Despairship by Shess 2020-10-21T21:56:10Z ♥ 0
Super cool stuff! But it felt like the clones started disappearing at some point? A little confusing maybe. But really nicely done!
Foon → Ludum Dare Explorer → Users → Wolfrug
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Colossal Animals Repulsion Drill Game | unfinished | ||||||||||
| 2021 | 48 | Deeper and deeper | 👥 | Under the Surface | jam | 278 | 3.93 | 3.50 | 3.20 | 4.00 | 4.17 | 3.88 | 2.98 | 4.16 | |
| 2020 | 47 | Stuck in a loop | 👥 | Bublik | jam | 1076 | 3.32 | 2.75 | 2.93 | 3.41 | 3.83 | 2.91 | 2.92 | 3.18 | |
| 2020 | 46 | Keep it alive | 👥 | Blood On The Snow | jam | 576 | 3.77 | 3.29 | 3.29 | 3.42 | 4.17 | 2.51 | 4.00 | ||
| 2019 | 45 | Start with nothing | 👥 | Beyond the Veil | jam | 190 | 3.86 | 3.50 | 3.46 | 3.66 | 4.11 | 4.45 | |||
| 2018 | 42 | Running out of space | Samurai Delve | compo | 614 | 2.89 | 2.64 | 2.90 | 2.00 | 2.46 | 2.64 | 2.26 | 2.88 |
Wolfrug leaves an average of 20.2 feedback comments each event.
Super cool stuff! But it felt like the clones started disappearing at some point? A little confusing maybe. But really nicely done!
Great stuff! Really well done on introducing gameplay elements one by one - tight!
Huh, that was super polished to be sure. Could use some rethinking re: the keyboard bindings though, since you need to use both attack keys (z, x) and the reset key (r) while navigating (regular wasd). Maybe bind attack to mouse one, reset to mouse 2..something like that :) Food for thought!
Cute! Not sure how it fits the theme, but nicely done. The main problem was that you had for some reason decided to limit the player's FOV so drastically, meaning most of the time you were hit by a full broadside of enemy fire before you had any time to react, turning it into a game of mostly stumbling around in the dark and listening to aliens groan to find out if you hit them or not :P Remove the artificial vision thing (or add some way of enlarging it, like a powerup) and you'd do much better!
This is pretty neat! I'm not really sure if there's bug or it just ends after three levels, but it seems to just pop me back to the beginning after I get through that cute little bit where you make yourself smaller on purpose to fall through the hole...anyway, great effort, especially for a first timer!
Cute little sokoban game! Everything works really well, super polished! And I like the little stories inbetween too :D
Haha. Nice work, despite your scaled-back plans :-D Took me a second to understand what was going on, but then I managed to...err...save the dummy? Or at least finish until the end of the countdown.
Good attempt! I died with about one minute left, but honestly I don't really see what I could've done differently, so it didn't really feel like it was my fault I lost. Oh well! Nice work either way, I liked the aesthetics!
A great looking game, beyond a doubt. I'd say it lacks a bit in the juice department - fighting the investigators didn't feel very good - it was mostly a matter of aggroing them into a position where you can auto-hit all three/four at a time, and then just holding down the button. Never figured out how the combo system worked, never needed it. Lost one cultist, never died. Was a liiiittle disappointed Cthulhu didn't rise from the central pit at the end, but I guess there's only so much you can do during one game game :D
Very good looking, with polished movement and fighting and UI - especially the way tiles pop in and out was very yummy. However I couldn't really do much except gather some berries and eventually get killed by an endless number of bloodthirsty animals (also a massive cow, lol). It was very unclear what I was supposed to do. Also, if you use "e" on the starting house more than once it will give you the 'hammertime' prompt again!
Good work, just needs some more direction!
Pew pew pew!
Nice work for a compojam game, although I didn't get too far! Took a moment to realize you needed to run into enemies to kill them, and as others mentioned it was hard to know when you could use the laser.
Nice work, and very good looking. It does break some fundamental rules of bullet hells though, specifically -> the basic enemies have too much health, they should die in one hit (or two) and -> you shouldn't have to stop to adjust the temperature. But otherwise...nice work!
Great work! I also love the fact that if you "lose" one they will 100% kill you. That feels very apropos. :-D Sadly, after just a little while I stopped looking at the text and only looked at the symbols - not sure how that could be remedied, really, but the text was funny otherwise!
