FoonLudum Dare ExplorerUsers → vidim888

vidim888

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455SummoningCapture the Princesscompo2473.203.313.033.412.562.872.892.64
202251Every 10 seconds👥Flash Scrumblejam6543.453.503.183.883.813.283.323.20
202250Delay the inevitable👥Ghost Caretakerjam6033.583.413.243.473.923.803.073.60
202149Unstable👥Understablejam8513.453.144.213.453.953.312.863.76
202046Keep it alive👥Carrying the Sunjam17623.253.223.173.813.393.08

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 vidim888

LD46 — Keep it alive

Division Decisions by Sn4pi 2020-04-20T23:29:20Z

Looks like your link is broken.

Mayday by awerar 2020-04-21T11:09:06Z

Nice execution for this conncept. I actually enjoyed playing this game! :D The biggest thing that bothered me is that shield was not well syncronised with the mouse, it was stucking behind. Maybe disable lock on 8 directions for shield and make it just move freely around planet - at higher difficulty I was not able to defend myself because shield was too slow.

NecroTyper by Tadej 2020-04-21T10:42:17Z

It's really fun! But eyes get tired from jumping up and down - my army got stuck at bottom respawn point and I was forced to look up for spell name and down to corpse name - got tired quite fast.

Once Upon a Night by Bdiebeak 2020-04-21T00:27:07Z

The second "level" with this pizza like button pattern - hard to figure out how to do it, because you can't see both desk and press buttons, which makes it annoying to play as well. Really amazing estetics, love art, nice music! Reminds me of KTANE, but without rule book :D

Keep it afloat! by Maka 2020-04-21T10:05:27Z

Nice little game. Made me want to play Patapon again :D

EsfandTV : In Defense of His Purity by Krapht 2020-04-21T12:41:14Z

One of this "So bad that it's actually good" games! :D

Frictionless by Agent_Jo 2020-04-21T10:53:57Z

First try heart was attacked a couple of time from the same direction and flew so fast that I could not keep up :'D Frictionless - RIP. I like the game, but it would be nice to add a simple acceleration to movement so it's just a little more smooth. I don't know if the reason is my screen, but I had UI elements on both left and right appear half outside the screen :/ Graphics are wonderful, though, really loved the estetics! Also I didn't understand where to see spell cooldowns.

King is not moving! by tapehead 2020-04-21T10:26:25Z

Game is nice and simple. Warriors are overpowered :D Animations are smooth and professional. Controls are really uncomfortable.. Could put map movement on WASD, map dragging should be without Ctrl. With movement/deselect it's usually the other way around - RMB to move and LMB to deselect or select new units - it's better if you use the same controls as other similar games, not figure out your own :)

Robot Care by EpiphanyG 2020-04-22T10:16:41Z

It's so adorable that it's hard to give a proper review <3. Very good execution for a little game. Sounds are good, but the music is not so good. When losing, would be better to add button in the middle to restart instead of small one in the corner - first couple of times I was restarting the browser because I didn't notice it.

Lost Signal by DorianSnowball 2020-04-20T23:57:45Z

I love the concept! The idea of building defences in First Person is nice - building is done pretty weel. Friendly AI didn't work for me. Too easy to just kill all the enemies by myself - they are slow and don't consider my movement when shooting - easy to dodge. Overall: nice concept, but needs more love :)

Lokat by okkolobr 2020-04-21T11:19:03Z

Really confusing what you're supposed to do at the kitchen table to "catisify" the Cat. Platforming is pretty clunky, especially jumping, and I think game can be better even without it. When you try to understand what to do and for another try at kitchen you need to jump these platforms every time - gets old really quickly. Loved the little sprite when falling though! I think you shouldn't opted out of mood rating, the game has a vibe to it.

Order of The Phoenix by Arvuti 2020-04-21T18:23:24Z

Visuals in the game are amazing, loved cute phoenix! Didn't really see the reason why can't you grab both crossbow and axe and carry it around since they are used on different keys anyway, same with not allowing to carry multiple items at once - it made me walk only to closest tree and animal spawn and not explore the area. Which I did before grabbing the egg - it's beautiful. :)

Keep I.T. Alive by romangraef89 2020-04-21T12:18:43Z

Clickers should be forbidden becuase they are so addicting! :D Nice game! Might add income of coffee and money next to a number.

Little Red Riding Hood And The Good Spirit Of The Woods by Nogam 2020-04-20T23:28:03Z

Love the girl singing to herself - atmospheric. Really hard to hit dogs even when they are in front of you.

Orbshot by Michael Horst 2020-04-21T00:07:25Z

Love simple tutorial! Game is quite basic, but relaxing and fun. I think you should allow draging without pressing on sphere - it's annoying to miss it a little and lose good shot because of that. Gravity feels a little weird, maybe add a little bit of jumpiness to the sphere when it's red. Edit: Not really related to theme though..

Seeking Past by DylanPiserchia 2020-04-20T23:35:12Z

You should definetely add some acceleration curve to the movement, especially since you're supposed to handle the sword with just your movement and rotation. Graphics are nice and simple.

Carrying the Sun by vidim888 2020-04-21T12:25:17Z

Thank you everyone who is commenting! Great feedback! :)

With audio both of us have 0 experience with sound and we were so focused on mechanics and visuals that we thought about sound only 2 hours before the deadline. We were both really tired by that time (2 a.m. in Eastern Europe) and we decided to just go without it.

