Dwarf Launcher by loadsofmana 2015-04-23T18:04:00
Web player works nice on Linux, but "Linux" link throws me to windows version. =(
Foon → Ludum Dare Explorer → Users → Yngvarr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | To do magic, please dance | jam | 621 | 3.52 | 3.47 | 2.39 | 3.13 | 3.73 | 4.07 | 3.65 | |
| 2023 | 54 | Limited Space | 👥 | How many sheep can you fit? | jam | 614 | 3.52 | 3.60 | 3.21 | 4.09 | 3.69 | 3.47 | 3.31 | 3.35 |
| 2023 | 53 | Delivery | 👥 | Early Morning Tofu Delivery | jam | 947 | 3.22 | 3.22 | 2.66 | 3.42 | 3.66 | |||
| 2023 | 52 | Harvest | 👥 | Hobby Gardener | jam | 762 | 2.75 | 2.36 | 2.43 | 3.75 | 3.43 | 2.33 | 2.40 | 2.89 |
| 2022 | 51 | Every 10 seconds | 👥 | Swamp Dojo | jam | 589 | 3.50 | 3.27 | 3.25 | 3.45 | 4.13 | 3.54 | 3.50 | |
| 2022 | 50 | Delay the inevitable | 👥 | Pipes of Goo | jam | 1004 | 3.28 | 3.33 | 3.16 | 3.58 | 3.44 | |||
| 2021 | 49 | Unstable | 👥 | penguin.exe | jam | 290 | 3.87 | 3.87 | 3.73 | 4.04 | 4.08 | 4.28 | 3.89 | |
| 2021 | 48 | Deeper and deeper | 👥 | Diggy the Dig | jam | 750 | 3.60 | 3.45 | 3.28 | 3.34 | 3.65 | 3.38 | ||
| 2020 | 47 | Stuck in a loop | 👥 | This Party Sucks | jam | 691 | 3.57 | 3.48 | 3.75 | 4.03 | 3.75 | 3.35 | 3.45 | |
| 2020 | 46 | Keep it alive | 👥 | Don't Touch the Button | jam | 752 | 3.68 | 3.88 | 3.77 | 4.28 | 3.37 | 3.67 | 4.44 | |
| 2019 | 45 | Start with nothing | 👥 | I Forgot My Sword! | jam | 530 | 3.48 | 3.51 | 3.38 | 3.28 | 3.32 | |||
| 2019 | 44 | Your life is currency | 👥 | ShellShark! | jam | 573 | 3.42 | 3.43 | 3.06 | 2.32 | 3.52 | 3.50 | ||
| 2018 | 43 | Sacrifices must be made | Soulmart | jam | 3.10 | 2.90 | 3.50 | 4.30 | 3.90 | 3.30 | ||||
| 2018 | 42 | Running out of space | 👥 | Quicksort | jam | 735 | 3.25 | 2.93 | 3.22 | 3.91 | 2.34 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Remote Bot | jam | 197 | 3.86 | 3.57 | 3.77 | 4.24 | 3.60 | 3.09 | 2.98 | 3.36 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Snaketris | jam | 661 | 3.37 | 3.50 | 3.91 | 3.63 | 2.66 | 2.53 | 2.59 | |
| 2016 | 36 | Ancient Technology | Slash em all! | jam |
Web player works nice on Linux, but "Linux" link throws me to windows version. =(
Bringing new games from 90's: it's hardcore and it's awsome! Well done!
Cat vs pieces of random crap! Great! Also, I like this music.
I don't quite understand, is my weapon ranged or not. But I keep restarting the game after every death. I will defeat all of them! =)
Actual quest begins when you trying to install .deb package on your Arch. =)
About gameplay: died several times before I noticed little bots and was surprised when they decided to turn back half-way. But it was fun.
I love colors! And the idea of being sysadmin and fighting with bugs.
All the time I wanted to press TAB and use `cat` or `less` instead of `nano`. =) Also, I experienced kinda discomfort about cursor's position and scrollbar, but it's not that important.
Gameplay idea is cool! Command line based quest - that's what they call 'ancient technology'! =) And thank you for awsome green colors.
Like hardcore? Don't use powers of season!
I want to see post-compo version! Graphics are really cool, I wish I could do like that.
Hmm... 'Linux' link contains version for Windows.
@Darenn, yeah, I see this bugs. Will fix it, when I have time. Glad to read that you had fun! =)
@Ghust1995, thanks, I will try.
@IshikawaNakamura, what's your problem? If you don't like defaults, feel free to remap it.
Absolute kind o fun! Thank you for bringing me back to Portal. =) I think, it needs kinda tips about gameplay controls and player's goal.
Roguelike about robots? I want to build it for linux to run it without wine!
Awsome work!
Please, don't call something "Linux version" when it actually isn't. Anyway, game perfectly works under wine.
Gameplay is wonderful! Old-school hardcore gaming that I enjoy so much.
Classic never gets old. I like every aspect of this game. Especially melody. Great job!
Wonderful! Plays smoothly, it's difficult to stop playing. And I really love this music and animations! Too bad you didn't build it for Linux. =(
Exellent pixel art and sounds! Gameplay reminded me the old good J2ME game called _Treasure Grab_ in a platformer form. Also, I love that shortcuts. =)
The game seems to be complete in every particular aspect. And also it perfectly fits the theme. Brilliant work!
One of the greatest puzzle game about hacking I've played! Keeps the player stressed right enough to enjoy. Also. I really like this funny monitor faces. =)
Why doesn't Unity handle screen ratio by default? It's the like the sixth game that doesn't fit into 5:4 screen. =(
Linux version seems to be outdated, but still it is fun! Interesting art style and messages about incoming cats are the best parts of game for me.
Hmm... Circles vs Triangles, huh? Once I noticed a red triangle in the corner, I thought it was a warning like "Enemy is coming from that direction". I realized that IT was an enemy only when backup triangles came. =) Anyway, the aim for me was not straightforward and I didn't manage to find where to go and what to capture to win.
Stanley at work! =) I found my own way to have fun - trying to hit keys in the beat of a background tune. But I didn't master it right to the end. I think, the work bar decreases too fast when dealing with viruses.
@ed3187, I remember thinking about "play again" button, but I was too sleepy. Thank you for reminding!
@amir-bayareh, challenging, isn't it? =) Thank you!
@bryceltaylor, ooh, it really is an issue. Thank you for your feedback!
@dorblin7z7, thanks for a suggestion. Snake role turned out to be more dynamic.
@asixjin, well, it wasn't designed for one player, but still can be an interesting experience. Thanks for your feedback.
Thank you, everyone! It's a pleasure to see your comments here! =)
@interpol, interesting idea, should be challenging to implement. Added to TODO list anyway. =)
@dudum-lare, there is some kind of WIP version of a background tune made by @komnotmr, but we decided not to put unfinished work to a game. Sound can make a game better, but can also ruin it.
The game about problems in ones' heads. I definitely like it! The idea about some thoughts rushing to be told out loud is brilliant, sometimes it happens to me IRL just like in your game. =) Also, I found this mouse-only interface very comfortable.
Hmm... Wonder if it's playable with touchpad.
Dammit, Unity WebGL player still doesn't want to be my friend! :angry: Why did you choose not to build a game for PC platforms? The concept looks interesting, but I cannot enjoy playing the game. :worried:
@wrexialmt, oh, thank you! Actually, after a while I got web player working on my Windows machine. =D
I really like the character design in your game, especially protagonist's appearance. Cool idea to make them 2D just like in good old Doom. Game mechanics is also quite good, looks simple, but challenging in fact. I found movement a bit uncomfortable because character does not stop immediately when a key is released, but still it's so much fun!
Wanna make a good game? The recipt is simple: (1) take a classic platformer mechanics, (2) add a pair of boobs with destructable armor, (3) ???????, (4) PROFIT!!!!!
Pure and simple gameplay and amazing graphics! I'm looking forward to play post-jam version.
Oh, I love that old-school coins and comics-looking effects on hit! The thing, this game surely needs, is the last epic battle with wizards, swords and arrows flying around! =)
Web player doesn't want to be my friend! =(
As for the game, it is the first one, where losing is more fun than playing. Music is catchy, graphics absolutely fits the game. Sounds are not bad, but I would like to hear some kind of horn on near miss and maybe better crash sound in this game.
It's fun to hear they grunt! =) I like puzzle games and this one seems interesting. A little disturbing thing is that the goal is not clear in the very beginning, but when you realize what to do to complete the level, it becomes fun. Nice done!
Just can't stop laughing! =D Great concept, hilarious graphics! A game looks like a psychodelic dream about food. I love the idea of width increasing. The game definitly needs more polish like some visual feedback for things you destroy. Also, the aim is not clear, I think that in-game tips would be handy (like "press SPACE to shoot").
Can't stop playing. Cool graphics and music, you really made the atmosphere! I would like to see some kind of timer on a screen just to know how far I am from a highscore.
Hey, I like them dodging enemies just like in Quake II! Neon lights and geometric primitive shapes are the things that will never become irrelevant and you combined it great! Fire rate has a serious impact on difficulty and the fact player can clearly hear it decreases allows him to make some tactical decisions. Also, thank you for a great music and a Linux build!
It takes some time to realize this is not a game of classic chess, maybe you need to mention this in the tutorial. =) The only chess game where player can literally dodge a rook's attack. So fun!
It's so cool! A simple mechanics that challenges a player - if it isn't the essence of games then what is? Also, I love this music and stickmen!
Can't. Stop. BASHING!
This game doesn't work in Chrome. However, it works like a charm in Firefox and it's perfect.
@tyrannas, beaten! :stuck_out_tongue_winking_eye:
cardhoard.png
@tyrannas, you underestimate my power! :angry:
cardhoard.png
@vija02, you're strong, but can you do better? (dammit, now we're turning comments into a scoreboard... -_-) I'm stuck in this game, somebody help me!
cardhoard.png
After several renames of Data folder, Linux version is working smoothly in windowed mode (fullscreen doesn't response on mouse events). The game made me feel like a Pacman who can hurt his foes with a sword. However, after several stabs, I decided to not stop running away, looting everything I see and throwing bombs into a crowd of mobs behind me. It have been fun for about five minutes, but then I started to yawn.
P.S.: Music is amazing! Nice work!
Hey, Linux version works like a charm!
The idea is so cool, and the fact someone made working Lego designer in 3 days just blows my mind. =) Enginering games are hard both to create and to play and you succeeded to make it enjoyable. Great!
