Talkie Escape by Yvanor 2025-04-09T15:35:29Z
Nice asthetics! Atmosphere reminded me of Omori for some reason... Last puzzle was really creative, good work! #complexout!!
Foon → Ludum Dare Explorer → Users → whateverdat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Crossing | compo | 203 | 3.23 | 3.10 | 3.21 | 3.36 | 3.31 | 3.02 | 1.93 | 3.00 | |
| 2025 | 57 | Depths | Earth Below | compo | 132 | 3.50 | 3.37 | 3.77 | 3.88 | 3.72 | 3.10 | 3.19 | 3.24 |
Nice asthetics! Atmosphere reminded me of Omori for some reason... Last puzzle was really creative, good work! #complexout!!
I loved the artwork, animations and overall style!
Cool engine!
It's very polished, and it uses no engine/framework, its just insane how well this is built... Great work!
Always love a good pico8 game!
It's a very atmospheric game! Slowly descending Europa's oceans is a very interesting theme, and the feeling of exploration is well-done. I also appreciate the narrative between days, I believe they compliment the overall mood nicely, reminded me of the main fallout story with water-chip--x days remaining--but it was a nice touch to let the player continue regardless. Also it's nice to see people make very nice tracks using Garage Band, it's an awesome software often overlooked.
I am not familiar with the genre, but the writing is really good!
That's a cool interpretation for the depth theme!
Nice mechanics! Very fun to play.
That was funny, nice work!
Cute art and very clever mechanics! This game is huge, especially considering it's a compo entry! Also, drilling towards unwanted flags is scary lol
It's a nice arcade vibed game. Animations are really nice. I wished you included a windows built, I would've loved to see those animations smoother!
I keep buying low to sell even lower lol Nice little game, lovely music!
Very cool art!
That's super fun!
I think charging the jumps could be quicker. It is overall really fun to play though, good game!
Lovely art!
Map is actually huge, it was fun to explore!
Maybe you could state that the game is also available in English at the top of the page or something, I was about to click away. I am glad that I stayed though!
Very cool music!
Good work implementing different weapons in such short time while making each feel different, railgun is pretty sick lol
The interface is really clean, I thought it was made with ren'py at first! Simple addition of audio can go a long way if you decide to add it later, it was a good experience regardless!
Neat game! I think this is what comment above me refers to about panel being stuck. Screenshot_9.png
That was fun, clever mechanic! Do you plan on adding new levels? I'd love to have an itch link if so!
That was very very good! I have a similar project that I've barely starded and been unattended for a while... So your game was extra interesting to play since it offers lots of good examples on how to do things.
I got destroyed by the troll, it just walked from one unit to the other and completely wiped out my army, I wonder if there's a specific tactic to kill it, or was it just that my army was underleved, I wonder...
When you miss the hole on the initial fall, it keeps going... Might be a bug? I aimed bottom right-ish.
bug.png
Very unique style!
Very atmospheric, cool shaders too!
Like many before me mentioned above, artwork is pretty good, SFX and drawings! I was expecting to find plastic bags on the bottom of the trench, but the actual ending was just as horrifying...
Artwork is awesome!
You could definitely keep working on this after the jam, it's very fun!
Great music!
That was nice! I don't know why some people thought the theme was off... I mean it's literally a game about digging deeper and deeper lol
One small thing though, I think it would be better if managing units didn't stop the game. A system like purchasing in adventure capitalist, if that makes sense...
Thank you very much everyone for your feedbacks!
@liam and @follusior, unfortunately I couldn't find the time for SFX, which is a bummer...
@atsh the original idea was to build the levels with limited number of blocks and then play, but I had to scratch that out. That's why level transitions are non-existent, sadly...
@scott-r-howell I've not encountered with issues with spacebar but it is used to write tilemap data into a file in debug mode, might be related... I'll look into it!
Thanks everyone for playing and giving feedbacks! I will definitely be playing your games as well when I get the time.
@sangheli I couldn't reproduce the bug, but all the maps aside from the bottom one has the same initial layout--if the blocks you mention are the two on the center of the map.
