baseScenes.c file, along with a bunch of stuff that was ripped out because it wasn't needed, and a few changes to handle some different assumptions.

@jimbly Sucks to have the rug pulled out from under you so late in the game. Doing damage is definitely better than just ending the game but might lead to a frustrating death spiral if encountered early or mid game. Better UX to draw players eyes to how low they are instead of just a number would help some as well. Thanks for that info about the console. Seems like a good reason to use something like Bearlibterminal, libtcod, or a custom solution for that in the future.

@h1soka Some of the decisions are purposefully vague, and the impacts of some of your actions are not directly seen to try to create a sense of dealing with something that may or may not be there. Like in an earlier post I wanted to make the player a bit superstitious, knocking on wood and leaving out bowls of milk because it might do something. Maybe doing something similar to how the Meraige and Fidbaid were handled with single scenes might be a better way to handle it.

@triggthediscovery Glad you liked it. No shame in using the spoiler info, just saves people time from having to dig through the source code if they really want to know how things work.

@sdcorpse One of the keys that made this game possible was to make things wide and not too deep. The fae don't interact with each other much which keeps lots of interactions with possibly nasty side effects from happening. Given more time though creating depth is good and having more interactions between them would be nice to have.

@philstrahl Looks like the issue mentioned above about size of the console. Messed around with it a bit on my Windows 11 machine and wasn't able to get it looking like it should. There seems to be a way to use the legacy console mode, but that is system wide and don't feel like messing with peoples machines like that should be necessary just to run an LD game. Will need to look into something else to emulate the console feel while not being an actual console.

Pirate Bact Blaster by Phobos001 2024-10-17T23:35:07Z

One thing I've noticed when some people add screen shake to their game is they like to add way too much and it becomes overwhelming. You avoided that and added the perfect amount, for me at least. It made the shooting feel like there was a lot of weight behind it, which went well with the actual weight of the shot and the sound effect, but it didn't stay around too long.

Snake Sleuth by triggthediscovery 2024-10-13T13:25:31Z

Enjoyable little puzzle, an interesting variation on a standard matching game. Had a bit of trouble during my first play through as my eyes were immediately drawn to the red pieces and wanted to see the blue and purple as just background noise. That problem resolved itself though after a few plays. I also did find that the bottom would often get clogged and there was nothing I could do about it.

INFESTED by wisstopher 2024-10-13T18:42:01Z

Really good, was a bit surprised to see it was in the Compo and not Jam category. Music was really good at setting the mood. The vaccine mini-game did a good job of breaking up the gameplay a bit. Was a bit disappointed when I went to the previous areas to save people only to find them re-infected when I left and came back.

The Befitting Heights by kr4ft3r 2024-10-09T00:30:29Z

Nice little bite sized stories, very well written. The lack of impact any choice you make nicely ties into the whole powerlessness theme. Really liked the callback to the previous parts in the Russian woman's story.

Fish Merger by Lakea 2024-10-13T16:42:11Z

Interesting idea. The sounds were good. Immediately understood what I needed to do, having the tutorial as an overlay was a good idea but it would have been better if there was more attention drawn to the tutorial text guessing by how many other people didn't understand right away. The merging of the fishes was tedious and quickly lost my interest. Probably just not my type of game.

Bewildering Battles by Cronno 2024-10-13T17:54:36Z

Fun little game. Got to the last boss but gave up after losing a couple times. Ulysses seems to be the linchpin of the party and losing them multiple times in a row means you're generally just waiting to die. This is also the second game written in Rust that I've seen this jam, nice job writing everything from scratch.

LD58 — Collector

The Pink Operator by Geckoo1337 2025-10-06T21:43:02Z

Was very fun. Good core loop and the puzzles were challenging without being too hard. Could see it being expanded in a few different ways. Enjoyed looking through the source. Seeing that the engine was inside a single header file and you use bytebeat music were both welcome surprises.

Collecting Cube by unpronounceable 2025-10-07T18:37:40Z

@osh-studio Hadn't really tested for soft locks so I'm not surprised they exist. Had tried to make sure you could at least jump down to previous areas if something happened.