The thing I don't like is the UI. White text on white background (there is a lot of white in the sky) is a strange decision. Plus, the behavior of block designer is unpredictable: it keeps giving me something I didn't ask such as 0x1x1 block.
But still the game is awesome! I'm looking forward to play a post-jam version.
This is one of my favorite episodes of Rick and Morty! =) Mechanics is simple but challenging. Start button combined with a tutorial - what an idea! Good work!
This is really weird. Maybe it's because I'm running it on Linux, but bricks fall _really_ slow and chaoricaly (jumping over up to 6 lines in one move).
This beautiful art style makes a perfect combination with background music. As for mechanics, I accidentally skipped the final screen three times in a row, so I don't know if I found Ryan or killed him. :(
Oh, I hear the voice of the captain! Cool idea, but I would appriciate subtitles too. Also, fullscreen head doesn't allow player to look around and get familiar with surroundings while listening. The general idea of the game is pretty good, just keep improving. =)
Linux version works well! =)
I think tutorial should be a bit slower, because I just didn't have enough time to figure out what to do before the game was over. But after some failures, it becomes really interesting. Nice done!
I love this art style! Spaceship looks just like it was made from paper. Music is enjoyable, but loud sounds spoil it a bit. As for interaction, I think that passengers' feelings deserve more visual representation rather then simple colored text (e.g. showing room on click with animated people in it). But still, game flows and I found it difficult to stop playing.
Overall feeling is great! Floating in the space with no particular reason, trying to please everyone in the crew - what can be better? :smile:
Man, I love this stealth game! Really addictive, with nice music and stylish graphics. And daily news fit their place. Great work!
Cool mechanics! I didn't made it far from the beginning, but I like the concept. Nice work!
Slaying dragons is so much fun, this background catchy tune make it even funnier! Also, I found controls balanced well.
I found ya, Windows XP's default wallpaper! =D
Interesting concept! Very nice visual design, music fits it in its simplicity making the image of this game.
As for suggestions, there are a few. I would like to have some more lifes for my pong paddle. Also, on an update screen it would be good to see my current score.
Thanks for a fun game!
Whoa! It was unexpected to see NSFW game here! Another surprise is the fact that Linux version runs better on my laptop than Windows one on my PC, but I think it's because you developed it for 16:9 ratio, not for 5:4, so it has nothing to do with OS. =)
Artwork is really awesome, you made it like a pro! But, as for me, gameplay needs more work. For example, mouse click to walk seems to fit this game better than WASD. Also, game flows too slow and getting more boring every time I go back to HQ to restore health.
P.S.: Maybe I'm not patient enough for this kind of games, but really, how many energy do I need to find something more powerful than an old sword?
Oops! Don't double click 'Publish' button. =)
Dude, I love both the challenge and neon style of the game. Controls are quite tricky, but just until you get used to it. Then it becomes really fun and gripping. Maybe, if it was a bit easier to dodge bullets the game would be far more dynamic.
Also, what a wonderful music!
Why can't I just stop playing this? =) This game has everything: isometric pixel art, chilling music, and most importantly, it has a *mechanic* that works like a charm. On my first run I got stuck with no roads to connect to, that thought me to think several steps ahead. =)
Sure, UI needs some polish, especially buttons with the text overlapping the images, but this is a very solid prototype. Great work!
This music is so cool and so fits the game! I love this kind of games and despite a lack of game over condition, I had a lot of fun! It will be great to see a post-compo version.
I expected Asteroids-style controls from this game. =) Looks pretty solid yet monotonous. Also, wonderful parallax effect with this stars!
@avavt, thank you!
Yeah, we have spent too much time on a physics-driven version of the game dealing with collisions and all the other stuff that are difficult to maintain. So we suddenly ran out of time for thinking about the mood.
As for controls, I guess, I should stop using vim all the time. =) We thought about facing stuff, but didn't reach the overlay box idea. Thanks for a suggestion, it's really helpful.
@boltkey, there are almost no unique ideas in this world. =)
@spacemonkey, yay, I knew there are some people who enjoy this kind of games! Thank you, it's impossible to overestimate my appreciation now! =D I'm so sorry about the bug you ran into, I'll find and fix it ASAP. As for music, it sounds like a plan! =) If I won't decide to go compo for the next time.
@alex-lutay, well, to be honest, this game uses Phaser. So if by a "game engine" you mean a library that makes game development easier (this particular one does not =( ), then no, it's not my own. But it definitely not a Unity-like monster. =)
@rido, well, I don't think it's a bad thing to see many games sharing the same idea because they all have their unique approaches and you actually can compare games to each other. However, it may be boring _to develop_ one that uses an obvious idea. Anyway, thank you for playing! =)
Hey, @rombus! Yeah, Ludum Dare was quick to become an essential part of my life! =) Thank you for feedback!
@redhermit, glad you found it fun, thank you!
@eptwalabha, I had an idea to make a little part of a label visible for a player, so he always could observe a color of the crate. But I didn't manage to implement it due to code complexity and lack of time. As for your gameplay enhancement, it is great, but if parcel delivery worked like this, it would be a disaster! =) Still, I can implement it as a separate game mode, I think it would be a great fun. Thank you for feedback!
@remco, what you have found is not quite a bug but a piece of inaccurate design, that I didn't manage to improve in time. I will be happy to explain it in details if you want. As for waves, if you didn't quit before the game was over, tell me your score and I will take the exact wave you reached. =) I know this is what UI is meant for, I'll do my best to make it clear in a post-jam version. I'm so happy to read someone actually reads my introductions and even find it funny. :') Thank you for a great feedback!
You're absolutely right, @gelisam, this game is so not designed to be human-friendly. Not because it is about robot, but because "aagh, we need a game over condition a half an hour ago!!1!" This time I didn't manage to balance the game properly, my bad. Will do it better next time. =) Thank you for a detailed feedback!
@spacemonkey, he-he, I just love talking even when nobody is listening. =) As for source code, I doubt it's worth digging, it's so jam-quality (say, "bloody mess" describes it better than "source code"), it's full of hacks, strange design decisions and various unrelated artifacts. The very best thing one can do with the source is to exercise foreign code navigation and try to find the core model behind this mess.
Actually, it gives me an idea of creating a post explaining the very mechanics, analyzing the mistakes and possibly finding solutions. It could be an interesting research that will be done anyway for a post-jam version. =)
33.6 kilostrangers were saved. However, the game gave me a depressing feeling of not being able to save all the trees around, whereever I ran it was close to pointless because the fire is spreading way fast in the forest. But, you know, this is a good thing about the game. Thank you for the experience. =)
As for the technical questions, the game is pretty solid. I didn't notice any bug or misbehaviour. Sound would be nice, and there always is a room for polish. =)
Hmm... I was able to get to the final boss with one hint only. Still the game is a piece of natural old-school fun! I really admire your skill of creating a catchy melodies, they are wonderful! Solid work!
Osmos finally got a face. A green cheerful slimy face! =)
I guess, I found the new antidepressant game. Fitting music and a general art style makes me forget about everything sad and just chill out and enjoy eating literally everything that moves. As player progress, the game slowly turns into a bullet hell, multiplying the amount of fun by three. A cherry on top of this is an orc warrior running into a wall and screaming "STOP RUNNING"! It's hilarious! Thank you for the experience, your game is a piece of art! =D
If game development was a science, the collision detection would be an endless source of articles and publications. -_-
Oh, I love the idea! It would be extra fun if player could vary tactics depending on cursor's actions (correct me if there are such cases, 'cause I didn't manage to finish the game). Also, cool music, it fits the game perfectly!
Darn, girl! This art is worth a month of work! Incredible! Also, interesting interpretation of the theme.
The final fanfare was unexpected and kinda ruined the mood. But you know, it doesn't really matter. =)
This controls are putting me in rage! I would like to see a way to restart a game without touching a mouse.
All the other stuff are nice and managable (yes, somehow I glitch-muted music without muting sfx =) ). Online leaderboard is a good thing to have yet it's uncommon for a jam game. Nice work!
This really is nice and clever! Once I opened it, I thought that it was a GIF file, not a game. =) It looks polished and solid. Impressive that it's made in pure JS.
Lesson #1: avoid using a shotgun in a crowded area.
This game is a good simulator of life: you can sit still and do nothing, or you can be active and end up in jail. =) Cool concept and hilarious character design!
Hehe! It's much easier when you know the secret. =) Still the game works like a charm, for me the exploration itself is pretty interesting. I found controls a bit slippery as if you didn't tweak the engine's defaults. Or maybe the problem's in me. =)
Hope to see you on the next Ludum Dare!
@frank-gevaerts, best played with source code open! =) Jokes apart, yeah, game design turned out to be a terrible black box this time. Thank you for checking it out!
@spacemonkey, I really wanted to add some kind of tips on hover, but Morpheus was stronger. =D Thanks for playing!
@hilvon, wow, this is impressive! And now I have a proof that it's not unbeatable. =) The number of souls isn't the most random thing in the game. The rule is pretty simple: the better the life is, the less souls you got. Pity I didn't manage to make it clear for a player.
As for Anubis, well, I think, he's always not in the mood. =) Thanks for playing, glad you enjoyed it.
Good old text adventures! When it comes to spooky games, this is the kind I prefer. Should be a lot better with corresponding music (I listened to _Nox Arcana_ when playing, it fits perfectly) and a bit of sound effects. I really enjoyed the mechanics: right enough information to make an intuitive choice rather than a calculated one. Also, the fact player doesn't know what exactly is happening gives a good space for random encounters and observations that would provide clues of what's going on. No idea how to fit it into the game though. =) So, I'll be around to see the post-jam version if you decide to work on it. Great job!
The clever one, huh! You managed to do the exact thing I wanted to: implement the sacrifice as the game mechanic. Well, in the card games it's just a right thing to do! =) Great match for the theme.
This game would benefit a lot from some more work on balance. Now it's just super simple to beat: play a "Glass Cannon", take down the corresponding guardian, shoot all the HPs out of the opponent's face (cube in this case). AI opponent who doesn't play any cards makes it even easier.
UI is pretty, I found it even more pleasant then in some WOtC's card game simulators. This "right click to zoom in" feature is essential and you did it just great. Also, cards' design is pretty self-explainatory and clean, so it didn't confuse me at all.
Sfx and music would be nice, but I know how hard it is to implement. On the other side, the absence of them allows players to enjoy their own music while playing, which can be considered positive since the game doesn't try to create the mood.
