Deepest Darkest Double Bogey by jimmothysanchez 2021-05-16T10:01:32Z
I quite enjoyed the game albeit I didn't get too far. Like the idea as to how to play it.
Great Job for a Compo.
Foon → Ludum Dare Explorer → Users → Xparker
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | π₯ | S.L.O.P. - Signals lost on planets | jam | 739 | 3.01 | 3.06 | 3.05 | 3.24 | 2.78 | 2.73 | 2.62 | 2.79 |
| 2025 | 58 | Collector | π₯ | F.L.O.P | jam | 767 | 2.55 | 2.69 | 2.80 | 2.68 | 2.28 | 2.46 | 3.38 | 2.70 |
| 2025 | 57 | Depths | π₯ | M.I.N.E - Massive Indifferent Neverending Exploitation | jam | 823 | 2.80 | 2.48 | 2.82 | 3.94 | 2.82 | 3.48 | 3.03 | 3.00 |
| 2024 | 56 | Tiny Creatures | π₯ | B.E.E - Brave Explorer Evangeline | jam | 926 | 3.09 | 2.70 | 3.03 | 3.72 | 3.12 | 2.54 | 3.15 | |
| 2024 | 55 | Summoning | π₯ | S.L.I.M.E - Summoning Lunatic, Infectious Mold Entity | jam | 1214 | 2.33 | 2.08 | 3.11 | 1.91 | 2.19 | 2.55 | 1.88 | 2.38 |
| 2023 | 54 | Limited Space | π₯ | S.P.A.C.E. | jam | 983 | 3.05 | 2.82 | 2.78 | 3.05 | 2.76 | 3.36 | 2.15 | 3.18 |
| 2023 | 53 | Delivery | π₯ | O.W.L. - Owls with luggage | jam | 1212 | 2.47 | 1.97 | 3.02 | 2.92 | 3.05 | 3.15 | 2.31 | 2.94 |
| 2023 | 52 | Harvest | π₯ | H.I.V.E - Highly Involuntary Vain Effort | jam | 741 | 2.85 | 2.41 | 2.83 | 3.69 | 2.60 | 2.51 | 2.18 | 2.67 |
| 2022 | 51 | Every 10 seconds | π₯ | T&T - Trips & Ticks | jam | 1165 | 2.75 | 2.59 | 3.10 | 3.15 | 2.34 | 2.67 | 2.83 | 2.37 |
| 2022 | 50 | Delay the inevitable | π₯ | M.A.D - Maintain A Dictatorship | jam | 678 | 3.54 | 3.46 | 3.70 | 3.90 | 2.94 | 3.10 | 3.39 | 3.41 |
| 2021 | 49 | Unstable | π₯ | D.A.D Logistics ltd. | jam | 796 | 3.48 | 3.37 | 3.61 | 4.12 | 3.20 | 3.47 | 3.05 | 3.20 |
| 2021 | 48 | Deeper and deeper | π₯ | N.E.R.D.S | jam | 1173 | 3.36 | 3.14 | 3.10 | 3.42 | 2.88 | 3.30 | 2.94 | 3.39 |
I quite enjoyed the game albeit I didn't get too far. Like the idea as to how to play it.
Great Job for a Compo.
Fun game and spot on audio.. as per usual. Also thanks for introducing me to Ludum Date, I (We) also took part in it :wink: :thumbsup:
As it is a Compo: I am astonished.
I personally would have liked a bit of audio for mood and such.
Awesome game, nice audio and with it mood.
Funny mechanics with the weight moving the ballon.
fun little game. Didnt play too long as it was quite laggy on the machine used. I liked the background music, setting the mood for a deep space game.
Managed to get Out of bounds faster than finding out where to go :sweat: I then got stuck and hat to restart.
I missed a slight background noise after entering the sub. Still enjoyable though :wink:
dig the audio, really setting the mood for the game.
I quite like the game, it's simple yet difficult nature. you should plan ahead before digging dirt away :laughing:
I personally missed the background music... Also too bad that you can't interact with the red..... ketchup bottle at the right end of the level.
Interesting Idea, controls, at least in my browser seems a bit wonky.
Are there resources implemented that deplete? Starmap reminds me of good old Master of Orion II :wink:
I liked the idea a lot as it really does stand out from most ideas.
Also like the mood a lot, but somehow I am missing the direct link theme a bit.
Nonetheless a nice game.
nice game, sadly no audio. But taking into account that it took you 8 hours (commented above), good job.
@fraukauz Not too sure. I guess you could have gone for the "ridiculously bad" audio track.
For example like the Soundtrack in Candice DeBΓ©bΓ© (see link at bottom as it doesnt want to be inline). But between very bad (not funny ones) and none, I guess none is better.
https://youtu.be/3pFw90XzS5w
I like the simplicity of the game. It's a new SPIN (get it.. spin :wink:) on the otherwise fairly similar games (ours included).
Really digging the audio (and therefore mood) though.
Sorry for the bad puns.
well done game, fun to play.
Fun little game. As others have mentioned, the controls are a bit sluggish. What I would have also kept is that the ship doesn't slow down by itself, so keeping momentum.
Music is awesome.
Simple "Oh yeah" does the trick. Reminds me of yello :rofl: Suggestion for LD49 -> Waba duba :wink:
I tried it, but cant get the hang of it.. Not a game issue, I just cant play card games.. I really suck at them. Terribly sorry.
I will, of course, give no rating as that would be wrong.
Fun idea, clunky controls though... Made it quite hard for me.
Also, I didn't notice that I had to push the button on the drill :sweat_smile: itself.. otherwise I should have gotten all :smile:
Really sweet game. pretty much "nailed it"
I sadly cant start the game on my PC :slight_frown: Therefore I cant really rate your game. [AnUnfogivingSea.png](///raw/38f/83/z/414cc.png)
@team-watt yes, works now.
Fun little game. I saw a flying fish and managed to get out of bounds.. no death message though.
An-UnforgivingSea.png
I can now rate it :wink:
two things: 1. I had to rate the fun rather low, due to the second point. 2. the audio and story.. almost shed a tear right there.
Audio almost puts Hans Zimmer to shame... Combined with the misty, moody visuals it's simply brilliant
Funny game, took me a while to get the hang of the controls. Really like the credits page.
Couldn't get it to work on my default browser.. but using another worked :v: Very interesting concept, nice art style. Didn't venture into it too deep, and I am not a good console admin.
nice digging. Had a hard time getting started as I didn't properly read the page. A hint in-game would have been nice :wink: After getting used to the controls, it seemed impossible to die, I managed to rack up over 2min of playtime in < 2min playtime.
Nice design and simple, fluid, gameplay. Sadly missing a bit of a background track which does lower the mood a bit (for me).
Decent concept, nice story.
Things I noticed: - A wee bit sluggish in terms of speed. - Moving with two keys seems to be a bit faster than only one direction. - Seems like the platforms can be slowed down by moving into the next one (collision). - As noted by others, camera rotation would have been a great addition to the experience.