Hah, nice work. Very old school. I can see someone was betting on "turning a violent game non-violent" here :-D Although I was being quite violent in my thoughts towards the cute little lizards at the end there. I have a sneaking suspicion it's not as much endless as "looping" is it, as I could see no differnece (decor, enemies, layouts) between the first and second levels, lol. For gaminess could maybe have a high-score level trackers (how 'deep down' you got etc. Good work!
Nice. Got to 2100, desperately defending the last faetus until the end-rush killed it too. Some kind of ending/boss/victory would've been really nice, but this was also quite atmospheric. Cool visuals!
Lovely game! I feel the dog could maybe fight back a little (could for example retaliate once every couple of seconds?), I doubt it'd make much of a difference to the mechanics! Also, poor thing got stuck in a door and wouldn't follow me in nor could I walk out past it to shoot the zombies coming at it from outside. Sad sad. Maybe the dog shouldn't block the player?
Great stuff all in all though!
Nice work on the audio ;) Although it got a little annoying after a while. Only got a streak of 11 or so before I accidentally removed a bunch of the starting words and everything become a giant bundle of overlapping tiles. Oops! Very very polished feeling otherwise for a jam game, so well done! Could do well on mobile I think!
Very nice art style! You could put that one screenshot you have up there ^ into the game somewhere (maybe as world-space UI at the start?), I had to alt-tab out to find how to use a rope :D I think you might need to make the hitboxes a little more lenient, I found myself constantly accidentally nudging a spike and dying, but otherwise it's very nice!
Nice! My poor lizard froze to death when I got a little overambitious, but yeah, this is really nice! I like the little bits of story here and there, and hopefully I'll try it again a bit later to see how it all ends :) Great work!
Well done! I was actually a bit disappointed when it ended, I had just gotten like 3000 moneys to buy upgrades with :D I like the upgrading, as it lets you decide on your playstyle (accurate and high damage but low ROF, or like I did - all in on Rate of Fire and just spray and praying :D). Also you got a voiceover! And a cutscene! Nice work !
Nice! I like the meta-aspect of it too :-P Very cute and polished!
For some reason the timer reset to 2 minutes after every tower, so I basically finished the whole game in one run, oops. Maybe to prevent that you need to reset one tower at least once...? That said, this was a beautifully minimalistic little game - excellent world-building using so very little. Loved it!
Lol! I got to the end on the first try. Great visuals and sublime audio (obviously). It's set to Russian by default which was a little confusing, but that's okay. Great use of a simple mechanic overall.
241. Nice work, quick to get into. I think it would've been better to decouple camera & sheep (or let the player control the camera, e.g. with keyboard keys) as the erratic movement of the sheep made it harder than it needed to be. Very good looking though! Poor sheep.
Hah. I died on wave 7, and then lost at wave 9. Good stuff - would've been nice if the dash move did damage (or did it? instead of just moving you around, as that seemed to be the only thing you were leveling up? Anyway, good work!
Clever, and well done!
A little confusing! I knocked the guy out on the first try, but as far as I can tell it was just blind luck :D Also, the way to the final key was...kinda hidden? There was no door or anything, I just clicked "use" around the main room until it took me to a place with the key. Sounds very nice and fit the mood.
Haha, very cute. And yes, I did get the whole "oh I see, it's pointing at ME as the monster"-vibe. Also killed the actual giant-monster-me xD Fun stuff.
Lovely stuff! Can't believe the tiny amount of ratings you've received :O My one criticism might be that currently it's all a little -too- random chance: I tried to "stock up" on things before e.g. doing the big bad gem ones, but half the time you'd just get negative things from the other hexes as well, so you could never really know. I suppose in time you'd learn which descriptions lead to which events, but that's not exactly something you can know on the first (or nth) playthrough. I did speak to the spirit of one of the developers though, so I can empathize :D Not entirely sure what to do about it, except possibly adding some kind of... "here you can gain population/lose population/morale" etc marker on each hex, letting you avoid risking things if you're at 1 of any of the resources...
Nice concept, although the controls were maybe a little too fiddly :-D but good effort!