Next time will be sure to add at least something! :D

Cells Alive by Ivan643 2020-04-21T11:30:40Z

Saw that manual in game is in russian so gonna give feedback in russian as well :) Идея сама по себе неплохая, но явно требует доработки. Очень понравилась генерация различных стартовых клеток. Непонятно, что конкретно я должен защищать - может стоит добавить какие-то клетки, которые как ядро, враги будут двигаться туда и у игрока хотя бы появится какая-то конкретная цель, кого защищать. Также непонятно, зачем вообще нужны рабочие и синие клетки, они скорее мешают, чем помогают. Наверное, ещё стоит симулировать все клетки, тогда всё будет казаться более живым, сейчас всё стоит и не двигается, пока ты не начнёшь двигаться своими клетками.

RuneBeat by nyxkn 2020-04-21T12:33:17Z

Great attempt at Guitar Hero (or Tap!Tap! and other similar ones)! Music is stylish, but it felt like it was out of sync with actual notes. You should separate different runes by color so it's more obvious which one is coming. Also loved the "the black hole" in the back, it's for the "Keep it alive" vibe, of course. But it gives great subtle feedback on how well my timing was without needing for "Perfect!", "OK", "Miss" etc. messages!

LD49 — Unstable

Not Today by shubart 2021-10-05T23:00:03Z

It's remarkable to do something like that in pure C++ in 3 days.

UnstaBall by WilloXs 2021-10-05T23:42:21Z

Played longer than expected. Background a little trippy, sounds are great! Animation of destroying boxes is very well done. Overall completed the whole game and loved it!

AtomBurst by Tigeryue 2021-10-15T23:57:34Z

Great game! If you add some small effects like screen-shake and vfxs - will be a great time-killer!

Cat Connect by Zhanna 2021-10-05T22:52:53Z

Nice looking game, good mood, but controls feel a little wanky and you probably should add a disclaimer about strobing graphics

unSTABLER by C0nt 2021-10-10T12:28:46Z

Really fun game, played till the end. Nice to see something like that from fellow estonians :) One thing to note, after Godlike combo it doesn't give money anymore, so you have to wait after Legendary combo to end and start combo over.

Understable by vidim888 2021-10-06T11:54:25Z

@zeit Pressing "F" was supposed to be there to make it easier for people who don't want to micro-manage health bar and just stop draining when they want - assist mode from Celeste was an inspiration. We later added 2 levels which you cannot pass without using assist mode as a message that in life there are times when you cannot go forward without help.

Block it neon by fachscahfttf 2021-10-16T00:52:24Z

Simple idea really well executed. Cameras you set up are great in understanding pretty complex 3D scene!

Unstable Isotopes by Recher 2021-10-10T17:22:42Z

Wow, nice to see a person who remembers KadoKado. Aqua Splash was my favorite game there - used to be pretty good at it too :D Nice little change to mechanics you added which makes game different enough so it's not a full copy.

Short info for people who don't know KadoKado: There used to be French company MotionTwin which was creating a bunch of web-based games - mostly mini-game-based (Aqua Splash was one of the games on KadoKado). They later turned into Twinoid which developed Dead Cells. And almost all of their web-based games are now dead due to Flash being blocked :( Sad story - really loved their stuff...

Asylum by mirianbr 2021-10-05T23:09:15Z

Liked concept and loop endings as well as the game wasn't too long and complicated

Instabilliards by TastiHam 2021-10-16T00:06:37Z

Great game! I think one way to improve it would be to add the direction ball will move after hit like a lot of flash billiards have.

Re:Kotel by gdesecrate 2021-10-16T13:51:48Z

Great combination of control and lack of control! The hitting sound is super annoying, made me turn off the sound even though the music is good.

LD50 — Delay the inevitable

Chromosphere by irwatts 2022-04-08T20:52:38Z

Visuals are great! I think this game needs some balancing in terms of "Delay the Inevitable". It felt that it's super easy to keep sun burning - there is literally a button that makes it max size..

Unhoarded by Andreas Roschal 2022-04-08T21:59:03Z

Amazing polish in this little game! Had a lot of fun though have played only through 2 loops. I guess some more effects on punching and killing will be great to make the overall feel of the game better like screen shakes and such. I liked that the game has some strategy in it - build fence, put skeletons behind it, put bombs on big waves to kill hordes. Putting spikes feels weird - can't really put them in narrow corridors (where you really want them to be) - probably should make collision box smaller for checking if it collides with wall or smth.

Seed Of Time by theStoff 2022-04-08T21:16:49Z

Great game! Beautiful art and great fluidity to movement. Also level design is great and well-developed. For the game jam I would avoid using a life system where you need to replay big parts of the game. I would prefer to always start from the place I just fell off and not from the start of level. So I can get to the parts you created that I haven't seen faster. The game feels disrespectful towards players time in that regard. I would change lives for coins or seeds or something which is nice to collect. It fixes the issue at the very end that you can just dash through arenas without killing anybody and without stopping, really..