Very nice speedrunner! I'll come back and get the sub 30 eventually :D Screenshot_11.png
I cannot issue inputs if I put the game on fullscreen on itch.io for some reason... Great game though! Levels feel really well designed and balanced, game play is fun, shooting mechanic feels great and the ending was so cute :D Maybe it could be a good idea to put shooting left and right to seperate buttons?
Right off the bat, shooting feels amazing! I played the game multiple times while spamming the mouse button as much as possible xD Considering this, I can see you leaning more into polishing the mechanics and adding some gore; turning it into a top-down Doom kind of a chaos with more weapon/enemy types.
Also in the beginning while moving through the narrow path, the top-down view gets blocked off by the radio-tower and the cliffs; and the atmosphere gets really claustrophobic. This initially made me expect a slow paced resource management game with a tense atmosphere, and I can see the game evolving in this direction too.
Regardless, this is an amazing prototype that reminded me of an old game called Alien Shooter, not sure if you're familiar with it :D Yes the game is short, and does not try to do much; but what it does, it feels right: which are the shooting and the atmosphere.
a multiplayer puzzle game sounds like an insane scope for a compo entry :D I am not sure how well the multiplayer is working since I never managed to encounter anyone after playing couple of 10-15 minute sessions over the last two days--but I am assuming that I've successfully connected for there was a slight delay in my inputs--not a disturbing amount.
There were some nice puzzles and they were not overly complicated but just right. Although, just a bit difficult to initially get a grasp on due to lack of in-game explanations. I assume this to be a stylistic choice--but regardless, I liked the kind of abstract vibe this makes the game give off in combination with the art-style (object sprites, the audio, color scheme etc.) This certainly is a unique game in many aspects.
Though I believe I saw some of the same (or very similar) puzzles around the map--and perhaps this is so that same puzzles can be played by multiple parties simultaneously--considering the time limitation, I am pleased with the puzzle quality and variety, this is an interesting and fun puzzle game, thanks!
I agree with others that a crosshair would be a nice addition, trying to interact with computers is a bit tedious as is. Jumping around was really fun; but to better the player experience, you may want to check out "coyote time" and "jump buffering" concepts--they really make a huge difference in platformer games. Also I've found a bug: waiting under the vertically moving platform pushed me out of the playable area. And lastly, you may want to check how the game handles the full-screen mode, it left pretty large blackbars from all four sides for me. Overall, a fun platformer with cool puzzles, nice work!
I really like desktop environments inside games and I would say you've done a fine job; it feels nicely polished and thoroughly thought. I specifically liked the text environments (notepad and terminal) with all the keyboard shortcuts working such as copy/paste, ctrl to move the caret around, delete multiple characters at once etc. I don't remember seeing this much detail, and it is especially impressive considering this is a three-day game jam.
I did not encounter any bugs, aside from notepad counting non-character key presses as characters typed in--but that's not really breaking anything--and I was hoping for a cat picture at cats.com :D lol. I would overall say that the OS was fun to explore (and I think that's the most important part) with a decent amount of things to do and fun mini-games.
Also, it would be really cool to take a look at the project source to see how you've done things, if you plan on sharing it.
A nicely polished game with fittingly neat audio—which reminded me the style of Mini Motorways, which I really like. The game already has an abundance of different mini-games especially considering the duration; yet I still feel a genuine attempt to create variety with the repeating ones (for example the changing speed, different obstacles, and the varying number of lanes, dividing the signal and mirroring the input etc.) This kept the game fresh until the end, which urged me to re-attempt some of the previous levels to better my score.
Despite being rhythm game, I must add that the theme nicely complements the overall design and ambience. And lastly, I am curious about the engine/framework you used, the web build feels really responsive.
Congratulations on your first LD entry! Nice short game, I feel a little variation on enemies; or on the signal mini-game could go a long way. Right now the mini-game stays exactly the same between levels, which means that when you set the signal indicator in place on the first level, you can finish the game without ever touching it again. You could perhaps randomize it between levels, or perhaps even randomize it at set intervals or between boats while the level is still running.