Hah, cute! Loved growing bigger and bigger enough to restart the few times I died of hunger, so well done! The bunnies kind of flying off into space to escape was a little funny, and once you could eat the humans, well...it was all over for them xD Would've been fun with some more organized resistance, but overall I understand that jam games have a certain scope. But good work!
This is what I get when I try to run it (it starts to the title screen and "press any button to continue", then gives me this:
This was btw from the version downloaded just a few minutes ago.
Good work! I really feel the various mood debuffs need some kind of warning - right now you can be set up (say in a corner) for a block-hit combo, when you get feared and have 0 chance of dodging out of the way before you get smacked :-/ I couldn't get further than the third boss, I couldn't figure out any viable method to fight any more aside from the clumsy "dodging" (i.e. running around hoping not to get hit), as blocking gave you pain, and fear randomly prevented you from blocking anyway. Frustrating! But I understand that these kinds of balance things can't be easily implemented during a game jam!
Super polished and beautiful. Took a second to learn, but by the end you felt pretty awesome :D Yeah, more combos etc would be cool, but this was great for a quick jam game!
57! Well done, loved the little texts in between, and clever mechanics all around - also loved the joke with the "end bosses" ;) Nice!
Cute, and surprisingly expansive for a jam game. And great graphics overall ;) I don't think I'm the target audience (I mean, I know who these people are, I just don't...care), but neatly done anyway. Theme was perhaps lacking a bit!
Good stuff, and surprisingly balanced (in the sense that I didn't manage to get a horde rolling at all). Great atmosphere too! :D Would've liked an end game, too!
Great idea and execution, loved the weapon improvements, the level and enemy design, and the rising pool of blood was also a really nice concept. Didn't quite make it out (I've forgotten my classic Doom/Hexen/Heretic skillz), but a good run anyway!
One criticism I have is that especially the book covers a bit too much of the screen, even when it's not in use. Makes it a bit hard to aim/see with it. But that's a minor niggle.
Loved how killing the other prisoner started the music xD Nice touch.
This is absolutely perfect - I love it I love it I love it. I will steal it, and make it my own. Mood, story, writing, setting, the whole shebang. And in 72 hours too! Polish it up a bit and throw it out on Steam, pronto!
I mean, I gave it a high score, although it feels sliiightly unfair as there clearly already was an entire game here :-O There is no way you can make this much content over 72 hours. But I mean, it's incredibly polished and fun so - good on you, and good luck on the actual release of your game!
Amazing work for a jam game, really nicely put together visuals and controls (and animations, and textures). As someone else pointed out, walking on the corpses' blades hurt me, and I think the skeletons would also hurt themselves on the mattock even if it was in the very end of the swing :D Also, I am not sure the big boss can actually hit you when you're right up next to it? That said, really enjoyable little game!
Well done! On the webgl version, at least on Firefox, pressing Space (which I kept doing out of some ingrained habit) made the whole page scroll down, so that wasn't great :D Also the controls, as mentioned, were a little all over the place (H for hack?). I didn't quite play to the diamond, but did go as far as getting hacking and figuring things out generally. So yes, good work. A little mini-Thief/mini Hitman :D
Great work! Lovely little pixel fights, and remarkable scope indeed for a jam game. The factories, towns and farms don't seem to regenerate? So once you've gotten all you can out of them, you're pretty much stuck with what you have (including unarmed volunteers!). Difficult to imagine how to actually pull it off and win in the end, but hey, it was fun trying!
I got an ending where I bash my head it against the wall, but I don't know if that's the actual end? I guess not? :-D Cute anyway, a nice bit of 4th wall breaking stuff here. Love the animations.
Polished, beautiful, excellent game design, wonderful deck-building puzzle. Nothing, as far as I can tell, to do with the theme. But a joy to play!
Cute, but as others have said, it seems to be entirely based on luck and memorization. Also, the way the board was placed (kinda isometric) vs. the controls vs. the facing of the characters really confused my brain. As in you go up-down-left-right, but the dude is always looking down (or, in the grid, down-and-right), which is not even a direction you can go in! Also slightly struggled to find the theme, but good work otherwise!
For some reason it wouldn't let me place the better blocks straight away, first I had to place some wooden ones..? Weird. Anyway, nice work for 48 hours! I'd say it would need an end-game, and increasingly dangerous enemies (as I saw it, they can juuust about break through 2 of the most basic barriers per night, and since you can replace them -through- walls, all you need is about 20 wood/stone to survive indefinitely). Also it really is too easy to fight them out in the open.