Tominrigg Tactics by Dan Allison 2022-04-08T20:44:20Z

Great simple game! I like how you made a simple concept and stick with it. Game feels great to play and I actually could not exit it before I finished it :D Would be great to have some info on how to play - it's not obvious that Skeleton Mages hit houses. Not obvious that Sacred Stones heal your survivors and outright kill adjacent skeletons. You can write it in info for the project if time doesn't allow you to make it into the game :)

LD51 — Every 10 seconds

Spooky Doctor by Gonzalol 2022-10-04T23:44:11Z

Great game with good mobile-game-looking graphics. Great to see a full-fledged tutorial for a jam game - good job on that! The mechanics are simple and have a good learning curve of having more diseases and more symptoms to remember, like some sort of memory game, though the game was getting harder too slow for my taste.

Some ideas:

- Very liked the idea that if you learn them well enough you don't even need to analyze since everything is written on their face (pun intended).

- The bug with empty pop-up reported by previous commenters seems to appear if you spam click when opening Vade Mecum.

The Hardly Fair by pegasys 2022-10-05T01:36:31Z

Came from your comment under our game Flash Scrumble. Similar concept of having multiple small games changing every 10 seconds.

We actually had the same idea of having a Task-based mini-games where you have to do something in 10 seconds or lose. But we decided to not go with it since it felt farther from Theme of "Every 10 seconds" since each game would take strictly less than 10 seconds if you succeed. So we decided to go "survive for 10 seconds" then you play less than 10 seconds only if you lose :)

Great entry from you! I would work a bit more on main controls of character since controlling it does feel pretty bad - for example jumping to the flag feels annoying just because the controls are annoying. Mini games feel great - a good variety of different tasks.

Helltender by otasun 2022-10-05T00:14:34Z

Great entry! One of rare games I actually enjoyed getting good at and retrying, but it feels like you didn't properly test for quick enough players :D

- When you fill the order before 10 seconds you will have three white squares for ingredients before next 10 second mark hits.

- Also if you get your price over 100 the bar doesn't go anywhere, but the price still rises. Not sure if you have anything past that since it felt that there is nothing more to see (maybe indeed that was it in which case it's okay, it's a jam game)

11/10 Sexes in the Forest

Armillario by Ingo_holle 2022-10-04T23:24:31Z

Great game! Got 7:43 on a first try, felt bad for these blobs getting killed :(

Some points:

- Had the same issue as others with new nodes appearing under other ones. Not sure how your graphics are set up, but I would assume that it's some sort of modified 2d Unity Sprites. One idea for you to try is to put SortingOrder of each next Sprite one higher than the previous - then at least all the new ones which you can interact with will be visible.

- Also when nodes get attacked and they have very little health left they get very-very small. So some sort of minimal size would assist visuals as well :)

Armillario by Ingo_holle 2022-10-05T13:45:34Z

@blacklambert I agree, obviously there are shortcuts we all do to make a game playable. I would assume that making them not appear on top of each-other is actually a big task with no obvious solution (Do you add colliders to push them around? Do you control the angle at which they appear so it always expands outwards - Do we need camera zoom-out for that? and so on and so on...)

But there are sometimes these little tricks which you can make which probably don't cost too much time to implement, but solve some issues which come from lack of time. :)

Coronga Strike by elzeu 2022-10-05T20:23:39Z

Great little concept of a game. Though as others pointed out there is not much to do. It feels really close to Pacman like running away and then chasing ghosts. But there it's really easy to avoid all enemies just doing big circles since all they do is chase you.

As in Pacman this game would benefit greatly from just a simple add to the AI where different enemies try to go in front of you or behind or to the side.

Flash Scrumble by vidim888 2022-10-05T14:07:58Z

@elephantlung No, you can't really win :) Levels obviously get harder with each level. You go as far as you want and like the game so we appreciate however much you decided to play!

Flash Scrumble by vidim888 2022-10-05T14:24:00Z

@jadedresearcher @sean-esopenko Good point about cards game. It was created with a card game Durak in mind which is the most popular card game in Russia and post-soviet countries. Not having this card game in mind makes it hard to understand, I agree.

I added an explanation for it in the description for future players so it might help somebody else. Might check it out and see if it explains the game well enough :)

Thank you for your feedback!

In Between by Amaroq 2022-10-05T20:12:11Z

Though idea in itself is not bad it does not go well with 10 second theme. If you die somewhere because you opened the door and there was light on the other side - spend 40 seconds of waiting to get back. If you a bit in a wrong spot you will have to wait for 20 seconds to try it again. It just kills the pace of the game.

Loved the art and atmosphere! Precious Ghost-doggo

10S ARENA by Moonblast 2022-10-04T23:55:50Z

Great entry! Well implemented full-fledged little game in terms of mechanics which is always great to see that the game actually has depth to it.

But as others pointed out might do well to polish some stuff a bit like movement controls, crosshair, waiting time, vertical mouse movement.

THE_MACHINE_KNOWS_HATE by HexyVexy 2022-10-05T00:36:26Z

Great entry! Felt that in having small concise levels the Theme kind of dissipated with that since you usually need only a single (sometimes 2) flash to finish a level before you get to the next one where again you get a flash. So it wasn't like Every 10 Seconds was heavily present :)

I think having no visual at all of where you are during dark time and bigger levels, and slow movement would actually make it a lot more in line with the theme where you would need to go blind (literally) somewhere and then see in 10 seconds where you end up and go from there. With light around you character (and seeing where said character is) you can pretty much just speedrun all levels without needing a second flash.