I like the background music, sadly only one track (so far). Good fun for multiplayer though
Fun little game, too bad I suck at platformers.. got to the heart.
Nice art style though.
@unagiv Thanks. for now we plan on adding some features and keep the updates coming. of course at a reduced rate :wink:
@chacawott Thanks for playing. we were lucky that the musician friend had some time on her hands. Otherwise who knows what would have happened :laughing:
@hoeleboele :smirk: the rock planet is designed to be a sinkhole, with no real resources. but still good to get to 14.
@cannocchiale Thanks a lot. I know what you mean :smirk:.
@sam-onella We are planning on continuing the project. You can see the progress / changes and ToDos over on github. Any Ideas are certainly also welcome.
@fraukauz Thanks a lot :heart:
No, at the moment it's impossible to know the exact resources that it consumes. Or rather: The values are not displayed. The rates are semi fixed, based on action, ship type and resource, but the user has no way of changing these values.
I like the screen after you are hit by the asteroid :laughing:
oddly satisfying :laughing:
Really nice background music, does set the mood rather well. Sadly, my french does no suffice to play it thoroughly. I managed to die a few times anyways :wink:
I just couldn't stop until I was through.. took me longer than I'd like to admin.... wrecked my brain the longest with the periodic table on the chest.. I saw the obvious clue in the TV but just couldn't get the order straight (thinking I already tried it). Loved it very much.
I like the game and the controls. Graphics were nice. I didn't fancy the AR sounds, but fast firing must cause something to that affect.
Got an error when the drill was destroyed though...
I was playing the Windows WebGL version iirc.
DrillSergeant.png
Awesome soundtrack, well thought out game. :thumbsup:
I liked the audio of the game, really suits it well.
IMO though, and as others mentioned, I missed the feedback of hitting / being hit by the boss.
Nonetheless, fun little game.
Simplicity is the key sometimes, fun little game. I personally was missing another rating / challenge (like depth reached) as well as a score display. also you can hide the character behind the dark blueish sides
Didn't read all the comments, but a nice idea. The boss fight is easy as soon as you notice that you can just lob the paint out of the screen :wink: Love it though.
@ianthebee Not you, I didn't read all comments :laughing: sorry for the confusion
I like the idea, it reminds me a lot of the older Bridge Builder games.
I managed to make it as well, even on web. But I downloaded the desktop to see if there was any audio. Would enhance the whole experience quite a bit IMO to have a looping background noise.
All in all though, I quite enjoy it.
Fun game, quite addictive tbh...
cute and rather moody. some nice level design.
Not quite sure, but I assume the level with the ton-of-buns is the victory one?
Gotta love the title :laughing:
Job is also great, game play is good up to about 150... then it just spammed me :rofl: love it
Awesome idea, really love it. quite hard for a noob like me :laughing:
Very enjoyable. albeit, for me, a bit too difficult to see the task at hand.
nice game, short experience. nevertheless, enjoyable once you get how the balancing act works.
Looks nice, sadly no audio, as you mentioned at the end of the game.
like the art though.
Simple and fun, neat graphics and drifting mechanics.
Wow, you took part in a lot of jams.... and in over 10h: respect.
Simple, yet effective game.
I liked the idea of the game, but it was rather challenging IMO. No reload (for the guns) available, right?
Good job with the game. Did you do it alone?
@wizard Awesome! GJ :thumbsup:
Funny idea with the descriptive task as to what you have to pass on. Sadly no intro what/how to do and no "game over" / restart screen.
I liked your game, simple in design yet effective. Drifting mechanics are quite good once you get the gang of it. cleared on second attempts.
neat entry, fun while it lasts.
Liked the audio as background,
I quite enjoyed the game, although it got cut short when I pressed "Ctrl+w"..... on firefox..... which closes the window... the more you know... oh well... The music matched the scenery. Only "criticism" I can provide is the rotation of the gun. It would have been the cherry on top if it would have been mirrored instead of belly-up.
Fun game, very nice graphics and matching mood.
Couldn't get past the shovel quiz... couldn't break the stairs / get the key
@leorid I think I did, the one blocking the path...
But I was also tired, maybe that had something to do with it :smile:
Awesome idea!
Thanks for the game :wink: Awesome soundtrack, really enjoyed it and really gives it a nice mood.
A bit difficult to get used to it, and I didn't manage to finish it after all... love it nonetheless.
@stanroy Thanks for playing.
@shaggy @zain Thanks for playing :slight_smile:
@lumbigui The balancing was quite an "interesting" thing to do.. I think it only worked properly 6h before the end.
@lucas-viana Only the weight has an effect, the value is random and is not used later on. Although it lays the basic idea of trading. We even toyed with the idea of the player having to "Buy" the information such as value / wtigh etc.
@maxathon There is no limit to how high you can stack.. only a limit on the weight :wink: We had loads of ideas.... next time (3rd time) will be the charm (I hope)
@jlv The UI was also "interesting" to do.. some of us used 4k screens, others 16:10 (1920x1200).. so the resolution varied a lot :laughing: But yeah, time was the limiting factor (as usual)
@praccen As mentioned above: Ideas where there, time was not enough :smile:
@elmismopancho hmm having a min value might actually be a very simple idea that would make it a lot more engaging.
@garett There are 6 designed levels and 2 test levels by mistake, so a total of 8.
@barrier @max-s Thanks for playing. Yeah, the value was supposed to haven an effect.. but time constraints :sweat_smile:
@erikengineengineer Thanks. As mentioned in credits, we had the luck of a professional musician... actually learning to play the accordion (or at least the skill required).
@almost Correct, no input works during sailing. Some testers actually mentioned the same thing as well, even going as far as suggesting the usage of mobile phone level sensors to actually counter the tilting angle.
@joel-davis nice idea with the moving containers.. never thought of that!
Having the random weight and color makes it way more difficult to actually balance the load. You can only rely on the ship movement to go for a best guess, thats why we went for that :wink:
@forik @picknucker thanks for playing.
@0x-void-x0 it is. We chose to do this due to the fact that the player has to stack the containers.
@simon-rahnasto Thanks for playing on stream and the great feedback. Sadly we didnt have the time to make the hreed worth it :wink:
@maxkyckling Thanks a lot for playing. We are always interested in feedback, as it helps us improve. We were already very limited on time and thus almost didn't finish... and had to cut a lot of features. For example the usage of the value for each container, a leader-board and influence over the ship whilst traveling.
Nonetheless we are happy with the result.
@sestren Thanks for playing. Yeah, the value was added at time that we thought that we could use it. We also planned to have a feature where you had to buy the information e.g. Weight or Value etc.
@axelrinaldo Thanks a lot. Yeah, greed always gets the better of us :wink:
@monninen Thanks for playing :heart:
Awesome soundtraack :laughing: nice physics
Love the design and audio, but I'm not a huge fan of platformers.
easy to understand what you have to do once you get the gang of it. no criticism come to mind.