Very "reigns", but with all sudden deaths. Maybe a "save" mechanic could be fun? On the other hand I guess there's no end, except for death? Cute use of the theme!
I'm going to have to assume that last error message was intentional? :-D Very Stanley Parable all of this, fun stuff. The "color puzzle" was actually quite funny, well done! To others playing, y'all need sound on to appreciate this, fyi.
Well done ;)
Heh. Amusing, although it seems it's endless..? Would probably need an end at some point. Also there's no way to quit from the main menu!
Yikes, okay :-D Definitely fits the theme, and very innovative. Just completely impossible for me. I think it would need to be paired with some extrinsic motivation to be fun to play for me (e.g. some kind of storyline or somesuch), although I think I know a few programmers who'd disagree...
Nice graphics, and good work on the progression overall (took me a moment to realize he'd forgotten how to run left :D). The jumping is a bit janky and the sound is quite grating, and yeah, I couldn't get past the wall jump section since it was all too hard really. Could maybe make the jump more like Super Meat Boy (so you can jump at any point while sliding) or somesuch, right now it's really hard to get right. Also some holes = lead to new area and other holes = death (might want to mark the 'death' holes somehow).
But a good effort, and nice use of the theme!
Cute little clickery-type game, although the mechanics are a little opaque. I got to a point where I didn't make enough money before 'taxes' to buy more anti-tax guys, so I felt kind of stuck. Funny comments by the cult members. Is there an end-game to it? If not, feels like there really should be!
Very nicely done! Obviously needs a lot of balancing (it wasn't clear for example that the forest wasn't already 'finished' after the tutorial, but actually level 1). I could pass the forest but the village was already way too much, nevermind any of the other levels. But everything worked really well otherwise!
Suggestions: - Move the "use item" button somewhere else than U! It's impossible to reach while wsad-ing around trying to survive! Having a 'quick action' belt would probably fix this (e.g. place items and then click 1 or 2 to use) - Balancing/grinding. Let the player get somehow better, aside from by gathering more health potions (since they're so hard to use right now). E.g. give them better spells or level ups or somesuch. Right now the difference in difficulty between lvl 1 and 2 is really harsh. - Sounds! Even just some music. - Does "upgrading the tower" actually do anything? Not sure.
Otherwise, really well done!
As a tech demo of what anyone can do in Unity within 72h, this is great! I love the day/night cycle and the graphics and environment in general. Great stuff. Controls and plays very smooth, although the download size is quite massive ;)
As to the gameplay, well, following letters is tried-and-true of course, although you really need to place the second letter somewhere -much- closer. I finished the game without finding it! In fact, I finished the game by just finding three letters (4, but I couldn't pick one of them up). As such, the story was - to say the least - a bit disjointed. But I do hope Leonard finds peace!
When you try to go to the itch.io link, it gives you this: 404.PNG Maybe adhering to the theme a bit TOO much? ;) Holding off on rating until it works!
Hah! A perfect game, excellent work! Works with the theme, is immediately comprehensible, fun, and infinitely replayable. You can't really plan your ship out that much, and the best way forward seems to be to just shoot madly. Most of the time when I died I didn't really realize I was even in danger (maybe have a little 'flash of red' when the pilot is hit). Also the final bandit boss was...just a tiny ship like any other? Not sure :-D Anyway, really great job!
Nice work! I think I had a bug where none of my dudes went "unconscious" upon going into negative food, but then I can't imagine any way to grow enough food fast enough for one to be able to keep up with demand anyway :-D I get that you have like, slow-growing seeds and then fast-growing (but non-nutritious) seeds, and then you need to cross breed them into fast-growing-nutritious stuff, which is super neat! For a jam project it definitely shows potential: you just need to have stuff like "explore the planet to find new plants with new seeds to crossbreed!" and "this plant needs X amount of moisture/this kind of ground, and this plant needs this kind of ground" etc to make it deeper and more complex. But yeah, great concept, and well done!
Oh my god, ugh, my brain xD I suppose once you memorize the color positions, it becomes pretty easy, but when you first start it's definitely pretty jarring.