Overall the game is great! =)
Great one: simple and meditative. It's a pleasure to to see these little coffee-boosted dwarfs jamming their pickaxes (even though they don't have beards and ale, come on, every man who swings the pick with a smile all over his face has a dwarf's soul). My economist's skill made me cry, but hey, I finished with a profit... of 276 points... at the third time... :confused: nevermind. =)
Less blur and longer days would make this game better. And yeah, white letters with a yellow background look pretty difficult to read. All the other aspects, including this great programmer's art, fit each other quite solidly. Also, I can hear your music composing skill increasing. Keep it up! =)
Nice game, will definitely come back to beat my score! =D
I really like the ending. =) Wonder what would happen if I spent all the honeycombs on a bear.
Didn't guess a couple of verbs, so _help_ section was pretty handy. As a linux terminal nerd I appreciate games like _Kill the Wumpus_ or this one. Found myself bashing Tab for auto-complete and OF COURSE I hit Ctrl-W a couple of times. XD Great game!
Aw, snap!
Capture.PNG
But I should say I really enjoy this pixel art. And sounds are great especially the teleportation one. :D
This. Is. Freaking. Incredible! How do you, people, come up with such stuff? I mean, you must have a truly creative mind to imagine stories like this.
A little annoyance for me was inability to skip cutscenes, but everything else is just great! Especially graphics (oh, this consistent style!) and sound. @ddrkirbyisq, are you a professional composer? I've been sitting with a finished game playing music in background for the last half an hour. =)
Great game!
Thank you, @rombus! Yeah, sfx are planned to a post-jam version. =)
@kuro, thank you! =) Glad to see some people enjoy my post-midnight writing.
As for sound, well, I really wanted to add some, but spent all the available time polishing. =( UI is essential for this kind of games.
@didigameboy, honestly, I would not recommend doing it. So much time spent on secondary stuff, I had to program AI for Bob at 3 a. m. which is anything but normal for me. Thank you for playing, glad you found it fun! =)
@wie, thank you for feedback! Yeah, we had great plans of adding two more kinds of action cards but ran out of time. X_X And yeah, mechanics came out kinda boring, I'll try to tune it in a post-jam version. =)
@nyandev, nice to read it, thank you! As for stats, well, that's why a preview appears when the pointer is over the card. Or am I missing something?
@duke, thank you! Well, there always are directions to grow. =) I did think of some sort of card animation to display cards' movement, but didn't manage to add them due to technical reasons and time limits.
@nyandev, hmm, still cannot reproduce. If you tell me your browser version and OS, maybe I could try to hunt this bug out. Thank you.
@nyandev, thank you very much! I'll check it, the problem must be in some vendor prefix in CSS.
@cnatalo, whoa! 0_o resizing a window must bring them back. Anyway, thank you for playing!
@doctormozart, thank you for feedback, glad to read you enjoyed it. 🙂 You must have caught the bug with both winning and losing screens being visible. XD Happy you mentioned resizing, I spent a whole day doing just that (ranting about the theme doesn't count).
@doctormozart, no worries, I already know about it. :D will fix it eventually. =)
@maoap, thank you for feedback! Well, I consider it cheating to add sfx to the jam version even remaining opted out of audio category. But I also think that post-jam version might be released before the end of Play+Rate. =) Anyway, I will tag you, thanks for the interest.
As for the theme category, I would love the option to opt-out of it. Moreover, the rules support this idea:
2019-05-01-191039_906x159_scrot.png
So it remains mysterious for me why there is no button on a submission page to actually opt-out from the category.
@secretpocketcat, thank you for feedback! There really are some more card mechanics and arts in the game, we just didn't manage to wire them before the time ran out, so the world will eventually see the game in it's greatness. And yeah, card games turned out to be tricky to describe, so I might revisit all the text info, thank you for tips. =)
As for the theme, I hated the previous one the most. But when "life as a currency" were announced I went "oh, come on, why is it so similar to the prevous one?" For real, it was the _second_ time my previous entry fits the current theme _better_ then the theme it was designed with. :confused:
Yay, @philstrahl! Thank you for playing the game twice! =) I hope you enjoyed this little Easter egg. :D
Interesting concept! Teleportation seems a bit overpowered and limiting for chamber design since some levels can be just teleported through (the 7th is an example if I recall correctly). I like the sound and UI design. And it's a really nice move to make every action performable both with keyboard and the mouse. =) Reminds of good old software from the past.
Darn, these bushes are hypnotic. X_X
As it was mentioned, narrow halways and cutscenes make a gameplay slightly annoying. Also, I found it tricky to trace enemies' walk patterns, are they just wondering around in random directions?
Esthetic-wise the game is beautiful. Nice pixel art skill you've got! =)
Holy cow! You enimated literally _everything_ in the game! This is incredible! And it adds a lot to overall feeling! The combat is a bit difficult to handle, which turns a game into a dodging challenge. ;-) Still it is an enjoyable solid platformer!
Oh, this was emotional. This music, 1 bit black and white art style, little touches, such as descriptions of lost reminiscences. So deep. Wow!
The only thing missing is the ability to play a game using keyboard only. You could bind answers to number keys as it's made in SW KotOR (and many other RPGs, I guess =) ). But it's just a silly complain. =)
Great game, the best take on the theme I've seen.
Gripping little game. Always love your games for the simple yet effective game design. Just like in old good arcades. Visuals are so WarioWare and sound just fits it. Solid game!
Didn't make it to space, will definitely try again. =)
Huh, I see you suffer from sticking with one tool forever too. XD
I see the proficiency, you sure know how to use pico-8 right. Every single bit of the game looks and sounds polished and complete. And all these meets a great game design, simple and effective. I struggle to believe it was made in one day. =)
Oh, I like typing games and this is the good one! =) I like this minimalistic design and music sets the mood of the game. A minor issue I found that, seemly, some generated levels are impossible to pass which is quite annoying. But it doesn't spoil the fun completely. =)
It was... Deep. Kinda. Not sure if you should call it a game since it has no challenge in it. It's more of a piece of digital art. The one I actually like! Nice art style, love the colors and, well, forms. =)
Balance is found! =) I like the mood you built in your game. You really nailed it with music and colors.
This game would benefit from more UI clues e.g. highlighting active text labels when pointer runs over it. And sure, more events and variation would serve well. Hope to see a post-jame version. =)
After a second run I just stuck in an endless fall. =(
I like the visuals and music in this game. A platforming mechanics feels a but clunky and could benefit from some tuning. On the other side, it has a pretty nice narrative. Cool work, a team of six! XD
Yay, this game is funny! The picture made me think this would be a pinball game. XD Great puns and nice animations!
Adorable little game! =) These pixel art apartaments are cute. Music fits, but gets a bit annoying when repeated such many times. Also, I found that player can easily run into debts without any consequences. Is it a bug? =)
This is ridiculous! XD WarioWare-like minigames are the best, I wish I saw this kind of stuff more often. =)
"Prescribe Drugs" seemed a bit too difficult. And the game would benefit from the ability to run faster (e.g. by holding Shift key). The character looks chilling when he/she should be rushing.
Visuals and music are great. =)
Aaagh! These screaming ones are such a Serious Sam reference! :D Intense top-down shooter, just as I like!
Don't have any MMORPG experience but now, I guess, I can understand some players more. =)
The idea is great! And the execution of mechanics is pretty. However, the game would really gain a lot from some sort of in-game visual feedback and clues, such as partcle effects when a character is healed.
I love your pixel art, this style reminds me of good old DOS games. :D
Simple arcade with physics-related mechanic. I like the way cubes change their direction when shot, not just disapear. =) The game would benefit from more balance, I guess. The visual style and sound are great! Congratulations on your first entry! :D
It was fun! :) I missed some final goal or a lose condition to make it more of the game, but besides that, it's a really relaxing little game about building your very own raft. :) Solid rafting experience.
Daaaamn, man! You didn't forget to add keyboard controls for dialog this time! :D Thank you! What a wonderful game! You sure unwrapped all the layers of the theme, even the hidden ones. :) Guitar soundtrack works really well with this kind of adventures, you nailed it! Overall, the game looks carefully composed with all the elements fitting each other well. That's the art of polishing! :)
Well, it's definitely not something that comes into a mind when you read "naked escape". :) It was kinda fun to figure out what to do.
Hard af it is. :sweat_smile: I've never been good in management games, but an exponential rise of rent cost seems too unfair to me.
The concept is interesting, I want to get back to the game later ant try to win. Neat art style, feels like some old Win98 game. :)
Great little creation! :) Sound effects and window reaction make a great relaxing experience. Wonderful!
Wow, what a masterpiece! A bit tedious, but great indeed! Would like to have the way to save the drawings, just to share. :D
Great puzzle game! Sometimes it lets me slip through the walls, but still plays good. =)
The concept is simple and interesting, visuals are great, perfect fit for this kind of game. Background music seems a bit annoying. Menu screen looks really polished, I love it! Nice job!
So, it _is_ a first person text adventure, huh? :D
It was relaxing. Got stuck a bit, but chuckled when figured out what to do. :) Great choice of words!
It wasn't straightforward, but on the second attempt I understood what to do. :) This is hilarious, what an enourmous amount of enemies. And everything is so colorful, the game definitely has it's own unique style. I like this alien girl with her ability to eat strange things. Cool stuff!
Thank you, @commanderstitch! Honestly, I didn't even think of the watering mechanic. :sweat_smile:
@captaindaws, glad to see people actually notice this kind of small touches. Thank you!
@spacemonkey, it was the first time I made a game in this genre and I really enjoyed the process. Will definitely consider making something like this again. Thanks for playing!
@hedgy, thank you! I didn't consider this case. Will fix it after jam.
@redhermit, glad voice acting worked. :) I had some doubts about it, but deep inside I knew that good voice acting in any language is better then a tiny repeating sample. Thank you for playing!
@ruddgasm, this is why we changed concept from a badass fish who tries to convince you to press the button. Thanks to @phoenixking who noticed that it would make temptation even more irresistable. Thanks for feedback!
@picross, tbh, it wasn't meant to be solved. I wanted to add some Stanley Parable's vibes to the final puzzle, but kinda failed to communicate it through gameplay. Thank you for trying the game!
A'lright, this definitely is an original experience, starting from "remember your Twich login" and ending with the very game. The idea is amazing, reminds me of reddit's "The Button".
You succeed to create an online game with pleasing graphics and made it interesting to play both alone and in company. And all of that in 72 hours. Quite an achievement! 10/10, will play again!