Obviously it's always easier to say it afterwards never having to do anything ;D

But overall the game feels great! The fading of flash, simple sound design, great simple lasers visuals! I want to especially pay tribute to your storytelling. I feel like the inspiration comes from I Have No Mouth and I Must Scream and it just adds so much to the game - loved it!

Reload by dod108 2022-10-05T00:54:44Z

Great Game! Got to 374 meters. When you get the hang of it it's just a matter of not making mistakes. As others pointed out the gameplay is addictive and well made.

The AI is just great and part of what makes this game fun, though I would put some randomness into it - for example you can shoot enemy and make him duck, but knowing that it always gets back up after a second you can easily shoot him with your next bullet. But obviously this is something if you want a bit harder for people who get into it, for the game jam it's just perfect - makes you feel awarder when you figure it out!

Also as another commenter pointed out this game can profit greatly from some sort of local 2-player multiplayer - something akin to Nidhogg.

Reload by dod108 2022-10-05T13:36:57Z

@did108 Magic in simplicity!

Okay, I actually did not really notice the randomness. Great that you have it! I add it everywhere in my jam games - makes a game feel bigger and adds some replayability.

Spell Forest by mathead 2022-10-05T21:23:49Z

Great game - absolutely loved the visuals! You put some time into these Particle Effects ;) Actually felt like I played a little game trying to get better at it. Though since game has one-hit death and enemies tend to hide in shadows death feels a bit unfair and I stopped playing because of that.

Some points to improve on (not to diminish the awesomeness of the game):

- Though you put a lot of time into visuals you should not forget about essential feedback visuals. It's really hard to tell when a spell does hit an enemy and when said enemy dies since there is no indication of that. Some sort of splash or another particle effect is really helpful in making game more responsive.

- Because of not knowing when enemy died it then makes a bigger problem that regular enemies are white on a white background. Especially when they start splitting and get very small. That's where the game feels especially unfair when a creature you thought was dead kills you from behind a tree.

LD55 — Summoning

Whip it up! by recursiveanomaly 2024-04-15T22:50:04Z

Nice game with some simple minigames. It's admirable the amount of unique recipes you created for the game and all the visuals are great! I don't want to be negative, but making so many different recipes isn't usually necessary for a game jam since most people won't gonna see it. Different recipes are just different combination of 5 minigames (counting picking up ingredients and portal). In terms of planning and spending your time it's usually the best idea to develop just enough for the game concept to work and then work on other parts like making more mini-games or just improving overall feel and QoL. Though I must admit that the game feels really polished for the sheer amount of recipes in it. Great Job!

I'm also curious who did what in your team. When I see teams of more than 3 people I always wonder how the workload is spread out. It's usually nice in general to add roles to people who worked on the game.

Whip it up! by recursiveanomaly 2024-04-16T00:56:30Z

@tpunisher33 Thank you for explanation! Yes, I saw that Special Thanks basically doubles your team. With this amount of people you need a dedicated Project Manager indeed :sweat_smile: Glad to see you were able to organize yourself nonetheless. I agree with statement, though I would say that your jam is more than just a finished one - it's a great one! :heart:

Race to Kaiju by binroot 2024-04-15T23:17:45Z

Nice concept for a strategy game! There are a couple of things which I felt could be added for better QoL:

- A circle for cannon radius would be nice. It also happened to me that I placed a ship with a cannon next to another one and mine got killed earlier which felt unfair. Not sure what is intended behaviour.

- When you're trying to connect to an empty blue socket I think it always tries to connect to the last placed ship. It would be nice to be able to choose the green connector as well. I had a situation where I had a close ship, but couldn't connect to it because the game was trying to connect to another one.

- It would be nice if same ships will be excluded from the choices of three. I got a situation with 3 shitty ships which didn't feel nice :'D

I loved the game overall though. When opponent connected to my ship which he disconnected a turn before was a nice plot twist! It added depth to game once I understood that I can steal parts of network. Also the finishing animation is cursed and I love it! :D

Dungeon Summoner by magnusfurcifer 2024-04-16T01:06:31Z

Nice well-rounded submission! The graphics looks great all together, the sounds are complementary and mini map helps you to not get lost really fast. I got confused at first by what WASDQE controls meant :sweat_smile: I liked it though, reminds me of Might & Magic games

The battle part with cards is good as a concept, but with the current balancing you can just spam middle card and win any fight because it doesn't really matter with amount of healing you get.

Sum of Summoners by Joe Zabriskie 2024-04-16T14:18:56Z

The game is very satisfying, but hard to understand what exactly is going on. You just see numbers go brrr. I understood quickly enough that you have a TFT kind of stars system for same dice to level them up. It took me a long while to understand though that there are limited turns and the score threshold goes up which let's you have more turns. Definitely can improve on player feedback part. Great submission!

Sum of Summoners by Joe Zabriskie 2024-04-16T17:04:15Z

Why did I do it? I would answer if I knew myself :sweat_smile:

Screenshot 2024-04-16 200304.png

SUMMOGON by Nash 2024-04-15T21:54:33Z

Similar to other commenter - with locking mechanic the game becomes a bit weird. Starting from second round I understood that ladder would tell which row it is on and the number of options there is so small that it takes literal seconds to try them out one-by-one.