My suggestion would be 1) make the color-changing work in some other way than 1-2-3-4-5-6-7 (contextual wheels, pressing one button to shift through them...). 2) make the wall-chasing-you a feature of only certain parts of the game, and let the player jump and color change without time pressure otherwise (e.g. for the boss end-of-level part). 3) add something, e.g. coins or the like, to collect from the platforms. We all love numbers going up!
But a very nice effort nonetheless! I struggled a bit to find the use of the theme though, but oh well!
Waiting for the bug fix here too ;)
Interesting! How many blue ones do you need to carry the cave? Didn't seem to be able to get enough. Also I built only the 'church' type of building, which I think means I'm not going to get any more blue peeps = never winning the game?
A very curious little thing - but still definitely a game!
Nice use of the theme :D I know it's too much to ask for a jam game, but would've been cool to e.g. get to pick things ("he wields a sword! no, an axe!"). Also liked the little twist at the end :P Good stuff!
Serious Foddy vibes, goddamn you cactus and your slippery slopes! Very nicely done otherwise though!
The clear wires button was super hard to see :D also the BGM slider didn't work, but no biggie. Until I figured out the 'clear wires' button I actually restarted the whole page several times to clear stuff :P That notwithstanding, this was really nice! Would have been cool to have e.g. different pieces of furniture (painting, couches, book shelves) to drag wires behind, could have done some fun environmental storytelling through that too ;) But yes, compo game, I know! All works fine otherwise, great work!
Nice work! Took me a little while to figure out the main mechanic (stepping on color makes all other pillars of the same color smaller), maybe because they were so few colors in the beginning (or I'm dumb). But once I figured it out it was quite a nice little puzzler. Finished it too, yay! So well done :)
Well of course the theme would work for a porn game xD Didn't even think of that. Nicely written, not a lot of choices but I don't think that was ever the point was it? World-building is on-point, and you even almost-manage to make it more than just the porn. My critical opinion is that you should've wrapped it up more towards the end, given us a few more insights into why the world is the way it is, who Resonance is vis-a-vis Fountain, and maybe tried to add...you know...something. I know that porn games don't have to follow the same rules as regular storytelling, but what this lacks the most (imho) is that moment of development (character/world/plot). What was Resonance looking for, did she find it with Fountain, and why did she leave at the end if she did/didn't etc. Maybe some of the other paths gave more of that (I went full-on submission).
Another thing is that there are some typos here and there, albeit easy enough to fix. Nice work!
Beautiful! In a weird way, it reminded me of how I used to play adventure games with my siblings when we were kids - they were all in English and none of us spoke it, but we still loved playing them, so a lot of the time we solved the puzzles with the tried-and-true "use everything with everything"-method. So too here! The inventory puzzling was also very enjoyable, once I understood it was meant to be a core part of the gameplay (otherwise you could've just had a 'drop these useless items'-thing).
SPOILERS:
That one of the verbs was solely "lay an egg" was pretty confusing at first, since the other one was clearly "use x with y" - but I guess that was there just to, exactly, sow confusion :P I'm assuming the verbs were: interact, look (since it didn't do anything ever), lay egg x in thing y, and use x with y? Also, am I wrong or was the keycard not used at all?
Anyway, really great work!
Oof. That was....yeah. Once you figured out the mechanic it was pretty neat, but before then it was just -really- confusing :D Not my cup of tea -at all-, especially not with the timer mechanic, but undoubtedly cleverly done!
Nice work! Lost once with all the spam stuff, gosh darnit. I also think I got a few unfair penalties where there was no mention of needing to send anything but they still penalized me :( (must've been Bob. Damn that Bob). My best run was $65, sigh. I enjoyed the Orwellian atmosphere too. IF YOU RUN OUT OF RAM YOU ARE FIRED. Beautiful :D
Really great work, and good take on the theme! I could just barely finish Easy, and got my ass handed to be non-stop on Normal :D Nevermind even trying something like Hard or Insane. Really great work overall, no bugs or problems. Sounds etc would've been nice, but hey, a compo game is a compo game!
So does it have an end? :D Can you get out of the pit? If so - awesome! But even without that, still awesome. I got to a 9 as my highest, but no more - it does feel a little arbitrary at some points, i.e. whether or not you'll be able to continue is just based on luck, rather than anything else, but that might just be my feeling. Also, no boxes ever fall on the line furthest to the right (and in that vein: there's no quit/restart if you just get stuck at the bottom with everything else filled with boxes :D). But it had a really nice mood! Well done!