It's the funniest thing I've seen this LD. :D Music fits perfectly! Gameplay is challenging, maybe a bit tough, but hey, space is not the most forgiving place IRL too. :) Nice game!
RAMpage. The game about REMy the RAM. :laughing: It's incredible!
The first thing I noticed was an options file. The only value in it was called "SleepMargin" and of course the first thing that came to my mind was to put some obscure value there and see what it changes. It changed... nothing. :/
Jokes apart, this game is wonderfully polished. Bondages even bounce from the walls so none of them are wasted (of course they are, but by player, not by mistake :) ). Rémy breaking the rocks without losing his health in the tutorial is a nice touch to show he's deadly power. Art style is surely different from the other games of yours, but still the author's hand is easily recognisable. I like every single bit of it. Great work!
I love learning by doing! It's the best way to make tutorials.
The game is hilarious! Somehow it feels polished even without the basic walking animation. What's your secret? :D
In the ending I waited for dots to overflow the screen, but it didn't happen. :(
I don't really like tower defense games in general, but this one was really fun! I think, it's because this game is simple in the right way. It's nice to be able to sell things for the same price that you paid for them, technically it gives the ability to move weapons around. :) Also, thanks for binding number keys to weapons, it helps a lot. Nice, highly enjoyable game!
Cute art and music. :) I really like this little house, looks funny. Mechanics are pretty straightforward, game process is really enjoyable.
I felt like the line disappearance is inconsistent in time, even on one particular level. Sometimes the line disappear faster then bunny gets to it (resulting in death), and sometimes the same very line stays on screen long enough for bunny to turn back and return to it (which I didn't want).
Anyway, the game is great! Looks polished enough and has nice artistic style. Great work!
That was brutal! Music seems familiar, but I can't remember where I heared something similar. :thinking: The game's visuals are consistent, music and sound effects fit perfectly. Always nice to hear voice acting in the game. :)
This was a rushed race even though I didn't shoot for the stars. This is why I didn't really catch the difference between the items I sell: "no time for thinking, I have the open slot, need to fill it with something". Just a little slower pace would definitely help. The other aspects are wonderfully executed. Online leaderboard is a sick feature to have on a jam. :) Nice work!
Oh, how I appreciate typing games (I'm even making one ;-) ). This one is quite interesting with its pretty diverse dictionaries (from the name I assumed it would be some crazy Information Technology related stuff like _"obfuscation"_). I like that you mixed long words with shorter ones on high levels, it gives some relief. Autofocusing the typing field would be nice. And it would be more enjoyable if the word letters changed colors as they are typed, so player can spot a misspelling earlier. Sound and graphics-wise the game is great! I like it a lot.
I always love your text adventures. :) Nice little story. Sounds definitely add a lot of immersion. I believe, making text adventures is harder then usual games because writing sure needs more polish to be enjoyable. And I enjoyed this one a lot!
Tower defence with movable units, huh? :) Looks like an interesting idea. The game could use more polish. And also, this game definitely needs a rectangular zone selection. I like colors and overall mood of the game. I'd like to see this game after several month of development. :)
The game instantly reminded me Mario Bros (the one with pipes, crabs and cooperative mode). It plays smoothly. I like the way the tree obscures the vision. And the music fits well. Great game! :)
Great concept! I like this railway switch kind of mechanics. Looks and sounds pretty spooky. Also, wery well done in-game credits, which is rare for a game jams. :thumbsup:
I write this comment while playing this game because of the awesome storage feature! :) It took some time to notice it, but when I did, it was easy to figure out how to use it.
I really enjoy music and the atmosphere of the game. Great pixel art! :) Also, I like little tooltips with names of drinks and desserts. Winning and losing conditions and some difficulty progression would make this game even better. Great job! :thumbsup:
P.S.: Strange things happen when you alt-tab from the game's tab. :smiling_imp: Capture2.PNG
Everyone say about music, but I didn't hear any. :thinking:
Anyway, nice stylish kill-them-all FPS. I like the way models move, especially the gun. It's fun to watch enemies fall. Also, who needs HUD, the game is intuitive enough to not have it. :) The level could use some variety, of course, and gameplay is a bit too repetitive. But still, it was fun!
@secretpocketcat, thank you for feedback! I will investigate a crash.
Godot works flawlessly for me, it's easy enough to understand for all members of my team, so I always can ask @syudzius to wire animations into a game. It's also quite easy to program with its own language, the code is compact and straightforward most of the time. Sure it suffers from GDScript's dynamic nature and doesn't give me enough flexibility GUI-wise, but it is good enough for a game jam. :)
@redhermit, I tried to make a character move along the circle on left/right, but it just didn't feel right. Then came the idea we stuck to. I'm happy with how it turned out. :) Thanks for your kind words!
Superb UI you got here! And great-looking visual style. As for gameplay, I found it a bit tedious and overloaded. I failed to understand how shooting works and just tried to play the game as a two-handed clicker. It didn't work out well. :sweat_smile:
This is one very good designed piece of art. I mean, look at these UI, fonts and colors, you sure put a lot of effort in visual style!
I really enjoyed the atmosphere you build with graphics, music, sounds and text working in perfect synergy. And of course the only animation in the whole game is as polished as it could be. How many frames did you put in it? Looks spectacular!
I found several minor glitches such as objects drawn on wrong layers and possibility to end up stuck between a wall and a shuttle, but really, it doesn't matter. The game is brilliant! :thumbsup:
It was interesting, but way too unforgiving. Checkpoints would work better then increasing time, because they don't force player to play through one path again and again, although I get that it was the core idea.
I like the sound design, very pleasing. :) And cool pixel art.
Hilarious! I love the jokes and the overall mood of the game. Such a lighthearted quest that looks and sounds complete and polished. Great work! :)
Oh, it was fun! I really enjoyed aesthetics of the game. Drum track fits gorilla mayhem perfectly! :D Gameplay feels a bit underpolished, but it doesn't stop me from enjoying the game. Wonderful!
Interesting take on a theme! It's curious to see how one theme can instantly spark imagination of one person and be a complete disaster for another one. Being 8 hours in I haven't even had an idea for a game.
Holy cow, what have I just played? :D This game is epic in all the imaginable senses! :D
I love everything about this game: the way it messes with physics, the appearance of the enemies (especially a boss, it's so hilarious), impressive death animation, cartoonish visual style and fitting music. Great work! What a wonderful game!
@hexkritor, I thought what you called an easy mode is considered cheating. XD
I just love the music in this game! And graphics-wise it looks satisfying and polished! Nice! :thumbsup:
He's staring at me! No matter where I go he keeps staring at me! :D Jokes apart, I love the amount of polish in this game. From sliders in the menu, to music that changes slightly depending on the season - the game looks complete! Gameplay-wise it seems a bit boring and purposeless, but it works great as a walking simulator. :) Solid work!
I ditto @spacemonkey with pen and paper. I knew you would do what you've done in the last "room", but I didn't think the end will happen this soon. All in all, it was a good memory exercise and I enjoyed it. :)
Nice work on the atmosphere! I love the art, and the music is fitting. And you've got cool kickable pumpkins, which is a nice little touch. ^_^
You guys have mixed three of my favorite things together: games, driving and synthwave. :)
The game has many great details in it, radio being my favorite touch. :) I have just two complaints: UI could be better (especially when played with gamepad, navigating menus with mouse feels kinda annoying) and driving with a booster turned off feels like you driving an old junk of a car rather then Lamborghini-looking super racer.
In all other ways, the game feels great! I had a very good time with this one.
Great execution and atmosphere! The game left me hooked. I want more of it! :D
I like how player can interact with objects several times and the result will be different, as the story goes. However, storyline seems kinda underdeveloped with things like "the client said I should follow the other direction". :)
Another consideration is a control scheme. I think, the game would benefit of using the same button for text boxes and for actions. Switching between these two is a bit annoying. X_X
Still, the game feels super solid. Superb pixel art! Nice entry! ;-)
This game is a totally accurate picture of my entire life, and I hate it. :D I truly enjoyed the ending though. XD
The art style is great, music and sound design fit the game well and the tune doesn't become annoying in any sense even on a 10th minute of playing. And level design is fantastic, it makes the game feel just perfect! Hats off, one of the best entries!
I've added your profile to my backlog the moment I saw your post with a game idea. I didn't regret doing it, thanks for such complete commentary. Great art and voiceover, hope to see you next Ludum Dare. :)
Hands down, your games are very distinguishable among others! There's something wierdly satisfying in such clunky pixel art style and controls. Gameplay-wise, this was a really straightforward experience: throw bombs, explode the bad guys, no complex story, no need to figure out what's going on. I like it!
I faced minor difficulties with getting stuck to the side of playing area. Also, it's very hard to understand what's going on beyond the massive explosions, but I believe it's intentional. Movement is way to responsive, but being able to warp around is a good thing.
Here's a video of me playing your game (no comments, only gameplay):
https://youtu.be/hPIJyKkYGi4
I DECLARE A HIGHSCORE WAR!!!
Annotation 2021-04-28 210246.png
Jokes apart, congrats on managing to create a whole different experience this time, Phil! :) This game is intense (and music conveys it wonderfully), I felt like I didn't have the time to look at the upcoming shape to plan my moves, but I don't think I would have lasted much farther if I did it. I missed the ability to hold shape for later or to drop it completely. Or, maybe, to leave it somewhere to connect to the grid later. :thinking: Also, level generation algorithm may need tweaking, since at some moment it starts generating much more obstacles than player could collect.
All in all, it's a solid game I would love to see in Steam. I mean, look at all this polish: fonts, colors, music and sound effects, stats (!). This is one of the games you return to after the jam is over, quite an elusive beast should I say. :)
Here's a video of me playing your game, hope you'll find it useful:
https://youtu.be/leRkx8_QfLc
This is an interesting puzzle game. I like how gently you show mechanics, one at the time, and then throw a bunch of more difficult levels. I loved the visuals resembling old games and the attention to details: volume sliders, high score, speedrun timer - the things you don't anticipate in a jam game.