Great game having 2D and 3D elements.
Quite an interesting, simple platformer. You get quite far by simply keeping "w" down and occasionally dash if you fall in between 2 pieces of ground. Is there a reason as to why you can destroy tiles if you dash into them? As mentioned in our game, text was scaled for 1920x1080, I am assuming, as the instructional text in the beginning was rather small on 4k.
@shaggy @praccen We have the same issue (resolution) if played on a "not" 16:9 screen, for example, on mobile... you can actually see the end of the sprites used :laughing:
I though as much in relation to the destruction mechanism, quite like it in fact. hope you had fun developing the game :wink:
Was fun while it lasted, driving physics takes some getting used to.
the background audio made it worth wile though :slight_smile:
Very impressive graphics. a few minor things that I noticed, that strike me as odd considering the visuals, is the ladder and the coal cart animation they seem comparably unpolished.
but hey, that's a very high level anyways, therefore it's nitpicking.
I'm having issues starting the game, I'm only getting a black screen. I'll try a bit more.. If I cant start it, I will not rate, of course.
EDIT: Had to resort to Edge :frowning2: .. at least I could run it. I enjoyed the art (though occasionally hard to read the cards) but Card games are not my thing.
@lumbigui I'm assuming the issue is on my end with FF and plugins, so dont worry about it
Like the slow-mo effect when the tower inevitably falls. only got to 38k..
would have liked to have a variety of pizzas. at first only visual, maybe later on even in shape.
Easy to describe:
Right in the feels :frowning:
Great game.
I skipped rating mood as I did not hear any audio. The mouse was a bit oversensitive on my end, is that configurable?
Love the SFX and the "simpleness" of the game as a whole.
I have no issues believing that the physics were a nightmare :wink: We did a physics (calculation) based game last LDJam49.
And never forget: Compo... respect
A Compo: Respect.
Also a very solid entry :thumbsup:
Haunting and fast paced audio, perfect for puzzles, not stressing at all :wink:
Surprisingly addictive, nice Mexican flag at the end. I had a lot of rounds, where I couldn't shoot at the side where the most enemies were.
I really liked the intro texts.
Had a lot of issues getting a hang of the game but ready the hints actually helps :smile:
there is never enough polish in a game with @philstrahl.
As mentioned above, hover detection seems a bit wonky, but neat game nonetheless. I got stuck on the game over screen, but that's not really important.
Cant wait for the post mortem.
Two words: the song
Definitely a unique style to it. Audio is also very amusing.
Well made, fun little game.
The text, telling you what to do, is a bit too fast. And there is a lot of reading involved.
Really like the idea and art style. Add matching audio to it all and you have this game.
My issue with it: I'm not a "Card game" player at all.
Wow for how much is possible in the set time. ambience audio is a bit lacking IMHO, but all in all, great entry.
I had trouble loading the game in Firefox... so I had to do something evil - boot up Edge :cold_sweat:
Very stunning visuals but I somehow didn't manage to "play" it.. walking, rolling and hitting was all possible, but no cursor and I didn't get how to aim.
Surprisingly fun to play, though audio gets repetitive after a while. Also didn't get to the game over screen, but only played for about 10min.
The one thing I notices very early on and that I kept on noticing:
when you are facing left and move up or down, the facing turns to the right. thus you either have to face left again or move so that the right facing side is ok to hit something.
Very moody game with a nice, haunting, soundtrack to it. Design is great.. and generated map? awesome. Shut up and take my ratings.
Controls feel a bit sluggish, game is too easy (except of course, if that is by design).
Overall, a solid entry :thumbsup:
Update: I **really** love the game over screen :smile: LDJam-Horde-GameOver.png
Quite funny, but only managed to get to Wednesday before I had to resume working :laughing: .
nothing "new" and "exiting" per-se, but solid entry nonetheless. Collision detection somethings felt a bit wonky on web.
Managed to get to 85m on web.
On Desktop: LDJam-DieHigher.png
28 days is all I managed.. but somehow it was stuck the first time I tried (couldn't move etc). a reload fixed that.
Solid entry regardless :smirk_cat: Especially the SFX.
- "I refuse" :laughing: - Awesome soundtrack, really like it.
a bit too pixelated for my taste, but awesome what you achieved in 72h. very solid entry
Nice work on the game, REALLY additive audio.
non-game related: Give and you shall receive, at least IHMO.
neat entry, audio for handbrake a bit interesting when standing still.
did you do it by yourself? Nonetheless a solid entry.
Interesting concept, easy to grasp, difficult to master
I dont know how you managed to pull it off, but awesome entry.
@craig-aspell :coffee: Good choice :thumbsup:
Nice job creating the puzzles. Very stressful to play. Somehow I didn't get to see it in full screen, but might be resolution related (4k).
I've tried the game, sadly it wont start. Therefore no rating as of yet.
Let me know if you update it, I'd like to give it a try. Sadly, Windows doesn't provide a error log, simply "AppCrash" for blenderplayer.exe (Version 3)
@dreamerflow Yeah, I assumed as much, but still failed in blender player. Ran on a different machine now.
Quite fun for a while I have to admit. Got some 20k and a few broken... BONES that is :sweat_smile:
Awesome and very solid entry. has the old mario feel to it.
- Awesome credits - cats - spelling mistake in scene 2 :wink: "maintain" (at the devs table where the door was in scene 1) - more cats - THE SOCKS
love it :heart:
The entitlement of the caller... telling me to go burn in hell when I am understanding that they'd rather have a bottle of wine than coming in for a session with me... I don't understand...
matching music, but took me one..."swimming lesson" to figure out that I also have to move the ship.
Are the leak locations random or predefined?
@velvetlobster The have about 7 different spawn sounds, ranging from "It's a trap" to "The earth is a cube".
@miguel-fernandez-tormos Thanks for playing
I will be sure to play yours as well.
@krunk Thanks for playing :slight_smile: I don't see a game when I look at your profile, is that correct?
@human-writes-code Thanks a lot, will try out yours just now.
Selection is also possible with [Tab] to loop through the available troops.. I forgot to mention it in the description :laughing:
@daniel-username @phillip-scott @sega23333 @narffy @adamjn @greenradiation @ryan-wine
Thanks a lot for playing.
@otterfaelure
You're very welcome :smirk_cat:
@alexio-games
Barricades can only be moved once. There might be an issue that prevents you from sending a unit to the same position though.. I will look into this. There is always the possibility to use [Q] to send troops back to their home base.
@mibehu Thanks for playing. There is also a Monty Python reference in there. did you spot it?
@spaint Thanks for playing. We noted that some sounds are unaffected / ignore the sound settings. Will check.
@the-neon-shark Thanks for playing :blush:
1. The currently selected unit has a slightly different color. it's barely noticable, but there. Ran out of time to actually balance it properly. 2. you can select using either [Tab] (in order of purchase, Shift + Tab for reverse) or [1-0]. "Control groups" (Ctrl + # to set, # to select) 3. ran out of time to do the animations :frowning:
@denhette wow... not bad
@mrevilguy @lvl99chicken Thanks a lot for playing. I'll give yours a go later on.