If you had a failure state whenever a row got up to the top, you would've fulfilled the theme just perfectly as well :D Anyway, clickers are my bane (damn you cookie clicker!) and this one definitely got to me. But THANK YOU for having an end state, so I didn't waste more than...1.14k clicks and 270 swipes of my life D:
Super cute game! It took me a moment to realize the customers got upset if you gave them the blue boxes (to be recycled?), but yeah, fun times! I tried going into the back just for fun but alas I could not (would've been a fun easter egg ;). I think maybe if you could bump the boxes around with your little capsule body, that might've made things even more chaotic/fun! Anyway, great work!
Interesting! Very obscure :-D Not sure if that was intended or not. Basically as far as I can tell, after a certain amount of time parts of the screen become obscured in something (looked glitchy to me, but maybe it's supposed to be fog?), which causes damage to the player. If you don't move fast enough, you will be caught in it and die? Maybe?
Anyway, I made it to the end after some trial and error, horaay! Nicely done, all things considered :)
Nice game, and as others have said, really good work on the art :D Amazing for just 48h, you must be quite used to churning out pixel art goodness. The music and sounds are also spot-on.
My main critique would be the retro-ness of the gameplay itself, maybe you could've added some modern QoL stuff, like double-jumping, short/long jump based on button click/button-hold-down, or even proper movement while in the air. Right now it's a bit like "oh, I jumped, now I just have to take whatever comes at me". But yes, I know: 48 hours xD
Oh, also: maybe make the text of the old man and the zombie different colours or something, so you can tell who's talking easier and faster? Just an idea!
Nice! Got to level 4. Very good progression, seems like you put some thought into how quickly you level yourself up / etc, which is nice! The purple bastards were really basically unkillable though, but hey, maybe there's some advanced tactics for how to survive even longer :)
If there's one point of criticism it's the idea that the game is unwinnable! Boo! Cancer is totally beatable, even if it's a goddamned slog. Thematically I understand (running out of space), but on a personal level I would've loved the chance to actually win, even if it'd be very very difficult :) (ex. you regenerate health, but slowly, letting you use the chemo strategically, and you keep levelling up, until eventually your damage output is greater than the spawn rate of cancer cells, and you'll be able to cut them all out!)
Nicely done! Survived a few nights, then got killed together with a cowardly survivor :D Clearly a lot of work put into it too, so well done. :)
I like the atmosphere and sound, but I couldn't get it to do anything :-D Also it was really finicky and hard to pick the things up and move them around. The premise sounds interesting though, you just need to add some more goals and challenges!
Neat!
The cursor sometimes pointed off-screen (it's a bit funny that you can fly out of the galaxy tbh) especially in the beginning, but most of the time it worked fine :D What are those colonists -doing- to the planets tho :O they spread out a bit and then THE WHOLE PLANET DISAPPEARS. Anyway, got eaten by a black hole! Nice work.
Great work, and really clever mechanic use: forces you to really think and aim, which is different for this kind of game. Final high score: 18615 (about 2 bosses killed).
Lovely stuff! Not sure if there's more than three levels (won it, and then the game just went to black screen?), but even so I think it's a perfect length. Nice sounds, cute character, smooth af controls, and a bit of thinking needed. Gameplay wise the biggest problem is probably that to win the levels you have to know in advance what will next. Actually could be pretty fun as a storybuilding exercise too! "Oh, he's playing dwarf fortress again instead of opening up word.exe, so no studying today!" etc :D
Also finished this by hitting the door. Figured you need to hit the plates in the right order etc, but couldn't quite be bothered to get to the end of it :D Still, nice graphics, sound, and all the rest! Good work.
Neat! Great chiptunes soundtrack, nice particle splatter, loved the intro that also introduced the main gameplay effect (wall of spikes, dangerous, avoid!) Maybe would've given the player a sword or something so it's clear from the start they can kill the zombies, made things harder for myself for a while there :) Also giving it a clear ending would've been nice, i.e. "rescue 10 survivors/kill 20 zombies/survive for 60 seconds"; you could've then added an endless mode for those so inclined.