I would suggest decreasing the collider radius for boulders (I've pushed them unintentionally several times, ruining the run) and increasing them for beans, so it's harder to miss them. And the music was a bit too high-pitched for my taste. But it's all the minor stuff, this game was a pleasure to play! :)
Here you can see me playing through the first levels several times:
https://youtu.be/pn0Vjkbhmzo
Long time no see old pal, glad you've made it this time! :) This game is simple in its core design, but somehow I just can't stop playing it. Made it to the third wave, keep dying under mysterious circumstances. :thinking:
Bullet catching mechanic is clever and gives the game an interesting twist, but for the most of time it's easier to just float around. Spikes appear suddenly and without any notice, which is not so user-friendly, but I guess it's okay for a bullet-hell game. I love the fact enemies die on them too, otherwise I would have a very hard time. X_X
Here's the video of me playing the game with no commentary if you'd find it useful:
https://youtu.be/uM0NuF2958s
Nice work on mood, this game's audio and graphics are superb! I really want to dive into its sources to wrap my head around all the lighting tricks you've used. :)
As for gameplay, well, the game seems extremely unfair. Not only it takes very much oxygen to dash, the character dies instantly without it, giving up chances to collect the oxygen tank by inertia. And once predator spotted me with its tail. 0_o
Despite that, the game is gorgeous! And it was an interesting experience to have. :thumbsup: I've recorded a playthrough if you're interested:
https://youtu.be/PpbkM6dojYM
Well, this one was disturbing. The title screen suggested similarities to your previous LD game, Cursorial, but this one turned out to be WAY different. The only gameplay-related suggestion I have is to make checkpoints more distinct, now they look like danger and I even tried to avoid it for some time. Audio is top notch, but there's something unsettling with visuals. Maybe if main character weren't so bright and cheerful it would look better. :thinking:
Clever concept! I really like the visuals and music. I think, there's something wrong with colliders since I wasn't able to click "back" when pointing right on it. Also, I've encountered some weird visual glitch (see in the end of the video). Would love to see more categories and some way to control the game with keyboard. :)
Here's my playthrough with no commentary: https://youtu.be/7wuxu2pZQlo
A great shmup game you got here! I loved the pixel art and lighting combination, it works great for aesthetics. Sounds and music blend perfectly with surroundings. Gameplay-wise, all the weapons were useful in some way, switching to a more appropriate one depending on the situation feels satisfying. Enemy sprites are hilarious, I also like how they're not getting removed completely from the scene, but leave an artifact on the battlefield.
To improve the game even more I would suggest moving the ammo indicator a bit closer to the player's character and maybe some UI indication of the weapon now in use.
I've recorded my playthrough if you're interested. :)
https://youtu.be/kq623v4DDxs
Interesting take on diving down, pure and simple. Also, it's one of the brightest submarine games I've played so far! :)
However, I've found the lack of control over submarine a bit frustrating: being able only to steer away from fish and shoot down on velocity this low feels lacking, 20% of playtime I felt like I do nothing, just waiting for time to pass. This can be addressed in many ways, the easiest of which is to increase downwards speed, decrease horizontal speed a little and give the submarine a smaller hitbox for it to be able to navigate narrow passages. But perhaps, it would be a complete different game with a complete different mood. :)
All in all, I had fun playing the game! Here's my playthrough:
https://youtu.be/sgdONW-Rw_M
Well, voiceover was sudden, but enjoyable! :D
Nice to see another memory-based puzzle game from you, it's always a pleasure to play something different to the most of other games. I wish it was longer and more polished, but it works this way too! :)
Here's my playthrough if you're interested:
https://youtu.be/__hvCnCoRbQ
Such an interesting concept! I enjoyed the concept of bananas being both the currency and the material for fuel, despite it being technically the same thing. :) Winning this game requires some calculations and maybe a degree in economics, which I don't have. Also, it requires a lot of patience, because there are some time-consuming glitches (e.g. truck stops loading when I misclick but it looks like it's full of bananas) and no real opportunity to buy speed upgrades, they're just too expensive. Rebalancing the game could make it way better.
I like this sort of games and would definitely return for the post-jam version. :) Here's my (second) playthrough if you're interested. There are no music in the game, so I took the liberty of turning some on.
https://youtu.be/pglFSiNXwM8
Yay, another teaser adventure! As always, with pleasantly colored pixels and calm music. I could just dive into this world and spend the whole day in it, but, sadly, it doesn't last longer than it is. :cry: Also, I've spotted at least two Pixel Prophecy-related easter eggs. :) How many of them have yet to be found?
I've got a playthrough for you, if you're interested:
https://youtu.be/6rCD-1_pym8
Darn, this game is so gorgeous! It's simple and enjoyable to play. I didn't quite catch the logic behind increasing the amount of water, but I ended up not needing this info. Fantastic work, really!
Here's my no commentary playthrough:
https://youtu.be/SHU3LFOBfZM
Interesting take on the theme. I like linguistic games, but this one is tough! I would like to see more visual clues for constraints, for example you could use color to indicate the word that doesn't meet the criteria or forbidden letters. The game won't lose in intensity with such clues, but it will allow players to react slightly faster.
Visuals, sounds and music are all top notch, you really nailed it! :) Solid entry, will play again!
Here's a video playthrough if you're interested:
https://youtu.be/6_viuIojJUk
Aaah, pure chaos, so much fun - that's the true commanderstitch's game! :D Luring zombies off the building were so much fun, I've even forgot I could shoot them. X_X Nice take on a theme. SFX are simply hilarious!
Here you can see me struggling to understand what I'm doing: https://youtu.be/7nVaGztd32Q
@kukurammus, @secretpocketcat, that was fast! I've just uploaded the final version with somewhat fixed balance and some other fixes. Anyway, thank you for playing! :thumbsup:
I'm gonna go hit the sack, it's so 5 a. m., I need some sleep... X_X
Also, @secretpocketcat, that were both! :D Strangely, I enjoy both aesthetics and no-one was there to stop me from adding them both. :-P
What a charming little game, it sets the atmosphere perfectly, the sound fits the visual style, I've encountered no glitches or bugs. The ending made me chuckle, it's just so funny. :laughing: A perfect compo game, must I say. Great job!
Here's playthrough if you're interested: https://youtu.be/MpQK66Qnkb0
That was a solid experience and boy I suck in this kind of game. :D I love what you did with music and had to try my own. Sadly, I didn't find the way to switch back to the original soundtrack, but chances are I didn't notice the button. Also, I would really appreciate the ability to play with the gamepad's stick to have more control over the direction. Anyway, I enjoyed it a lot!
Here's my playthrough if you're interested: https://youtu.be/oeXfaQmVTpU
Great concept and awesome execution! I especially like the hair sprite in zero-G. At the beginning I was trying to find a key for interaction only to realize there were none. :D The game ended suddenly and left me wanting more, which is a good thing for a game, I guess. :)
Here's my playthrough: https://youtu.be/bjBUMrzZiC0
This keeps to amaze me: how such a simple idea can create such an enjoyable experience? I love your text games, they have this unique vibe and nice humor.
Not sure why I made this, but here's a playthrough if you're interested. I had to put some music on and, to be honest, it doesn't fit the mood at all. X_X https://youtu.be/A4F1BFwtrKk
Yay, a small game with proper voice acting, I like it a lot! I love the idea to have two endings based on how well player performs and the uncertainty of which of them is actually good or bad. >_< I also like the idea of making a sequel for a previous jam game. Gameplay-wise, it was a fun little top-down game with a clever core and nice execution.
Here's a recording of my playthrough: https://youtu.be/7-f5Bzuj2Vo
My wife said Billy looks pretty much like me. I use Arch too, btw. :D This is a decent platformer which is tricky to master. I loved the transition effect and an overall aesthetics.
Here's a playthrough: https://youtu.be/lgZccXSMTgg
Of all your games I've played, this one is the most comprehensible. And I'm not sure if it's a bug or a feature. :)
I like the sound design, not distracting at all, sounds don't clash with each other. The gameplay is simple and fun, a great combo for a compo game! Good job!
Here's my playthrough, if you want to see me playing. :) https://youtu.be/l3qQAvFdQls
It was exceptionally hard to stop playing. I had fun! Good to see a game which is all about gameplay and feel. Grenades seemed to be a little useless since they're so hard to lure enemies in.
I've recorded a playthrough, take a look if you want. :) https://youtu.be/hqCOacKz2jE
Btw, 2 heal chests in a row while having 8 out of 10 HP is just not fair! :D
Man, the atmosphere is top notch! I really loved being lost in this labyrinth. Enjoyed the combat mechanic, the enemies seemed to predict my movements from time to time. :D Also I got completely lost, could use the map or more visual clues for where to go (I saw some blue light near sanctuaries, but they existed on both directions).
If you wanna watch me struggling through the first two or three sections, here's my playthrough: https://youtu.be/I06Ghitr7mU
That code on the screen is a piece of narrative art! Sad I had no time to read it when playing. The good part is I have a video! :D
The game is hilarious, buggy and fun! Art style is done notably well, so coherent and nice looking. Code's color scheme looks a bit out of place, though. Also, that scrollbar should drink less coffee, it's so sensitive, holy cow!
Check out my playthrough. It could also be a documentary of my entire life. :D https://youtu.be/DL95GEfJAaM
Ah, one of those precision platformers that I ~~suck at~~ absolutely love! :D
Very well made game, so polished and nice to move around. Platforming feels just right for a game of this kind, and level design is annoying as hell. The idea of using checkpoints as rewards for collecting time gems is questionable, failing to understand a new level from the get-go results in several frustrating attempts to catch up only to fail the last level again. Rinse and repeat until rage quit. :sweat_smile: And a background tune still sits in my head, dunno if it's a good thing or not. :)
All in all, that was quite an experience and I'm happy I gave this game a try. You can watch me struggle for 25 minutes here (spoiler: I rage quit): https://youtu.be/-doNW0PHu_A
I feel clickbaited by the page's header image. >_<
Your effort to make the game moody payed out! I could feel the darkness of the forest, the chill, as if I was there. The mechanics and the mood reminded me of your other game, Deep Blue, but this one is a step forward in terms of gameplay and storytelling. As for a combat mechanic, I managed to land a stab from the air and it felt just good!
Here's my playthrough, if you wanna see it. :) https://youtu.be/SMG5gWxO9gI
My hand hurts from clicking and I think the resource of my mouse was halved. But the game is nice, I appreciate the background changing color to red depending on a timer's value. The arithmetic task was what got me thinking at first, but sadly, the penalty for a failure was insignificant, so just clicking through all the variants without even looking turned out to be a reasonable strategy.
Overall, this game is gripping in a not so pleasant way, but sure, it was a unique experience. Nice one!