Do symbols in top-left corner even mean something? It's kind of weird that first round it was based on small blood splatters instead of actual symbols. That's partly why I didn't really looked into them much in second and third row because early on your game established that those symbols are just for cool visuals and not something game related. So in future rounds I wasn't trying to pay attention to them anymore.

I like the feel and vibe you were able to create with simple voice acting and visual/sound effects.

Critter Duel by WubbaDuck 2024-04-16T12:17:26Z

Great submission! It's kind of hard to balance a game like that. Currently the strategy is just to spawn one-two cheap critters and then always go for snakes. I think a relatively easy addition for the depth of the game would be extra lines for fighting - something similar to what Marvel Snap has (and many-many other games lol). So if you would add a top and bottom lane I think it would make the game a lot more engaging with some good choices in place. But of course time restrains are brutal and we all want to do so much and are able to do so little :sweat_smile:

Kalea The Evil by Lakea 2024-04-15T12:30:20Z

Nice concept well in the theme! Sounds are nice, but become really overwhelming once you have 10+ bats, it's always a good idea to add a volume slider so people can tone it down easily. Also game becomes incredibly easy once you have many bats, so bigger waves of enemies would be nice closer to the end for the challenge.

Capture the Princess by vidim888 2024-04-15T11:58:51Z

@hoeleboele Thank you! Yes, indeed, I made it all myself - just recorded myself doing funny sounds. Glad it turned out good

Capture the Princess by vidim888 2024-04-15T11:59:12Z

@robowarrior1982 Thank you!

Capture the Princess by vidim888 2024-04-15T15:36:04Z

@binroot You're right on the nose about capture the flag! In the beginning AI was actually also trying to steal the princess from you (the first draft had you stealing tacos from each-other lol), but it was too easy to counter chads with just a single warrior and I could make AI do the same and then it becomes completely impossible to win for both sides and I dropped the idea - it could work with many different unit types and maybe some unit level-ups etc., but out of the scope for a game jam.

Don't be discouraged by higher difficulties - I'm a hardcore gamer so very hard and impossible are exactly that - I can barely win 1 out of 10 on Very Hard and couldn't win Impossible :'D

For Normal and Hard - The energy growth goes up slowly (for both you and enemy) so it's important to get Princess at least a little bit closer before the whole middle part of battlefield is just a line of warriors fighting. Send Chads from bottom/top side early on so you can move Princess a bit closer for later. Keep the fighting line a bit closer to yourself so you can surround enemy warriors as well as send Chads behind the line. Also good start is to collect some extra energy and ambush early attackers with multiple warriors so yours lose less hp in a fight.

Very Easy and Easy shouldn't be a problem, but if it is you should be able to just quickly overwhelm your opponent with higher warrior count and start sending Chads immediately. Those can be won really fast with only 1 chad bringing Princess back and warriors fighting off the opposition if you get lucky with enemy spawns.

If you want to tackle Very Hard I have a couple of tips, but it's quite luck based on the beginning (whose warrior hits first in a fight and spawn locations). So far I was able to win it a couple of times by letting opponent really close to the Shield and then trying to spawn my warriors right after enemies hit my shield so I know they are on a cooldown. This way you get a couple of first hits in and might even kill a couple if you're lucky enough. Then you should slowly turn the tides by spending all the energy on fighting off warriors. When the fight is stable start sending some chads to start bringing princess closer. And here is when you need luck again because if you get unlucky and enemies spawn next to Chad then you just wasted 100 energy. But it is possible.

Impossible I have not been able to win, but it should actually be possible with similar strategy as I just described with Very Hard, it's just very-very-very hard :D

I actually thought about adding tips like that under Win/Lose message so people might get a better understanding of how the game works, but postponed it so much that ended up not having enough time to implement it. So thank you for asking, now I have a chance to write this out!

Capture the Princess by vidim888 2024-04-15T22:33:47Z

@noobman64 Thank you for the kind words! It's an interesting comparison, but you're not wrong. The fact that game becomes close to unwinnable when it goes for too long is kind of a design problem, but I tried to make the fight satisfying to look at so even when player gets stuck in this state it's still fun to look at :)

Capture the Princess by vidim888 2024-04-16T00:49:02Z

@magnusfurcifer I do have a tendency to make my games too difficult, that's why I added difficulty settings. I'm glad you were able to enjoy it!

Capture the Princess by vidim888 2024-04-16T11:35:06Z

@wubbaduck @byazzle Thank you! If fights go for too long, they are indeed very hard to win. I tend to restart myself if I don't win fast enough

Capture the Princess by vidim888 2024-04-16T11:46:51Z

@chuckiee Thank you and great job! At the start I wanted to have more units for sure - giants, mages, archers, golems, you name it - I had ideas for implementation. There is so much to add for different archetypes of units. But when I added just Chads and Warriors, it wasn't fun at all at first.

I had to add a lot of tiny things into the battle system for it to look and feel nice - bounciness, targeting, stuns, random delay before hits etc. And when I made battle system good it was a bit past the 24h mark so I chose to not add any more units, but just to polish everything around those 2 units - so I added sounds, blood splatters, background fighting when you start the game, pause, difficulties and fix bugs.