@frosty @marc-antoine-girard @flyingkaida Thanks for playing
@kastaff Thanks. If you dont mind, please list them, so that we can fix them.
@moddingmachine Thanks a lot for the input.
Awesome little game. Nice building mechanic.
neat graphics, simple yet effective loop.
I only lasted 120sec because I wanted to see how it ends... also.. I don't fancy card games :smile:
Failed to load on Firefox for some reason... but neat game nonetheless, solid entry. especially if it should have been a compo....
Very fun entry where you can let stuff drop on babies :laughing: Quite tricky to get the hang off.
Very underrated game.. Solid entry that is very enjoyable to play. Random stuff is also always good :smile: Love it.
Nice work :smile:
Really enjoyed the graphics and the level design.
Missing a bit of moody background audio, otherwise one of the best entries I've played so far.
If I had to point out one... "flaw"?, it'd be the attacking towards the top or bottom. I thought it was a bit difficult.
Quite moody, but the audio is a but lacking imho (not the sfx). A mood-matching tune would go a long way.
Nonetheless, good entry.
Managed to escape :slight_smile: well made for the short time available.
Nice moody and visually stunning entry. cant say I managed to finish it, but it was a lot of fun trying. I think I somehow managed to get stuck, but I dont know how.
Neat art and good idea; missing a bit of a mood audio. But 48h is no simple thing to achieve.
the newly uploaded exe works just fine.
I didn't manage to unlock the winning strategy tho.. Enjoyable game overall :slight_smile:
I agree, not much relation to theme, but all in all neat.
"Sadly" no bad ending encountered, which I would have added.
Funny entry, but I managed to bug out slightly. Respawn doesn't work if you are under a bridge.
Screeen.png
Very nice idea, love the "artistic" audio as well
Short version: **Brutal** :laughing:
Long Version: Awesome idea with the game mechanics, the level design and the checkpoints. Took me a while to figure out, but loved the experience, especially the music :heart:
I quite enjoyed the game, but didnt play for too long; i'd say ~5min. Really enjoyed the graphic style and animations.
Nice entry with good models sky.
What I didn't fancy was the mouse sensitivity and that it couldn't be moved up / down (or I didn't figure it out).
All in all, well done.
Nice entry with matching music.
Not my kind of game, still very enjoyable.
Nice Compo entry with solid and unique mechanics. Audio is a bit on the tedious side after playing for a while.
Underrated, especially the kitty.
Very good Idea :laughing: quite hard too.
So sweet, it causes diabetes.
I failed to save humanity.. but is that even so bad? :wink: Anyways, the game is quite neat with retro feels.
(Not taken into consideration, but MusicDemon is also very, very awesome)=
Fun game, but hard to start.. at least it took me a while to get started. Too bad about the audio, but hey, it's a compo :slight_smile:
Spoookeyyyy. Managed 33s :laughing:
Nice and simple, neat and clean visuals.
It seemed to me that the aim was a little below the mouse, but that might just be my PC.
@grilladroid @chingle @evgenimp
Thanks a lot for the feedback and playing. Yes, it's not very intuitive. Updated version soon available with tutorial :wink:
Movement audio could get a bit too much; Noted nonetheless.
@asbjorn Have you tried the other game modes? Also; the default 9x9 field gets more items on it the more you proceed. Also: You can try making it harder on yourself by editing the modes (under Modes => Edit => change the json file).
@pepnou As mentioned, the tutorial version should be available on itch; will add the link to it when I get around.
We tried to add more boards.. but lets say... "The game doesn't like it" for now - stay tuned :slight_smile:
Can't say the amount of time used on the menu as I didn't do it myself - but I guess it was about 1 day all in all?
@stingby12 I know that you can get out of bounds under 2 circumstances 1. by tapping REALLY fast against a fence 2. by being out of bounds (the collision test) when the timer is up
how did you manage it?
I never notices the non-movement. is it reproducible? if you I'd try to fix it.
Ahh yes, the cover image :smile: It's the player character running away with the stopwatch, as you can see (compared to the player character):laughing:
@stingby12 If you manage to go out of bounds, the offset is also wrong - but fear not. We already fixed this issue in our dev-version.
@sagiii
Thanks for trying;
How to play: 1. Analyze the left field on how to move (Controls are locked at this stage) 2. After 10seconds, the left field gets covered and the right field is unveiled. Now the controls are available with W/A/S/D or Arrow keys (or the buttons on the UI). 3. Move the character that is not visible (left field) 4. After 10 seconds, the right field gets covered, the left field unveiled. 5. Move the character on the covered, right field 6. Rinse and repeat.
@riphitter Thanks. We actually had a "lot" of issues finding an idea.. took us about 12h to flesh out the one we rolled with.
@0x-void-x0 I agree, especially after reading the feedback above. We are thinking of adding step effects so that the player has some feedback. Never even thought of the "Go" effect either, thanks for that.
@heine-hohenhart Thanks for playing and enjoying it.
@sonictimm Thanks for the feedback, and of course, for playing.
- Moving sound is planned for a newer version as it is fairly simple to add.
- The chests were added as an asset to walk against due to time constraints (already available).
- I can see the "quick countdown" function in effect, though it would some what break the theme (as do some of the other game modes). This will certainly be taken into consideration though.
@furano We added it as quite a lot of our testers rather use mobile than PCs (a shame, I know :wink:). We will try to improve the tutorial.
@melektaus Acoustic feedback is in planning and will most likely make it to the next iteration. We are also testing visual feedback.
oh and.. Thanks for the feedback and playing.
@enderswype Thanks for playing.
Cow movement is random, no patterns as of yet - not even hunting the player.
@sheol Thanks for playing. I think the generation of levels is not 100% save. We tried to add a pathfinder to stop the game from displaying impossible levels... it might need some improvement :wink:
Neat little platformer, though I am no good at them.
Loved the "Y U D Y" Truck label :rofl: also the blood splatter on the spikes..
But man am I bad at platformers :sweat_smile:
Nice moody audio and cool art style.
Decent little game; Got the truck-stuck bug
Very nice puzzle game with an interessting spin on "10 Seconds". Like it a lot :thumbsup:
Ooof... I'll have to give it a try tonight...Peakaboo.png
Didn't move at all. Will try again on a decent PC.
@maxkyckling Understandable... seems like quite a bit of work. I tried again now, different PC, works way better.
A bit sad I didn't get to see the spooky skeletons :smile:
Neat entry with the eye of sauron looking at you :slight_smile:.
I especially enjoyed the moody audio, good fit.
Very solid entry where I managed an IQ of -90 :smile:
Seemed a bit laggy on one level but might be PC that is causing the issue.
Funny entry with N64 Bond - Golden Eye style music :laughing:
Really enjoyed it, though I only managed 100sec or so.