Here's my playthrough. Spoiler: I've got 55203 points. https://youtu.be/TpMn6y63mU8
Tbh, I love your games! For their familiar interface, for their simplicity and for the sense of humor. And all of them are small, but complete stories. And this one is no exception! :)
Hilarious ending! I had a good laugh!
Here's my playthrough, I hope you enjoy it! https://youtu.be/K-H3FCGJSoU
Man, I felt so smart when realizing the cut mechanic, but apparently, that was the intended way to play. :D
While I'm absolutely in love with the smooth enemy animations, the game lacks some polish in the UI department. Some indication of what enemy is about to do could add some tactical aspect to the game. And a cancel button for a cut screen would be nice. ^_^ That said, the game is solid and interesting to play, I'm curious to see a post-jam version. Very cool! :thumbsup:
I've recorded a playthrough, in case you're interested: https://youtu.be/4hFHwCutQ00
Original take on the theme and hilarious execution! :D I just love the giant hands falling from the sky. Pastel colors and surrealistic minimalism of the game reminded me of Katamari series. Impressive!
Oh, I see how much effort was put into this game's overall style! Sound, music and art style blend together so well, the result feels fantastic! My favorite parts are the robot's voice, a Zachtronics-esque UI and a beautiful color scheme. Also, appreciated trails not disappearing between the attempts, they helped me correct the course.
With that said, I must admit, the late game performance was pretty poor on Firefox. I'll make sure to revisit the game with a different browser later. :)
Here's my playthrough, if you wanna see it. https://youtu.be/_YrVzsbzXYE
I don't get it. At all! But it was fun, especially reading some labels in menus. It's an ambitious project and now I understand where that "aaaaa"s in discord came from. :D
Check out my playthrough, if you'll find it interesting: https://youtu.be/9OyIT0w19q4
@save-sloth-studios, thanks for your feedback! Sadly, we had not enough time to fine-tune the mechanic to provide any challenge. :sweat_smile: The art, though, is the thing that makes us proud!
@op-sidearm, funny enough, the code contains almost everything to add different combat styles. The plan was for sensei to do different combos from fight to fight, gradually increasing the difficulty. Wouldn't take more than a couple of hours to wire it. :thinking: Thank you for your kind words!
@gagapete, haha, thanks for playing! :) I'm not sure if I'm good enough of a programmer to write a Go engine, but there is a Go-themed minigame idea I'd like to implement sometime in the future.
As for the difficulty, I wanted to create a sense of struggle with no side having a clear advantage, but then kinda broke it. :sweat_smile: At least it didn't break the other way around, as winning easily is more fun then losing constantly.
Fun twist on a regular snake game! I guess, that's how you feel when you're a worm and some bored-to-death scientist puts you in a petri dish and bend you to their will just for amusement. The game is well made, smooth and complete. The only minor detail I noticed is sound playing only on the right side. It may be the problem with my headphones though.
I had my several minutes of fun. Take a look if you want. https://youtu.be/udhrXOJOI6U
Hey, do I see the frog-themed game made in Godot? What a coincidence! :D
I love everything about this game! Visual design is interesting and consistent, animations are superb (had to watch my own playthrough to fully appreciate them), music is fitting and the story is simple, but sufficient (and painfully reminiscent of the ongoing events). The minor issue I've noticed is that in some songs the expected rhythm seems a bit off to the melody. Despite that, exceptional entry!
If you want to appreciate the animations again while seeing me struggle, here's my playthrough: https://youtu.be/4wSxYERJdL8
This game is hard! It took me several tries to understand how not to be grilled on day 1. :) Sadly, I didn't have the patience to figure out the winning strategy, but I may return later to do it!
I loved the art-style and the mechanics. Movement took some time to figure out, grappling hook turned out to be invaluable, boost was also very handy. I think, the game would benefit of less time pressure, it feels like there's not enough time to explore, you just rush from one shelter to another. And it's painful to realize you have 5 seconds until the night while you're in the middle of the solar wave, too far from the ship.
That said, it was an interesting experience and I've had my share of fun from it! :) Great job! You may find my playthrough interesting: https://youtu.be/qe2F3yMA3mo
Nah, I know commanderstitch for so long, he didn't paste HTML by accident - he did it on purpose!
Tell me this: why did you make `I` the reload button? If you ask me, it makes no sense. That was the single strangest thing about the game. Otherwise, it's completely straightforward. ;-)
Here's the playthrough. Nice game! :) https://youtu.be/BQ5o4PLzB5Y
This game has some strong Vangers vibes for some reason. I enjoyed sounds, the gameplay and the how independent of the player the world is: it doesn't wait for you, everything just minds its own business. Great idea to use fruit as ammo, allows for tradeoffs. Rats are a freaking menace and pretty soon the game becomes a shooter. :) Great work!
Also, I didn't understand how to predict the end of the level until the very last one, when I finally recognized the sun on top. If only I did it earlier, the game would be much easier. :) But such lack of clarity works well with the game like this, so no bit deal.
Here's my playthrough if you're interested: https://youtu.be/M1Ytjwsyjt8
@ale, well, I used to deal with Unity while working in a mobile games company and, honestly, it was one of the reasons I quit. :sweat_smile: But this time I had a team of people who need some experience with Unity for their work, so I had to give in. The most frustrating part was the increasing loading time as the deadline approached. Didn't enjoy staring at the "Reloading assets" window for a literal minute before every run at 2 a. m. fighting against sleep, 1 hour before the deadline... Anyway, thanks for playing! And reading my ramble. :)
@jovanden, sorry, the game doesn't do well with ultra wide monitors. X_X We'll try to fix it in post-jam. Thanks for playing anyway!
@mika314, thanks for the feedback! The weather affects some plants, but to communicate it better we had visual effects in our mind. Sadly, didn't have time to implement them. :(
@ancient-daedala, quests was one of the last hour features, so we went for the very basic approach and didn't really test it. It becomes more cumbersome when the active quest is replaced by the same very quest. I'd like to fix it in post-jam. Thanks for playing!
@breaddysticks, thanks for the neat idea about XP system! It was the last minute feature, just to add some sense to the gameplay, but it makes sense to do something more interesting with it. Thank you for playing!
@wuppos, thanks for playing and for noticing the bug with melons, they shouldn't explode as you harvest them. :thinking:
@sam-cousins, yep, you've caught a widescreen bug. Sorry, didn't have time for a proper UI layout. X_X Thanks for playing anyway!
@sergio-nikol, right the only ending is the softlock when you have no seeds to complete any tasks. Quests was implemented way later than they should've been. Thanks for playing! :)
@winter2277, thank you for the suggestion and for playing! It was our plan to implement such effects, but we spent far more time debugging plant interactions than we planned to. X_X
This game have kept me hooked for much longer than I anticipated! Simple idea and great implementation! I love the pixel style of your games, so clean and so clear. Music and sound design fit well with gameplay, I especially enjoyed the music.
And as for gameplay, it's pretty fun and challenging. I didn't expect ranged combat to change the way I play completely, from sitting in one place hitting all the enemies I can, to constantly jumping around and trying to spot the things that can hurt me and shoot them quick enough. It was a good choice to make some veggies unable to pierce the best armor, otherwise I'd be screwed. :)
Here's the playthrough video if you want to witness this: https://youtu.be/98m9st0Gumw
So chill and so relaxing! I like the part where you can skip the tutorial and still success somehow. :) I did watch the it afterwards and realized that there were some useful features I missed. :sweat_smile:
I noticed a rather unusual behavior: on the very first level I did a lot of random fertilizing and watering, but nothing seemed to grow for 40 days. I thought something was broken, but decided to skip several days until something interesting happens. Somehow, it helped! I guess the moral here is if you want something to do something, stop pestering it. :)
See the full playthrough: https://youtu.be/m2jbPyLlDeU
This game wins my heart (and brain) as the most stylish game I've played this Ludum Dare! I like that music somehow reminds me of Inscryption with its spooky vibes which fits perfectly! :)
Every single technical aspect of this game is of superb quality: graphics, music, sound design, even the on the programming side the game lacks major glitches and bugs (except for one tiny layer misconfiguration). As for game design, puzzles felt a bit repetitive and, on the most of the levels, other zombies don't feel like a treat at all. The last level is where they really shine. :)
See me being stuck on easy levels here: https://youtu.be/l7lUYTEw_nY
I had way too much fun with this game!
First of all: the execution is superb. I didn't notice anything wrong with the game except not being able to rebind inventory to `Tab` (where it ultimately belongs, at least in my mind). You, guys, did a great job.
Gamedesign, though, could be way better. I really wanted to see some consequences of losing a limb or a leg (e. g. dealing less damage when the right hand is lost, or slower movement when legs are busted). Deterioration didn't feel like an issue at all, since it wasn't dealing any noticeable damage. Minions are greatly overpowered and a finite inventory encourages the player to keep making them. That said, it was fun to have a little mob to tear even the most brutal beasts apart. :) Also, as a big fan of immersive simulators, I was happy to see some guards trying to kill beasts. Nice touch!
Here's my playthrough. Didn't think I would be able to win the game, but here I am, at almost 4 a. m., having more fun than I expected. Please, watch until 13:20, you won't regret it! https://youtu.be/W58YdTlo3Nc
This game is harder then it looks. It takes a bit of prediction and the ability not to run out of money right before the season change (just like I did). I would like to pick it up once again, but it desperately needs a bit of quality-of-life improvements, such as the option to click and drag for watering, an in-game explanation of seasons and seeds' qualities and a bit of polish. And for me, the music seemed a bit too annoying, glad there is an option to disable it.
That said, I loved the art style and all the little animations! Is it your first entry made in Godot? Pretty impressive! Would love to read your thoughts on it.
If you want to see me trying to water dead plants, here you go: https://youtu.be/uccYHXwX9Lc
This is one beauty of a simple game! I love the aesthetics and the music is wonderfully calm and relaxing. It was a smart choice to underscore the first letters of button labels, this made my unconscious kick in and viola, I can use shortcuts now! :D
The only thing I would ask for is the option to use keyboard for clicking because I've already played so many click-heavy games this LD that I need my mouse button changed. And maybe the wrist. X_X I tried to fix it myself (thanks for not minifying the code, btw), but kind of ruined the ending. :(
Anyway, I had my share of fun with this game. Thanks for making it! :) Here's my playthrough: https://youtu.be/RUlED5TMKQQ
It felt like some sort of meta game of find the secret ending. And it was fun! I like the way you presented cannon balls and collected corn not only in UI, but also in the game world. Great albino cow, or whatever it is. Cute companion and an annoying moving target. :)
Nice choice of the visual style. Did you use some asset for cell shading? If so, please, share the link. :)
As for gameplay, I think, the most interesting part was testing the limits of the game. Forget the harvesting, I want to shoot the window in the barn, send fences flying and shoot through the floor (don't do it, softlocks the game)!