I learnt from my previous game jams is that if you're missing many QoL features people are gonna call you out on these and rightfully so. I decided this times to spend a large amount of time just polishing the heck out of the game and I felt that I got it once I added background fighting and it was just satisfying to look at :)

Capture the Princess by vidim888 2024-04-16T20:34:06Z

@lightningst @mohammed-kapiel @frib Thank you all for the kind words! Mohammed I'm not sure if you're saving the princess, but I guess it's open to interpretation :sweat_smile:

Capture the Princess by vidim888 2024-04-17T03:03:53Z

@ellaris Thank you for the feedback! I hope you enjoyed the game :) To answer a couple of things: - The line forming in the middle making it hard to get the princess is partly a design problem, partly a design decision. It creates a problem of not being able to win after some time, but it makes a game challenging in a way that you need to win faster before the line builds up. It makes it so you cannot just mindlessly spawn Warriors and Chads, but have to stop enemy warriors closer to your hero and spawn Chads behind the enemy lines. Although it's fun to just spawn Warriors and watch them fight I wanted some strategy and depth involved in the game. - The game definitely gets laggy once you have a lot of units, but I worked a lot on optimization to make it lag once you have a full screen of warriors so I assume you got to this point :sweat_smile: It's actually mostly blood which makes it laggy, I had to make it disappear a lot quicker than I wished (in the beginning I left it forever which looked bloody amazing, but it made game very laggy very quickly) - The beginning is the biggest difference in difficulties indeed since the game is a lot easier to win during early game before warriors take the whole middle of the screen. So the change in the beginning of the game changes the difficulty tremendously. If you're always going for big warrior battles then there is not a big difference between Very Easy and Normal :) - If you went for big fights every time you might have missed that chads actually avoid enemy warriors and that's how you can use them more effectively to steal princess behind enemy lines. It's also how they might grab a princess, try to avoid an enemy warrior and actually start moving further away from the goal - kind of annoying, had happened to me as well, but also by design, it forces you to deal with warriors in the way of Chads. - On the same topic of Chads, they drop princess when they are getting attacked by enemy warriors, this is again by design, they are getting stunned. There is a little stun animation of stars flying around their head after the hit to show that. It's easy to miss in a big fight though should be apparent when there is only a couple of units fighting. Definitely can try to convey some information in a more clear way, though it's always a challenge to convey as much as possible with visual clues and hope that player will understand what developer meant :)

Capture the Princess by vidim888 2024-04-17T03:04:37Z

@kirass I'm just one person, but thank you nonetheless, glad you enjoyed it :blush:

Capture the Princess by vidim888 2024-04-17T13:11:23Z

@ellaris All very good points, I appreciate you suggesting ideas!

- I don't know how well it will help to make side fights faster. The problem more often is getting princess through the centre. Since I increase energy levels through time, maybe making Warriors just in general more Glass Cannony might help reducing the number of warriors on screen later on. Or limiting opponent's energy growth might be indeed a good option - so if you survive the beginning you can overwhelm him eventually.

I agree that 10 second thing is a problem - it's around a minute after which time it starts to become close to impossible to win. I even though just straight up having a time limit for a round, but thought that it would be very unsatisfying to lose to a time limit, so opted out of it.

In general - this middle-screen bloodbath problem is a pretty complex design problem which has quite a few potential solutions some of which might work and some might make it only worse :sweat_smile: I might play around with the project a bit later, maybe trying to add different ideas.

- I don't have the knowledge of how to add blood to a sprite and if that's even possible in Godot. Didn't have enough time to really explore it so I just opted in for the easiest solution of removing it fast enough so it limits the amount of it on the screen.

- Difficulty could definitely have more impact on different aspects of the game. Right now I made it only change yours and opponent's energy levels and growth. Having tougher chads can definitely be a good idea for different difficulty, maybe warriors as well. Maybe also some more hidden mechanics like radius at which warriors detect chads, their radius of attack etc. could be cool to explore. It's harder and more time-consuming to balance many different variables so I think just energy levels worked good enough for the game jam, but there is more room to improve for sure.

- I absolutely love the idea of randomizing chads AI stats so they behave differently in sight of enemies. It can make game more dynamic and can create really cool moments when some chads are too scared to go for princess and then one chad of chads just goes for it snatching princess and sending it home. Probably should make warriors be more willing to hunt cowards as well - can make for some really satisfying clutch moments.

1. I couldn't tell for sure what was going on. One theory I have is that warriors don't actually attack any single target - what happens is that they spawn a collision box around them which hits everybody in a certain box (apprx. double the size of warrior's size). So maybe there were some enemies close enough that they were able to squeeze the hit on those poor chads?

2. Though one time you saw chad dropping princess without losing hp should be something different. The game is heavily tied to FPS (too heavily to be perfectly honest, I should remember to use physics step more often...) so if your game started dropping fps there might have appeared some weird behaviours? My best guess is that chad got bounced around and couldn't keep up with dragging princess behind him because of lag..