Neat spin on a legendary game - thoroughly solid entry.
Very nice entry. IMO missing the audio effects to be a great game, then again, it's opted out so not taken into consideration. A fairly slow start to get things moving but picks up a lot more later on.
Reminds me of the good old Settlers 1 - 4 games. 1/2 graphics combined with 3/4 logistics.
EDIT: One thing that I found: the Storehouse UI doesnt update when carriers place things in it whilst the window is open.
Awesome art style, good moody music.
Descriptions are also very funny.
Liked the "I'm an ant" effect :smile:
Simple and easy, but don't care much for the invisible wall - although I shouldn't say anything as we dont have a wall in our game (for the camera).
moognificent :rofl:
I enjoyed reading the texts very much. Even after activating "papers please" :smile: .
Very fun entry.
3 people made this in 72 hours? color me surprised... Very nicely executed. Very enjoyable to play and naming the minions - though - whilst naming the minion, the movement input is not locked.
Neat, slightly underrated entry. I couldn't get around Level 4, the bottom bunch. Missing a moody music, but otherwise all is fine.
Missing the audio for a real good mood. other than that, the veggies are nicely done, the battle is logical.
I derped a bit in the first run, building along useless tiles.. so had to wait ~30 turns to actually proceed :sweat_smile: But hey, nice game... really brings back the old catan days.
"unusual" is the most fitting IMO. Couldn't really get a hang of the controls, be it web or windows.
*sigh* genetics - we had the same idea, but to a lesser degree. I like the "simplicity" of the game combined with a very complex theory behind it.
Very cool entry. nice control of the Kraken with th ads windows.
Very good looking game - I am amazed. Sadly my harvster(s) got stuck after trying to upgrade it.. so no more harvesting. Also.. for some reason I was able to print money.. or was that a "loan"?
first comment sums it up VERY PRECISELY :laughing:
Things I personally didn't like: - Inverted controls (mouse up / down) - Motion blur (almost made me puke :sweat_smile: )
@schlock Thanks for playing. "As Jimmy Eat World" sing in "The Middle".. "it just takes some time" :wink:
On a serious note: A good start is to buy only the farm, 1 tile and a plant from the store. the maize is not all that great.
@ghastlymicrowave off-hand I dont know the max value of the plants, I can look it up if desired. But there are a few plants that are.. "better".. than others. Hotkey to close some menus is "Esc".
@pulni Thanks for the feedback. The Harvest & Replant button is available in our updated test version. It will not automatically harvest and replant, but it makes it a lot easier nonetheless by just being able to one-click harvest and replant the same crops.
@tiseno It is quite slow, that is for sure. But if you get the right plant / biome combination, it really takes off.. some plants are broken :wink:
@tosmaster Thanks for playing. the D&N-Cycle was a late night thing that I implemented when I actually should have gone to bed :smile: But really helps setting the mood.
@picttarge Hotkeys are on the ToDo list.. but.. the damn time, it's always the time.
@icalm Thanks for playing.
@hayricakir thanks.
True. I usually use WASD or Arrow keys.
@hadik Thanks for the feedback. Any specific area that you disliked about the audio (ambience, background or effects)?
@mira thanks for your feedback. Growth speed is dependant on biome / plant matchup as well as the tile's values (random in range of biome). E.g. maize does really well on the very light green (grasslands) biome.
@sharks Thanks for the very, very detailed feedback.
Zoom is about to be changed to height rather than fov, of course, that should never be taken into rating-considerations.
Displaying, or rather not to, was on purpose. I do understand where you come from though, as I also would prefer to see it at all stages.
I think I mentioned this before, the lighting was a "rather late addition" (not towards the end, just late at night). Improving it was not within the time limits, sadly.
@shiny-elster
Thanks for playing.
The plant you can sell in the shop. As of now, the seeds cannot be sold though..
Tactical game where you have to think on how to spend (or waste :slight_smile: ) your time. Didn't manage to pass the first night, though I quit before the game was actually over.
I liked the turd that I found over the river :smile:
good idea for the game, reminding me a lot of "the annoying orange" on YT.
EDIT: I didn't rate Audio as I played on browser and no audio came through
Good ol' LineRider :smile: love it :hearts:
FPS dropped quite a bit sometimes, but not sure why.
Shrektacular :metal:
Very innovative with the Multiplayer, though I didn't see anyone. Really need to read the description to get the hang of the game.
Nice entry - never really got the hang of collecting the beans. But managed to hang off a platform on 2 wheels.. and then the camera glitched :smirk: in simple terms: I enjoyed it
Very solid entry :smile:
One "issue" I had... don't these huge front harvester usually have rear wheel steering? Love it nonetheless, of course... I mean, who doesn't.
Enjoyable game, though I thought it was quite easy. Love it though
Great entry with a neat packing system. Fairly slow, but audio does keep it enjoyable.
I don't know how - but I managed to bug out the create route menu. I couldn't add any routes anymore - the menu would simply close.
Other than that, the idea is very solid that provides a lot of potential for refinement.
Sadly the game appears to be set to 1920x1080p - on a 4k screen, the window was rather small.
Nice entry with strange throwing mechanics. Nice way to place the hints in the sky though it makes it a bit more difficult to read if you are on the opposite edge of the screen.
Neat entry. All my feedback has already been said before - such as hit indication and a weee bit of ambience / background music.
Maybe even enemy spawn effect or similar.
Enjoyable game with a nice pun :smile:. managed to get to lvl 16 or so but had to stop due to lack of time. really enjoyable though
Rather easy to play game that almost makes you feel like a bird. Liked it.
Liked it as it differs quite a bit from the other entries I played. Getting stuck (extremely slowed) along the wall was a bit "meh", other than that, not bad. Missed "save points" along the way.
Neat entry with solid driving mechanics. A handbrake would have been nice to try an slide around the corners.
Liked the humor and ending but found the pauses a bit.. flow breaking.
EDIT: Forgot to mention that on a 4k screen, the UI-scaling is a bit sub-optimal.
Not sure if screen or PC issue - but Win10 with 4k at 150% gives odd results.
I did use the precompiled jam version though.
Communicator-1.png
Communicator-2.png
@sodoj Sorry for the late reply. With 100% it works as intended - though barely visible for my eyes. :smile:
EDIT: 125% causes same issue as 150% (duh)
Communicator-3.png
@felin Thanks for playing. The buttons are mainly as a help (for mobile devices). for PC-players (or others that use a keyboard) there is a long list of available keys to use. They work way better.
There should be audio feedback if placement is not possible - that is - unless Effects audio is turned down in settings.
@kanity Thanks for playing - and guess who also tested the game a lot - my mom :smile:
@codexzier @mnemosynevl Thanks for playing and the feedback.
The harry potter theme is on purpose and the audio was designed as such - combined with elements from Tetris.
@veralos Thanks for your feedback. We are working on a slight variation of the controls for Mobile (or on-screen controls) - though that should not be rated.