@mdotedot Sorry you didn't like the game. The mouse controls feel fine on my computer, but given differences in setups and hardware that doesn't ensure it's good on everyones. Ideally there'd be sensitivity options for that, but time limitations got in the way.

@madr That was the goal, thanks for the compliment.

@eeperdeheap I figured if the player was just going to be a cube that it should at least do some squashing and stretching. Was surprisingly easy to set up a vertex shader to get that effect.

@drikdrok The wall jumping does need an indicator to let you know when it's possible. Had briefly thought of adding some sort of particle effect, like dust being kicked up from sliding down the wall, when it was possible but ran out of time.

@crazypinguin Hadn't found that before. It does add a lot to your jump height.

Collecting Cube by unpronounceable 2025-10-08T16:34:16Z

@frogman Glad you enjoyed it. There was supposed to be a slight speed increase after a dash finished if you stayed on the ground, didn't test to make sure that stayed in though. The general areas were a bit too big as well but didn't have time to go back and do a complete restructuring of the level after realizing that. One thing I had wanted to do was create templates for all the various jump distances the player could reach to make the level layout a bit easier. The under jump probably just needed a bit more guidance on where you needed to go. The last challenge is made easier when you realize that those boosters can act as trampolines, you can just keep bouncing on them giving you time to look around and orient the camera. Making the first two jumps in that sequence difficult but not too time sensitive.

@vikfx For wall jumping being such and integral part of the game it is too hard. There are tricks to make it easier, like on the first and second ones there is time to rotate the camera to the side and you can just jump left and right. The final one you access from under I found easiest to ignore the camera all together and just jump forward and backward since the camera doesn't react to the terrain at all, the main difficulty there is knowing when your avatar has stopped moving so you know you can jump again.

@bobap Would have also liked a bit more squish on the cube, unfortunately it was thrown together quickly and is all based on velocity and not acceleration. The same thrown together nature effects the camera as well.

Normal Parts by Linus Lindberg 2025-10-06T20:30:01Z

Loved this. The weirdest I could make myself and still be normal was just swapping the left and right extremities. Spent a bit too much time making my limbs and neck as long as I could.

Treasure Goblin by Zirrrus 2025-10-07T02:40:07Z

Fun little game. Puzzles were a bit too easy. Played it on the web build using a controller so that definitely works.

Enchanted Blackjack by drikdrok 2025-10-07T20:00:12Z

Fun little game. Having your health and your money being the same thing is interesting but led to a death spiral when I played. Didn't have enough money to make my deck better and the computer kept winning. May have just been bad luck on my part. The computer got three blackjacks in a row, I kept drawing face cards when hitting on a 12 or 13, and none of the more powerful cards I bought ever showed up.

Biblio-Worm by MadR 2025-10-07T19:01:29Z

The only improvements that I see would be more levels and some sort of wind up on the bosses charge attack. Enjoyed playing it, good job.

Fartnite by osh.studio 2025-10-06T15:42:46Z

Fun little game. Good work especially for only 10 hours. Took me a bit to figure out how the recharging worked. Spoilers for those who can't figure it out: !> It happens when you touch the terrain with any part of your body.

Junk Protocol by Palerus7 2025-10-06T19:46:05Z

A fun few minutes. What the self-upgrading mode did wasn't entirely clear. Seemed to heal me, and then suddenly I had a machine gun. The controls were responsive and having the two weapons was a nice addition. Definitely could've used some more polish, but all compo/jam games could use that as well.

Deep Sea by Amanon 2025-10-07T00:01:17Z

Exploring the terrain was a bit of fun, but was unable to figure out how to actually pick up the treasures. The help says to use the LMB but the treasures remained uncollected no matter where I clicked or how far I was from the treasure when clicking. The graphics are really good. The radar ping is both visually and audibly satifying. The background noise was a bit quite and didn't notice it at first.

The online version also didn't work for me at all. It would show the Unity loading screen and then just stop.