Here's my playthrough for you to enjoy. Spoiler alert: I believe, I've found a secret ending (it was hilarious). https://youtu.be/ojfJse9VGvM
I just can't stop jamming to the beat! Nice combination of music and graphics, I love the 8-bit aesthetics. Gameplay is smooth and fun, it even got me thinking. The game seems a bit repetitive, but doesn't overstay its welcome, being pretty short.
Here's my playthrough: https://youtu.be/OoWYmjgiEWI
Not only can it be played with Xbox gamepad, I could play it with Dualsense!
I'd like to ditto: this control scheme doesn't work at all. You don't want to use the same stick for rotation and acceleration, it makes it challenging to rotate and run at the same time. There's a reason why racing games put throttle to a trigger. :)
Game design is questionable too, the bossfight seems based on luck only: if you get some good loot, you may be able to kill him fast enough. If not, well, you may try to get him from the back, but the aforementioned control scheme makes it not worth trying. Lack of healing and blocking doesn't help either. You'll die eventually, and won't even notice the ending screen, because you bash too hard.
That said, somehow, I enjoyed it. The models are cute and create some cozy mood, item descriptions are funny and bring back the memories of Progress Quest, sound design is... not there, I wish you had time for it, I wonder what it would be like.
A bit of advice: it makes sense to out-out of Audio category, it'll make it easier to reach 20. You can still do it after the jam is finished. :)
Here is my playthrough of the game. I took liberty to turn some music on, hope you don't mind. :) https://youtu.be/9VNhHkAbwEs
I didn't get it and tried to save the harvesters without harvesting anything. XD Great concept! It's funny how harvester can decide to continue moving forward upon receiving the _emergency_ obstacle _avoidance_ command. Otherwise the game is decent and I had a lot of fun with it.
Here's the playthrough: https://youtu.be/nUu1THr7q5c
This is a high quality game for sure! It really feels like a finished product with only a few minor annoyances. I like the level of polish in UI and how intuitive it is. I kept pressing space instead of clicking myself to activate some cards, though, would love some fault prevention there. Also, the game would benefit from some sort of ending scene, as the ending feels a bit abruptly now. Didn't even have the chance to notice what got me.
That said, very impressive game! Good looking and quite interesting to play. Here's my playthrough: https://youtu.be/0JfZpGT93Zg
I have a soft spot for games where you have to drag and drop stuff, like Kingsway. I also have a soft spot for stress management games like "Cook, Serve, Delicious!". And also, I enjoy the visual appearance of Pajama Sam games. This game combines all of these qualities which makes it a perfect game for me! :)
I had some minor issues with clicks not working in the shop. Plus, I didn't know if time stops when I'm there, so I had to move fast and skip a whole lot of reading. However, the game plays so smooth and it managed to always keep me on the edge of my seat, I had no time to be annoyed by minor inconveniences like these. The game does all sorts of things right: I appreciated the fact that money actually feel limited and sometimes when I went to the shop to stock up on seeds, I could end up not being able to buy everything I need. Strangely, it feels right to be limited in this case. Also, thanks for leaving orders on the screen when the shop is open, saved me a lot of nerves. :)
For all folks who didn't have the time to read flavor text (and for you too, of course), here's my playthrough: https://youtu.be/LPHxi-SdOas
This game has an interesting aesthetics. Somehow, it reminds me of old LucasArts point and clicks, despite sharing no mechanics with them. XD All in all, it was a fun commanderstitch-esque game and I enjoyed it a lot (especially music)! Thank you!
Here's the playthrough, if you're interested: https://youtu.be/ZwkGIxja_dM
Man this game is brutal! My finger hurts from clicking. Mostly from clicking through the unskippable tutorial (I mean, why??).
This game has so much potential! The idea of having no minimap or arrow telling player where to go is brilliant, but doesn't work with such brutal pace. I simply have no time to adjust the direction I'm going. I suggest making enemies come in waves, or changing their intensity, so the player have a window to check street names. And yeah, having to go through 15 extra clicks is too much of a punishment for failing to dodge a bullet. :(
That said, the game is good looking and sounds nice! I like the shot sound a lot, it was a pleasure to hear it.
Here's my playthrough: https://youtu.be/Fc3tZurASjk
Well, this is a rather unusual game. As much as I love the idea of giving player directions without giving a map, you should be careful with the execution. You can enhance navigation with some sort of environmental hints or straight up write room names on direction buttons, like many other text adventures do (e.g. "on your south there's a dining room"). Believe me, it won't defy the point of not having a map, since it won't tell the player what exactly to do. Instead it would allow them to think in terms of rooms, not plain directions, which is far more interesting.
Another thing I noticed is that there's no real reward in the end of delivery. When, after struggling through the level for several minutes, I end up in a right corner of the world, I have two options, that are picked somewhat randomly: I may fail to convince the recipient to take the package (why are they so stubborn, by the way?), so I won't get an exp point and have to do the same thing again without advancing at all, or I may succeed and have another frustrating trip to the upgrade center, because there no option to fast travel there. Why having the option to travel back to the distribution center, but not to the research facility?
Lastly, random encounters seem to have no meaning. If there are more interaction options to unlock later, I'd rather have them greyed out with a clear indication of requirements. This way, I'd have the purpose to enhance my abilities.
As much as I want this game to succeed, right now it only it only succeeds in causing the misery. Which is not bad, if it was intended. Not all games are made for being fun after all. :) From the technical side, the game is good! I like the color palette, styles of buttons and the font choice. Notice signs look just like in real life, I didn't even know you can do such things with Twine. I'd like to play more of this game, but I'm bringing the notepad next time! :D
Thanks for reading my comment. Here's my playthrough, if you'd like to watch it: https://youtu.be/_ZMwdztWoXk
Is it a coincidence or just a bit of dark humor that most of the gnomes die near the cemetery? :)
Honestly, it was so satisfying to just sit there and meditate, listening to medieval music, clicking dragons and watching gnomes running at supersonic speed. I wanted to break the game, but didn't succeed at that, your programming skills are way too strong for me, @lilou-cormic! I wish the game was harder, because right now it's not obvious why one should even bother upgrading the cannon. Also, it looks like if you have a lot of gnomes, they end up having nothing to do and just chilling in the tower, which is fine. By the end of the game I realized that by scrolling the mouse wheel, you can access the burst fire mode. :D
But holy cow, the amount of polish you put in the game is jaw-dropping! Different sounds for different buttons, custom cursors, music, little easter eggs (hi, Remy!), impressive art work. Epic quality!
Here's my little playthrough (it's the second one, I messed up the first :sweat_smile:). It ends abruptly, because the game decided to crash and keep several gnomes alive (yay!). https://youtu.be/mT_jhiuKjkQ
Sweet short game! I wish it was longer and had more paperboys there to bark at. :) I enjoyed the graphics and music a lot, they have some consistent vibe. I think the same idea could be even more fun if you could follow the paperboy and had to bark just as he's about to throw his newspaper, so he shudders and drops the paper instead of throwing it. :D Most importantly, dog control feels natural and fun!
Here's my playthrough, if you're interested: https://youtu.be/4Sq55sXnzno
A-a-ah! These are the Fibonacci dots! You still remember that meme! :D
Honestly, that's a solid adventure game! Look at all that polished UI, and a nice-looking font, and background images and everything's moving, and sound effects! I mean, some layering issues aside, the game is almost as polished as it could be. And did you say you had just one day to do it? Incredible!
Awooooo! Here's the walkthroooooooooogh! :D _UPD: my connection is pretty bad right now, walkthrough will be there in several minutes_ https://youtu.be/zN-oUnEhc-I
The game looks so cute! I like how you didn't bother with walk cycle and went straight into what's important - game mechanics! That's the way to prioritize (no irony, I truly like it)!
The game idea is great, but the early stages feel a bit unfair. Why are people order something I don't even grow? One day I couldn't make a single sale because everyone are carving tomatoes, but I don't have a single bush of them.
Also, it would be nice not to remove all the active orders when the time is up. It's infuriating to see the basket go right after I clicked it. People have no patience round here! :) Which is fair, considering how fast the days pass by.
All in all, I enjoyed the game. Thank you! Here's my playthrough: https://youtu.be/gXB5pvnn9j0
Fun little game! Lovely pixel art, and music is great! From the game design perspective the game turned out to be super speed-runnable, I see you left some corners to keep in mind for players who want to run against the clock, that's a nice touch. All in all, the game is so polished and good, I have nothing to complain about. :)
Here's my playthrough if you're interested: https://youtu.be/IOwupMf4V48
That's a cool idea and a great game! I like the polish in UI, these little animations and good-looking buttons. The game's color palette is neat, very coherent! I enjoyed pixel art and an Unrailed-inspired music track. As for the gameplay, moving around and combat feel a bit awkward, build bar fills too slow, most of the game is a passive waiting in the area, where there's nothing meaningful to do, since the enemies are not that interesting to fight with. Maybe, some more sophisticated battle system would suit the game well.
Anyway, it was fun to play! Here's my playthrough. https://youtu.be/w9KR_2J2dTA
@tudvari, funny, I thought periods of silence was also a tribute to Unrailed. XD
If you want a reference for melee combat, take a look at [Streets of Rogue](https://store.steampowered.com/app/512900/Streets_of_Rogue/). The author mentioned that he struggled with making combat more fun too, and what he came up with turned out to be a lot of fun. =)
Man, you've got your style! I like the atmosphere in your games, despite it being rather dark. This game turned out to have both a superb execution and a clever mechanic. A little bit of balancing would make the game even better: more precise controls and less fragile receivers would be awesome. But despite all that, the game plays great!
Here's my playthrough: https://youtu.be/0-EKLvX7fxk
This piece is a classic text adventure by you and, I must say, your games are always so much fun! I enjoyed every bit of it (especially the interaction with Alpha Wolf). Thanks for including me in your game (funny, I was the last person I helped :) ).
I didn't find a way to extract logs from the game, so here's my playthrough instead. =) https://youtu.be/JpoQ8-_GB3o
It's literally me crossing the road! XD
I see some nice level design here and I like it! I was a bit confused after the first level ended, thought I lost somehow, and it took several respawns to notice that I'm on a different level. :D Overall, the game was pretty fun and I enjoyed it.