@iluvatar Thanks for still playing our game :blush:
@od-wreckz @ryder-the-first Thanks for your feedback
@wrong-timeline The text is indeed small - what resolution are you using (and in fullscreen?).
@mahc Thanks - the audio is done by a musician :slight_smile:
@tom-oak Thanks a lot :heart: There is an owl on the edge of the table :wink: There is also a companion cube somewhere.
@scum Thanks for the feedback - we will consider it.
@shane-gadsby thanks for playing
@sodoj Thanks for playing. The menu should be flashing greyish, just very slighlty.
difficult to control the jugs, but good concept. Liked the art style :wink:
Awesome idea, nicely done. well made tutorial.
What it lacks in mood - it makes up in fluid controls and nice flow - and matching the theme.
Really enjoyed the nice ambience (music - theme matchup). Easy to play, semi-hard to master.
The web link at the end seems to be dead - at least I get a 404.
To the game:
+ Very relaxing background music and nice ambience. + good story - Clunky controls - at least changing directions sometimes feels like it.
Solid entry that keeps you entertained for a good while.
I missed the hot key to restart a level. Also the background music faded (or stopped) after a while, leaving the game with no audio what so ever.
nonetheless a good entry.
Special take on the theme - very different. Wont rate Audio as I heard nothing on my end, but might just be my browser.
Most levels were quite easy, except nr3. screw nr3 :wink: took me a while to figure out the depth logic..
neat entry overall.
Awesome game... and a compo to boot. Great Job.
I find the controls a bit difficult at the begining and I cant really see a way how to "sell" the disks. it did work somehow, but hinderd my enjoyment quite a bit. Sadly I am just barely old enough to remember the floppy, though I never really worked with them.
Also, I noticed no audio, so no rating there.
@diralf Changing the Jam-Version would be a bit much IMHO (i.e. the rating should be done with the original release). Adding a new, additional, Link to a post-jam version is OK, as long as it is clearly stated that it's post jam (not to be rated).
My take on things though...
I liked the cars but the controls are hard. managed to win by ramming the AI :wink:
Very moody game with well done movement. very enjoyable. I somehow managed to either get the ship (core) stuck or crashed the game once (I couldn't move anymore), but afer a restart, all was well.
Nice entry. sadly no audio, which would have improved it a lot.
one "issue" i had... why lift and throw, when you can just push? really made it easy...
@infinitye @chaineddreamer @diralf @golovco-adelina @don-fouts Thanks for playing and your feedback
@mindhijacker Thanks as well :smile: Don't be dishearten.
Does the red zone ever close fully? maybe I waited not long enough to see it, but I decided to go for a walk on the red side.
too bad that there is no background music, would have helped a lot in the mood department.
I liked the lighting with the mouse effect. Not my kind of game, but keeps you engaged anyways.
Very enjoyable - really liked the faces of the planets. Tricky to get the hang of though :slight_smile:
I really liked the game - maanged to save 28 creatures.
Audio made it really enjoyable.
Liked the graphics a lot :slight_smile: must have taken quite some time..
I really struggled to get the hang of the controls. once I managed though, it was fairly easy.
Nice use of the theme!
frighteningly funny :laughing: Very good voice over.
Compo; you have my respect.
The game looks and feels rather polished. What didnt suit me is the aiming direction... but that's due to mouse input rather than touch (therefore understandable).
@zoglu ohh.. I didnt notice, thanks for the input. I'll check it out again :sweat_smile:
Edit: Wwayy better on PC :laughing:
Very good entry with a special take on how to play. I like it.
I managed to pet the beans 21 times with about 121 turns.
Loved the book names with all your LDJam game references (amongst others).
@philstrahl remembering the names comes from watching your Post-mortems.
As a matter of fact we joined LDJam due to you and Quill18 showcasing ldjam (first being LDJam48).
Very nice graphics. with a humerous touch to it. For some reason, my mouse wasnt captured at some stages, making it hard to control the fly.
Love the sound effects by the way.
very "different" controls. Takes a lot of getting used to... but looks great and works.
Just how.... this seems so well polished. Where did you find the time?
Awesome by the way, love it. Tried Controller and keyboard multiplayer.
I wanted to give the game a try, sadly neither embedded nor desktop worked.
Desktop version just wouldn't agree with my PC (and crash my graphics driver).
Is there any change of Itch (or similar) upload?
Played it in mobile. Was a wee bit hard to hit these thing. In the end, I managed though.
I enjoyed it.
I liked it quite a bit though it's very easy to deadlock it seems. Tried a few times but didn't get very far.
Awesome! Very good entry.
One minor grievance: the shuttles fly through the sun. I also would have liked the Harvest button to be accessable like the "Show crew" to make life easier, but then it would be very simple.
I quite liked the game. somehow reminds me of the game Warzone 2100 (with people coming out of the bunkers).
Audio helper the somber mood.
Is it just me or is the world randomly generated?
In any regards, quite well done. Controls seems a bit clunky on WebGL.
Rat Dead Redemption.png
Very refined game. Therefire it's rather a bit disappointing that the page is so desolate.
Lovely game. hard to figrue out :cold_sweat: but enjoyable
tiny sea creature.png
Very solid game, beautiful to look at. maanaged to sell some stuff and buy some upgrades.
I would have prefered the deceleration, when off the gas but not breaking, effect to be a bit stronger.
What @multiplexor said.
EDIT: Sorry, forgot to give my feedback...
Enjoyable game though I didnt manage to duck at all :laughing: Still won though :grin:
@zbrogdom @oliver-day @iaroslavik @dressorc Thanks for playing :heart:
@occamslaser We didn't look into it to be honest.. but im certain it does. We mostly used keyboard.
@kanagg @cheeks We'll try to improve. We usually have an updated version on itch (though we feel the original JamVersion should be rated).
@daniellochner Thanks for playing. Yours seems to be a bit more refined though :wink:
@haoro *taking notes* What a silly idea :wink: *added to ToDo*
@custodi Thanks for your feedback. There are various sets if input that are available. The most used (from our view) is the keyboard though.
@jack12342 Thanks for playing and enjoying the game :blush:
@kirass Sadly no feedback other than a link to a game that you didnt compete with? Thanks anyways for writing a comment.
@kristirose88 much appreciated :blush:
@daria-toni True, especially the mouse in the Jam version (due to not being captured). The Post-Jam version has now captured the mouse for easier playing. We have an ever exanding (like the world) ToDo-list of things that would be great.
We are aware of the menu issue but it's unreliable to reproduce. might be related to screen resolution vs available area (of itch.io).
First of - Thanks for playing :blush:
@master-yeet Yep - Time... we lost over 24h on terrain generation and (even worse) 6+h on IL2CPP linker :expressionless: Though the terrain was worth it, the linker certainly not. A chasing enemy is noted in our ToDos.
@wl64 @greenpig We planned on having Evangeline being able to land thus stopping the buzzing. Alas, it was not (yet) to be :slight_frown:.