And again thank for discussing ideas, it's always great to hear different opinions and ideas around the game you created :blush:

Capture the Princess by vidim888 2024-04-17T13:29:38Z

@candlesan Thank you for playing the game! The energy feedback loop is quite strong indeed. Though I should point out that it doesn't correlate with you killing enemies at all (it was definitely one of ideas I had, just didn't get to implement it). The way energy growth works is that you start with getting one energy per tick and each tick this amount grows by 0.001, so 1.001 on second tick, 1.002 on the next and so on (numbers are a bit different on different difficulties, but main idea stays the same). I'm glad that it created an illusion of a more complex mechanic than it actually is haha :D

It's probably not completely impossible :sweat_smile: But I was not able to win it myself. Though I need to mention that I'm a hardcore gamer, so those difficulty names are somewhat accurate. One of the most often feedback I was getting on previous game jams is that games are too hard...

The farthest I got princess on Impossible is around middle of the screen, so if I was able to get her that close, probably could move her second half through. If you were able to win Very Hard then you probably know as much as I do about getting Impossible won. I have a comment above with some ideas on the strategies.

Some extra ideas to that message since I have been attempting some more Impossible runs (no luck just yet). Main strategy I go for right now is actually sending Chad as a very first unit and hope I get lucky with enemy spawns. After that I try to defend against enemies to the best of my ability. When warriors swing they hit everyone around them including shield. So one new strategy I was using is spawning warriors just a little bit away from shield so enemies go away from shield (warriors have higher taunt than shield) so they don't damage it giving you sweet-sweet extra time.

I don't think there is a way to overwhelm opponent on Impossible difficulty, so you should try to just survive as long as possible while slowly bringing princess.

Capture the Princess by vidim888 2024-04-17T13:30:11Z

@thomaszane Thank you for kind words!

Capture the Princess by vidim888 2024-04-17T18:13:24Z

@ellaris Omg, it has been done! :D Great job and thanks for playing! Maybe you can give some tips to me? I'm still not able to beat Impossible :sweat_smile:

Capture the Princess by vidim888 2024-04-17T19:40:56Z

@coatline Thank you! More unit types was definitely planned at start, but I decided to focus more on the feel of the game and QoL features so the game is nice to play with just those two types. Structures are a bit hard to implement I would say in the scope of single screen battlefield (no camera movement), but interesting idea. I was more thinking in just upgrading your unit types. So you can spend energy not only on creating units, but on upgrading them as well. It's a good direction for sure, though wouldn't work that well without aforementioned extra unit types :sweat_smile:

Feel free to download the source code to poke around in the project and use it for yourself if you want! The code is very messy (kind of expected during a game jam..), but with a bit of refactoring can be expanded for sure.

Capture the Princess by vidim888 2024-04-17T21:47:11Z

@ellaris The fact that you're using the lag to accomplish it is hilarious to me :laughing: The strat is interesting, basically creating something like a turtle out of warriors to keep chads safe, if I understood it correctly.

The point about spawning area is a very good one. One of those things which got postponed so far that I ended up not having enough time to implement it..

Capture the Princess by vidim888 2024-04-27T11:00:23Z

@mlists Thank you for playing and feedback!

Capture the Princess by vidim888 2024-05-03T12:51:11Z

@flightless Thank you! Satisfying swarm fight was the attempt indeed

Tiny Terror: Cradle of Souls by byazzle 2024-04-16T12:51:35Z

Great submission! The leader board does wonders for play time. I wanted to beat that god damn Rob xD But I beat developer and I was contempt.

The game itself is very good, gods are funny. Balance is definitely all over the place - some gods are really good and some are just negative. It does make this game very addictive because you're just hoping for those good gods to appear, works really well for a game jam, but it does reduce the depth of gameplay a bit.

I would say that some descriptions of abilities would be helpful. It took me some time to understand what is Astral Projection - I thought that this purple ball is just visual because it never helps you :sweat_smile:

There is a bug which I couldn't figure how to reproduce, but I think it has to do with gods which change your soul requirements. When the bug happens you get double the souls spawned without requirements growing - so you have, for example, 8 souls while only 4 are required. So once you pick up those 4 next ones appear so you again have more than you need. I think that's how Rob was able to make this high score, I couldn't use it for a good game myself.

If you want to do some more with this game I think you should definitely explore the possibility of having more souls on the board than requirements, it was definitely more forgiving and included more strategy into how to collect the amount you needed.

Elements of Kha by WouterK12 2024-04-15T23:02:55Z

Nice game and nice concept! I liked the variance in spells and how they work. Some felt a lot more useful though than the others - damage being a lot higher in efficiency than all the other effects because of how limited spells are.

Resisting Summons by Noobman64 2024-04-15T14:13:25Z

I like the narrative spin on a Theme! Those pesky Ludum Dare cultist how dare they!

Overall it's a nice idea of a game about multitasking, though I would say that it's a bit too easy because you can just skip all the minigames by smashing space bar (not even that fast). I haven't tried to replay with harder difficulty choices though.

Overall nice little game with an interesting spin on the Theme of Summoning

Resisting Summons by Noobman64 2024-04-15T22:38:01Z

@noobman64 Ludum Dare cult twist definitely got a chuckle out of me :) Yeah, planning for everything in a game jam is always a struggle. So far for myself I found that trying to finish with the main game loop in half the time works the best and then spend the whole second part just polishing.

Summoner's Circle: A Murder Mystery by Matt Green 2024-04-15T12:54:28Z

You itch.io link is not working. Maybe you forgot to make the game public? It's not in the list of your games either.