Best so far :D Great stuff, played it through until I got a hang of it and won! It'd have been neat if swinging the spear would've done more damage (so you'd play more aggressively instead of defensive poking), and I couldn't get the teleport to work at all (not that it was needed). Perfect length, good graphics and sound, and fit the theme too!
I wasn't sure what the main gameplay element was - not a match 3, and not a Tetris either (at least it didn't act as tetris to me, i.e. a row of blocks did not disappear). Also by the time you reach only 3 lanes, the input you have as a player on the eventual end of the game is very minimal, as you can't do anything about the 'dark' areas :) Still, a nice little game!
Very moody, nice stuff. Only criticism would be that for what it does it's way too finicky (i.e. the first spike kills you even though your character is nowhere close to it). Precision platforming requires very precise collision models etc, which makes this a bit of a chore to play! Unfortunate, as it would've been fun to see where it goes!
LD48 — Deeper and deeper (10)
20.000 LIGHT YEARS deep in THE SKY by Arivenzys 2021-05-01T09:10:15Z ♥ 3
Incredible visuals, sound, and a simple but compelling core loop! Incredible work from the whole team, really :) And haha, the voice overs, classic :D
Deep in hell by katamary 2021-04-30T10:44:37Z ♥ 4
Beautiful and soulful art, and a cute twist at the end. I understand English might not be your native language, but I got the jist of it :) Nice work!
Disco Inferno by Simon Rahnasto 2021-04-29T17:44:06Z ♥ 2
For some reason none of the sounds worked -except- for the voice overs (and the grunts of the Devil, lol), which I think means I missed a lot of the game! Sorry! But I enjoyed it either way, haha, and I loved the voice overs. Very easy though, and I didn't use the dash even once (I forgot it existed). Well done!
Bucket Hat by Edur 2021-04-29T17:22:57Z ♥ 1
Great work for your first jam! Really smooth and good looking. It felt like there was more to this world to explore, too :D It was over almost too soon though! I would've liked to be able to help the poor water-skeletons as well. Maybe by putting water into the cactus-holes, I dunno! Anyway, lovely stuff.
Deep Freeze Café by brian-mayberry 2021-04-29T17:15:39Z ♥ 1
Haha. After a few customers (-everyone- wanted green stuff), I just kinda tried to see how 'deep' the freezer went. Ran into it for a good long while, and then it just stopped, and I ran over the edge and fell into eternity. An appropriate end, I think!
Really good work on the freezer feel, from particles to screen effects and so on. Very smooth. Clearly you ran out of time, but impressive nonetheless!
Unpaid Serenade for Future Solution Group [2026 eCon Grief/Heartbreak Singalong] by Sand-Gardeners 2021-04-28T15:59:28Z ♥ 2
Wow. This was definitely different. Lovely stuff, incredible aesthetics, fantastic audio, and a fascinating message. Blurgh, writing has never been so hard (just writing this I realize how often I make typos :D). A work for art, for sure!
Just Fishin' by Antti Haavikko 2021-04-28T06:58:52Z ♥ 1
Super cute little fishing game - maybe not very theme-appropriate, but otherwise addictive and fairly bug-free? Everyone else has already said their peace, the one thing I would've appreciated (for the jam game anyway) would've been some kind of end-game. Maybe bagging some mythical super-fish or somesuch!
THIEFEUS: Rynth, Repeat by Dorkulon 2021-04-28T06:15:24Z ♥ 2
Wonderfully creative, a great proof-of-concept for a game mechanic + super polished and cute UI and sound. A simple way to make the theme even more apparent would've been to add the option of going 'deeper' (generate a new level, but keep your score) as an alternative to exiting the labyrinth - just a thought!
My name ? by nyanpierre 2021-04-27T16:50:18Z ♥ 3
I checked the credits and noticed the massive amount of game designers :D makes sense, this was a LOT of puzzles! Enjoyed it! The only thing that was left a little bit unclear maybe was the theme, but then I am too stupid for most puzzle games, hehe.
The Witching Hour by DamonWakes 2021-04-27T16:29:29Z ♥ 1
This is really great. I tried a few times to find my way back to (SPOILERS) 'my' house, but since I wasn't literally taking notes I failed, alas. I got pretty close though, and figured a place where "it is my partner's home office" was a good enough mirror universe to have an affectionate terrier in ;) Excellent work, really!