@ditam Inverted Y-Axis is done - hopefully in the post-jam version by the end of the week.
@ping78 No, they were not. And the horrible thing is.. the fix was one line of code... And thanks for your kind words.
@vodzik True, the controls are more like an aircraft in general. But we figured that more players are used to this layout.
Reminds me of good ol' Dungeon keeper.
Love the voice acting. Got "Stingsting" as a result.
Love it :smiley:
Quite an enjoyable game imho.
As the game has a slight rotation when moving, I would have found it way more interessting if the rotation would be towards (and also looking at) the creep in the window.
It also seemed to have some Qick time events, at least it felt like it...
Well crafted shooter. hitting is a bit difficult at times, where the needle hits an edge instead of the target.
But overall a very good entry.
Enjoyable by all means. Too bad that you can glitch the camera through walls to have more vision.
Excellent game - though I had no audio (didnt rate therefore).
Tricky but rewarding once you get the hang of it.
Loved the "aww shucks" and "nooo" sounds. pretty hillarious :laughing:
A very simple game loop that is enjoyable and brings with it replayability.
lovely art style and mazes. would have liked to also be able to collect other things than the Os.
Somehow I managed to get stuck twice on start of a new (second) level (after completing the first).
Love the atmosphere with the ambience / background music. occasionally i had issues where jumping didn't work, but that could very well be me due to W and Space mashing :laughing:
Love it! Especially the ending text after you defeat the bad boy.
I'd love some of it :wink:
Good first entry, congrats on finishing.
As others have already mentioned, the levels are too easy (IMO). I would also disallow the user to place multiple towers on top of each other. for instance: I placed all my towers at the spawn point, using tower 2, and just spammed it until I ran out of money (impossible, I would have to use an autoclicker fo that).
I liked the audio and mood.. soothing. However I was unable to figure the game out ( the mentioned upgrades?). But must have something to do with the fact that I fast read most of the dialog :sweat_smile:
First thought - before playing - looks like a classic "X" game
After playing: Look and feel of X combined with the FTL setting and a classic puzzle game. Very enjoyable :blush:
Unconventional way to play and partially infuriating as I got stuck a few times.
Nevertheless a unique game. Wished there was a bit more music to improve the mood even more.
Certainly matched the theme very well. rather easy the get the grips of it but steep curve to figure out what to place when.
verry moody, lovely.
Awesome game style. never really seen it so far, huge plus from my side.
Difficult to get the hang of IMO, as I have no experiance with cameras etc.
Nice puzzle, really like the rotation mechanics, especially that it does not effect everything in the same way.
I really enjoyed it. great game.
Even found an interesting elevator (image below). It went to nowhere at sea level.
MS Drowning_1080.png
@anton-florey I did not. Might need to give it another go... I only managed a rather deep cave, direction wise about straight downwards (access from a bit right tough). But I think it was not really special.
@ All Thanks for playing and your feedback.
@anton-florey True, when relocating, the popup is rather annoying. issue is, we tried to keep it also playable on mobile devices, making key combinations hard. Tough, while writing this reply, I thought of 2 alternative ways of handling the issue (1 being touch and hold, the other a "remove" tool).
@siilicac The "bag" is a left over idea to have miners carry bags on their back (as in Settlers 2 - if you know the game). We converted it to the cheap transportation version for simplicity's sake. Think of them like factorio belts (working in only one direction).
@odronin @jamesgames1000 so do we - it really pays to have a professional musician do the music :laughing:
@cmaks as mentioned above, think of them like factorio belts. transport from one tile to another, in one direction.
@kuboi Objective of the game is to dig, no more, no less. in regards to bleeding money: yes.. upkeep is expensive, depending on what you place. And thanks a lot for the kind words in regards to keep working on it.. we will, certainly for now.
@nonumbersgames @scoobysnacks Improvements to follow (post-jam of course).
@leparlon Thanks you for the very deep going comment. Pretty much sums up the entire game logic.
The missing part would be, that you -can- mine sideways. but to do that, you have to stop the downward digger and place a new one, facing the desired direction.
Also thanks for the hints.
We are currently expanding and partially reworking the game (Post-Jam) to house minor improvements.
Animations will most likely not make the cut (for now?), but a few gameplay improvements for certain.
And no, there is no end to it :rofl: at least in regards to the mine depth. The background has a fixed height, sadly.
@oadt Thanks for playing - true, we are also not that happy with the balancing. tough it does somehow work.
@eugenik Thanks a lot for playing and commenting.
@alexis-brochec Unlocking stuff was planned and even partially implemented (the model at least contains a bit of code for it)... But as per usual, time constraints.
@dancingimp Yeah, balancing is a "bit" lacking :wink: Although I cannot wholly agree with the "feature-first" approach as I'd personally rather have a solid game loop and the add features on top. The minerals, for example, were a very simple thing to implement as the "map" is procedurally generated based on json configuration (min. depth).
@beardywombat Thanks. As mentioned before, music is done professionally. In regards to the windows, you are talking about the popup of the mineral depositories, correct?
@blushingcrow Thanks for your feedback :blush:
Neat little entry. Liked the rope swinging bit.
Nice and solid entry. very enjoyable with the beat to it.
Like it very much. I assume the maps is not random generated, is it?
Very moody game. All hail Cthulhu!
Cool game entry. Similar concept to what we built in [LDJam 54](https://ldjam.com/events/ludum-dare/54/s-p-a-c-e-ships-projectiles-and-collisions-everywhere).
My hightscore:
Spaghetti.png
Funny story and good Mario like music.
I walked around a bit, grabbed all I could from the lighthouse, walked back to the tent, went for a swim and all went black... or pink at the bottom :)
Visually very satisfying. Sadly lower on ambience due to only effect sounds. Overall, a very stunning entry.
very enjoyable text and music. the text seemed to very "denglish" :laughing:
*nomnomnomnom* Very enjoyable. At least the count is "buying" the artefacts and not.. "borrowing" them :laughing:
Very addicting :frowning: Awesome entry therefore. ohh and... minor error in iron pickaxe text.
pickaxe text.png
Nice entry with Multiplayer lobbies. tried it out with a friend and it worked surprisingly good. missing audio for ambience / mood is a bit unfortunate, but we all know that it's only 72 hours anyways.
Premise is missing two skeletons at the entrance to the house :wink:
Missing audio for an even greater mood. Good physics with the jump and swing feature.
Bit of an issue is, that the text did overlap and too may voices were talking at the same time.
Also you can move during the cutscene.
Very enjoyable for a while. I managed to find 8 beans (i think.. the number was partily of-screen).
Good thing that you can throw attack potions on your companions and heal the boss. That is very necessary and a noble deed indeed.
is it me or is the British middle finger missing?
Neat idea in any case
@she-wrote It is almost identical. But playing again I noticed that it's impossible to achieve, as the Palm needs to be rotated the other way. E.g. the V- or Peace-Sign are Palm to the recipient, while the british "salute" is with the back towards the recipient.