Summoner's Circle: A Murder Mystery by Matt Green 2024-04-15T21:40:08Z

Nice concept! I'm not big on murder mysteries so I didn't finish it, but the general idea is interesting with finding new "codes" to summon new ghosts. I would probably appreciate it a lot more if game would have some sort of built-in note taking mechanic not to rely on pen-and-paper. But maybe I just became more lazy with the current state of games in general :)

Summoner's Burger by Chuckiee 2024-04-16T13:01:12Z

Great simple submission! After first couple of tries once you figured out what words are paired it just becomes a question of how fast you can type and how fast your brain works in terms of connecting food with those words on the fly. I got to 44 :sweat_smile:

Probably having more different words and different foods will make it more interesting with having to guess the names later on in the game as well.

Pöörased mütsid by Kaspar 2024-04-15T13:16:46Z

For those of you who don't speak Estonian (which is over 99% of people, lol, how did I end up here first) - Game's name translates to "Rotating hats". Description says "Rotate hats to create given patterns to conjure up somebody... or something...". The rules in the game say "Possible patterns" to the left and "Press on grey buttons to rotate wizards clock-wise and try to put together patterns.". And "energia" is "energy" (just in case). So those small buttons with rotating arrow is what you're supposed to be clicking on, you're welcome :)

So first of all I will point out that having description in language most of people on planet Earth do not speak is not the best idea. I think it can work as a quirky game's title, but instructions should definitely be in English. I assume that you might have created this game as part of university course or similar.

To the game itself - it's really confusing :'D Even being able to read the instructions I couldn't really figure out what was going on. I was able to "summon" orcs, but didn't understand how I did it and what the heck were they doing and what can use them for. When you rotate hats which, I assume, combine into a pattern, they disappear even before the rotation is complete making it incredibly hard to understand what caused them to disappear. The patterns are here, but a lot of patterns like that are already on the board so it's either they disappear only the instant you create them or I didn't understand what patterns mean altogether. I even noticed that sometimes I would get my energy back and had 0 idea how that happened!

So overall, the game seems to have some potential to be a cool little puzzle with unconventional patterns instead of classical 3-in-a-row or 2x2 squares, but the lack of player feedback makes it basically impossible to understand which makes it unplayable as a puzzle game and you end up just randomly clicking buttons..

POLLY by Spica 2024-04-15T12:10:34Z

Wow, graphics are very beautiful, great job! The theme of summoning is a bit weak, I like the concept though for sure! Creating a pattern recognition in such a short time is admirable, would be curious to know how you implemented it if you ever do a blogpost or something similar

Summoner's Apprentice by Antisage 2024-04-15T12:50:03Z

As Caz mentioned beginning of game can definitely get some polishing since gameplay consists of choosing options from a drop-down menu and clicking "try that" until it succeeds like it's an exam test with unlimited tries. Also I missed at first that the things I'm summoning are changing, because random 3 letters at the corner didn't convey that info well enough.

I think I missed the message of actual summon as well at first because you just turn on the grinding mode of trying everything in a row without thinking and when something else appears you just continue going without paying attention...

Overall, I think concept of figuring out the rules is a good one, but brute force aspect in the beginning would be better to polish a bit imo.

Necromantic Duel by crafteverywhere 2024-04-15T12:17:24Z

Sounds interesting, no link though rn. Feel free to tag me when you upload. Also you can add a second developer to the team so they appear under the title of game

Elemental Island by StarRay_Deadok 2024-04-15T22:17:57Z

This is a weird one to grade. The art is great, loved the cutscene in the beginning! It feels though like it's a promise of a game in the future, but now there is no game yet, just a skeleton which later can get some meat grown on it. You can walk around, when you get close to an element it starts something similar to a pokemon battle, but after pressing attack once - they die. So the fight scene is a placeholder. So after walking around I realized that's all there is. There is no gameplay.

So it's either the case of poor communication to the player what they are supposed to do and I just missed all the gameplay. Or it's the case of poor planning and gameplay got pushed back so the game can be grand and big, but it's hard to deliver anything really big in such tight schedule. Anyway I hope y'all learned from this game jam a lot!

Elemental Island by StarRay_Deadok 2024-04-16T12:06:33Z

@morisol I see. There is nothing wrong with unfinished game. What you did is already very impressive for the first participation, great job! I think what I would suggest is write in your description that it's unfinished. You have a description for a full game and a prototype which doesn't deliver any of that. It is misleading.

I launch your game expecting to see some riddles and puzzles so I'm searching for them and I find none. I try to go to another island and there is WIP message. So I'm incredibly confused and feel like I either missed everything or your description is not what your game really is. And I can see from other commenters that many of them are confused as well.

Write that the fight is unfinished and just clicking attack will finish it. Write that you were not able to add puzzles and riddles. Write that there is one island right now. People on game jams do read descriptions (mostly).

Be very clear about what your project is for the game jam and then people will come into your project with right expectations and will also give you feedback which is a lot more useful to you. People right now write that they don't understand battle system because they are looking for a battle system which is not there.

It's absolutely a good idea to write what was the plan (riddles, puzzles, etc.) and what you wish you would implement, just don't state it like it's actually implemented. Hope to see you again in future game jams!