@mackain try again, the penguin might just get annoyed :wink:
@raysplaceinspace There are 8 levels in total. the first two are testing levels.. afterwads it gets interessting. The trick with those steps is to use little force once you are against it.
And thanks for playing :blush:
@gbt13 true, the borders are a bit "difficult". We are working on them as a post-jam update (not to be rated!).
@tommeh Thanks :blush: The lives would in theory be variable and we planned to have a food that increases the lives. but Jam gonna jam :laughing:
@bryceltaylor Thanks for your feedback. yeah, the close button is a bit hidden, but escape does the job. The second level is not impossible, but I admit that it is a bit tricky to get the gist of it. There shouldn't be any walls what so ever.. but might be terrain stitching that casues the issue.
@rol Thank you too. congrats on level 3. 5 more to go :wink: Personally, I managed to get to level 6 on the jam version, but i had a bit of practice :laughing: We had the issue with passing through steep slopes in the begining, but haven't had any of late. What version were you playing? LDJam or the first post-release? Sounds like a bug tbh...
@bjornstenlund Thanks for the very long feedback. the game modes are not mentioned without a reason, as we planned the game with them from the begining. The latest post-jam version actually has it in place though the second game mode is basically the same as the first, with all food being placed randomly. EDIT: [Post-Jam Verison](https://pentaworks.itch.io/flop)
In regards to the save system - solid point with the menuing being annoying. a quick save would indeed be a good idea to implement. And the base implementation is fairly simple as we keep a game state at all times that can simply be serialized and stored.
Obsticales were planned, the basic model is in place (visible in source) but we didn't manage to model and render them. should also be a fairly somple addition.
@grummelchen @eugenik Thanks for playing
@azahara @kitira Thanks for your feedback. The levels are getting harder as you progress. though level 1 and 2 were our development levels. all after these were crafted by hand using the in-game editor, available as an easter egg in the post-jam version (though you have to find it).
@pete-valeo Thanks a lot for your feedback
@marudziik You are right, it is the steepness of the of the incline causing the issues. the terrain stitching is far from optimal. the trick is to get to the slope and use mid-or-less power to get up it.
@ynnon Thanks for playing. We had mobile in mind while creating it, but I guess it's the same with Mouse. Current record is 6, to my knowledge.
@lima-victor Thanks for your feedback
@ausstein There are a few bugs, yes. Didn't check on resolution, good point. Will do one of these days.
@oller125 @phoenix-fireflower The trick is to be slow at the steep parts. Limit the power, and you will get over the ledge. It's more of a "Improvement requried" than a bug :slight_frown:
Awesome entry. Well cone entry. Managed all but 2.
"Warning: this game's mechanics could ragebait you" yes. so true :laughing:
Very unexpected gameplay. but enjoyable to be honest.
good graphics and effects IMO (yummy), but I had no music, which would have greatly increased the mood of it all. always hat-off for a compo entry though.
Very enjoable game reminding me of our LDJam 56 entry.
What an unusual entry. love it.
Awesome puzzle game. I couldn't figure out one planet in about the 4th batch. Are they randomly generated or fixed "levels"?
Labrat simulator :smile: Very enjoyable. takes a fair bit of time to load though.
I love the negative reenforcement :thumbsup: :grin:
Awesome beat once you find the correct frequency :thumbsup:
neat way to embedded a game in a game (Gameception?)
Edit: I wanted to upload a screenshot of the "Thank you" screen.. but it wouldn't let me.
Parasignal.png
Awesome use of Signal. Love how it marks points in cone shape. one of the best entries I have tried!
I don't do horror games. But when I do, they scare the crap out of me :laughing: Solid entry that discomfortably moody.
I really enjoyed this one. loved the music and how the game is played. I had issues reaching 100%, but I managed in the end.
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The secret is awsome :thumbsup:
Also liked the game, smooth panning. though sending a ship takes a bit getting used to.
@indiepanda @matt2728
Thanks a lot for playing and your feedback.
@krakadushka
In the pause menu you can switch between level, so there is no real "final" level, though a last one. It does looks like it is.
@kanity
We tried tuning up the speed. Level 3 for example is ever so slightly faster than the others. Spamming works, as the signals do not have an expiry (though we thought about it). Though it does not guarantee success.
@ditam Thanks for your feedback. Absolutely, planets are just junk :grin: that block broadcasts. We actually have code in place for signal (link; audio and visual) distortion. sadly, we couldn't finish it in time for multi-signals. The scrolling text in credits also has a variety of issues, depending on screen resolution and zoom.
@xaklor Understandable. though we have a variable for the speed(factor) at which the signals are launched, the current scaling of the playable area didn't properly support it. I tried playing with a launch-speed-factor of 5 (default is 2), and that was absolutely unusable. Scaling would have improved that (greater distances over all) but damn man.. time sucks sometimes :wink: Marking the traveled path would indeed be a very neat feature. One could even combine it with a decay to hide it again after some time. In any case, thanks for playing and you feedback.
@adam-gallina We discussed a signal cap or similar, causing a Game-over, but decided against it. there is another game mode planned that does indeed need a bit more strategy. I'll see when I can come around to implement it.
@kapitstick Correct. Planet size has no correlation to gravitational pull. In our case, the smallest one is the strongest. But that is mostly due to setting it as such during testing and never deviating from it (due to the lack of actual time playing it). Additional junk is prepared, as well as small moons for planets. but, due to being a jam, time didn't allow it.
@coro-yy @transkuja @jamesgames1000 Thank you all for playing and your feedback :heart:
@nidjo123 It is - due to time constraints, we have to limit scope, as did flash games.
@fabelay Yes, that is absolutely true. Though gravity is set by variable, not size. IIRC the smallest pla.. Space junk... is the one with the strongest pull. Level design limitation is due to time constraints, sadly. We are able, in theory, change color and the sprite used per layer (3 layers per space junk) along with a variaty of other parameters. Just didn't get around to make use of it.
@dontgiveupboy Thanks for your feedback <3 and dont forget: "He who controls the spice, controls the universe".
This is a very moody (in a good way) game with nice, matching audio. Personally, not the greatest fan of jump&run, but very enjoyable nonetheless.
Absolutely solid entry!
@balimaarthebassfish Absolutley. Phil must have really polished the heck out of it :laughing:
Unique idea with the signals and art style. Couldn't get to the source though. Also, is it just me or is there almost no audio? I mean, some effects, but no background music or similar? (I know - in space no one can hear you screem and whatnot :smirk: )
~~Sadly, I cant run it properly on my current machine. I have to try again on another system~~
Edit: Ran it on another System now. Very nice graphics, but bit janky physics sometimes. Really enjoyable though.
Cool game - unusual control pattern. Takes quite a bit getting used to.
We had a very similar idea, but decided against it because we couldn't get the idea for the loop (with enemies). Glad to see someone found a way to implement the "sonar" like vision. Very enjoyable!