Here's my playthrough: https://youtu.be/3cHL7-MmUEw
This is definitely a polished game if I've seen one! Incredible graphics, epic adaptive soundtrack, good sound effects and a lot of high-octane action! I have several nitpicks, though. The ability to explode your own package is a bummer as shooting backwards would make the experience much more dynamic. The lack of progression renders the game a bit sluggish, and having no health bar throws away the potential for interesting tactical decisions.
That said, the core mechanic is super fun and I had a blast playing the game! Thank you!
Here's my playthrough (may need to wait for a while, the Internet here is slooooow). Sorry for a cropped video, my bad. X_X https://youtu.be/dtOrxqxuKh0
Interesting concept! The main mechanic seems like it belongs to a cooking game, where you juggle everything at once. :) I enjoyed the music, graphics is simple and nice, the gameplay could use some extra variety, right now it becomes tedious pretty quickly. Also, is an extra egg after the failure a bug or a deus ex machina you left on purpose? =)
Anyway, here's the video of my (second) playthrough. https://youtu.be/NC0rb4a0jPg
I love this programmer art! Playing a classic asteroids-inspired game with such simple art feels so right. It's a great creative idea to use photos for textures. As for the gameplay, there isn't much to say that wasn't said already: turning could be less sensitive and maybe a bit of variety in gameplay could make the game better. But that said, it was pretty fun and really solid for the first ever compo. Well done!
Here's my playthrough, if you'd like to see it. https://youtu.be/xsKf9BKrdq4
How do you come up with this? This is a masterpiece, so polished and so original! The core mechanic seemed a bit counter-intuitive at first, and I spent some extra time figuring out the idea of parts getting tired, but once it clicked, it became really fun to play. I appreciate the comics-like cutscenes (the ending kinda broke my heart, but the snek is so cute!) and the attention to details is a whole new level! The background animation, different biomes, moving grass - in terms of polish, you're in the league of your own! The music felt a bit repetitive until I stopped noticing it, but it's just a nitpick. Hands down, one of the most solid entries! Bravo!
My place is on the bottom of the scoreboard, but I have a playthrough for you! :)
https://youtu.be/SIkgmA5ajOk
Making a strategy game is hard in general. Making a strategy game for compo? Well, you're the brave one! :)
I can't say much about the game design, since I'm not exactly a target audience, but I found these little bots and enemies and the way they navigate quite charming. I didn't dare to pick a harder difficulty level and maybe that was my mistake, but from what I saw, the game has a solid foundation and if you keep building on top of the ideas, you may end up with something epic (just don't literally build on top of the code you have, we all know how jams go :D).
Here's my playthrough:
https://youtu.be/LB3BW91Ps4A
They've eaten my cursor before I could do anything about this! X_X Jokes apart, for a Commander Stitch game this one makes a surprising amount of sense while being so in line with your other games style-wise and in difficulty. I'm 100% satisfied, it's exactly what I came for: graphics is simple and silly (boy oh boy, these wolves are THICC), sounds are ridiculous, overall feeling is just like you've managed to get me to a fever dream without a fever. Certified Commander Stitch classic. :thumbsup:
Epic idea, very fun! The art style is top-notch, great colors and an overall style! As for the gameplay: would be glad to have a way to dispose unneeded creatures and circles. I know this is supposed to be a part of fun, but the way it is now, it just becomes a mess too fast. And boy oh boy, it's tiring to wait for the fire circle, of which you need three, and watch the world getting more and more crowded.
I laughed so hard at the ending, holy cow! XD
I've never made a puzzle game, but in the TTRPG world there is a saying that if you want players to actually solve a puzzle, make it a more obvious than you think is too much. And then, a little bit more obvious. Still not obvious enough... a bit more... here... That's better, right! Keep going... Yes, like this. Nice.
!> Maybe, it's only me, but it took long enough to guess the right word alone. It took me extra effort to get that the correct order of letters is based on a star shape and then a little extra push for noticing that I got it backwards. Really got my cogs turning, which I appreciate, but may be too much for a game jam.
That said, I enjoyed this little adventure. Voice acting is hilarious, writing is clever and music didn't make me want to turn it off. :) And by the way, I've noticed that our games fit each other perfectly! XD
I love how sketchy it looks and how polished it actually feels. Priorities are spot-on! :) Epic music, it gets a bit repetitive by the end, but this tells more about how gripping the game is. Really fun gameplay, great game!
The final battle was so EPIC! Turning trees into to treants, somehow, feels so empowering!
You've managed to strike a balance between the game being too hard and trivial. I'm not a big fan of such kind of games, but once I found out what I should do to succeed, there was no stopping me! Also, I enjoyed the music and sound effects, they fit well together. And the cute pixel art, nothing felt out of place. Solid game!
Now that's an ideal unit of mood! I love how you refine your own style with each Ludum. This game looks and feels flawless: platforming is smooth, mood is over the top with sounds, music and visuals working in sweet harmony. And most importantly, game design that allows different approaches to solving the puzzles. I think, you've hit the sweet spot! Easily, one of the best entries for me. Thank you!
Who would have thought that Vampire Survivors with phone unlocking on top would make for a game this fun! Somewhere in the middle of the game it almost felt like needing to actively think to be able breath, if you know what I mean, but then I unlocked Flame Breath and things got fun again!
But this game would be far less if not for the sound design. Of course, I love the shaman vibes, but the sound serves an actual purpose here. Different sounds for different points on the drum make every spell unique and allows for blazing fast, almost natural, spell casting. At this point, covering the whole view with a drum for casting seems unnecessary, since you can learn how the spell sounds and use it without looking. I'd love to see the development of this idea. And from that point, more smart enemies could be introduced to make things feel less repetitive.
Superb entry! I want to remember this. I'd love to see it developed further, but I enjoyed it as it is. Thank you!
As a fellow card game enjoyer I know how painfully difficult making a game like this is. Just surviving the process is a feat in itself! I loved the cute arts and names, reminded me of making board games as a kid. I had a hard time playing until I figured out that several cards could be used for attacks. Then it became a game of patience. No need for sacrifices though! :)
Such a beautiful game! It's a shame that the art got bitten by compression so much, but pixel art is a bit tricky in Godot. And congrats to @frank-gevaerts for getting outside of the comfort zone! :)
Also, I loved all the puns! Thank you!
This looks solid. First time I noticed a tumbnail, I thought that it's a PICO-8 game and was a bit surprised to see a jar.
The game plays smoothly and even the lack of sound didn't spoil any fun! =) Really nice pixel art and color scheme seems to be picked with a lot of care. Well done!
btw, I'm running on Linux machine, it works as if the game was made for it. =)
Whoa, what an unconventional use of cards! Wonderful implementation of the original idea. Voxel graphics gives this game its charm. I would love to see an aim on the screen, but it isn't a problem for hardcore gamers. Awesome work!
Brilliant work, guys! So incredible idea and so proficient implementation! I love everything about this game, from sprites and music to mechanics and different names for humans and computers. =)
Hmm, it's almost like a 2D version of [SUPERHOT](https://superhotgame.com/). =) I like the visuals and sounds. The mechanics is also very good. Nicely done!
Wooh! 52200 points. It was exhausting, man!
I love this console's look, it's amazing! You really put much very effort into graphics. Of this console simulator! =D And this active background tune fits the game. Incredible old-school fun!
What can be better than provoking guys to shoot each other? The game is so cool! Lovely voice acting mixed with solid pixel art and fitting music! The only thing I found a bit unfair is the cowboys' unlimited ammo. Every other thing, including everyday tips perfectly fits the game. Hope to see more games from you in the future!
I didn't get the idea, but somehow I won. =) I like this low-poly graphics!
I've found some glitches: something strange happens to camera inside the buildings and the mouse pointer escapes the window in the windowed mode.
@ghust1995, well, I see it's too genre specific. And no, it's the first battle royale I've ever played. Definitely won't miss a chance to play another one in the future. So, thank you for introducing me to a new genre. =)
As a pie! =) Months of playing _Monaco: What's Yours is Mine_ and the proper skill is developed.
The final target is not clear enough, I'm just running from one machine to another and never reach the right half of a screen because I simply don't need it. What is happening? =) Well, at least I can have fun dodging between this guys, what's better than that? =)
I realy like the visual style: pixels, colors, light - everything harmonize. And special thanks from me for the working linux build! ;)
This game is great! Unusual way to control a character that is also a cool way to develop a skill of keeping the rhythm (I guess). Surprisingly, he tune is not annoying at all. Nicely done!
@swarrly, thank you! I didn't test it much with other people, so I'm glad to read the game is not impossible.
@mshopf, well, I hate ssh every time the connection is lost even when it's something else's fault. =D Thank you for the feedback!
@nidup, oh, thank you for the warm words!
@gustavo-manchae, thanks for a suggestion! I didn't think of this approach to difficulty control.
@gagapete, ooh, that's unexpected. As a workaround I can suggest turning off WebGL in your browser to make a game degrade to a canvas rendering. In fact there's nothing GL-specific in the game. I will try to fix it later today. Sorry for the inconvenience.
@gexalmighty, well, nothing's fun for everyone, I guess. =) Thank you for the feedback!
@vilcans, level generation is not always an option, but makes a lot of fun when relevant. As for a hint, it's just a reminder of this green ones:
icons.png
They may be useful when you need to check what side you are headed to or if up command is holded. It had more use during a debuging stage, but can also be handy in a game.
@fitz13, @sapazu, strong fingers are so brutal! =)
@justinooncx, your words are such a relief for me because it was the first time I did level design and this part was the one I was pretty unconfident about. But, as you can see, all the gaming experience and some knowledge from a stuff I read before in the Internet did the trick. I'm glad you enjoyed the result!
@philstrahl, you got the right feeling, just as it was planned _(actually it wasn't, I had no idea about a mood and just tried to act natural ;) )_! =D Thank you for a feedback!
***
Thank you, everyone! I really appreciate all your feedback! Your words are heart and soul of Ludum Dare itself!
Yay! Thank you very much, @jupiter-hadley, and thank you for showing us all the wonderful LD games! =D
@secretpocketcat, yeah, any command (except `up`, obviously) cancels it, that was the idea. Talking of the final key, being too sleepy I didn't playtest that one much. I remember some doubts about its place... hmm... Anyway, glad you found the game fun! =)
@rombus, yay, thank you, fella linuxoid! At the beginning I thought that the command history will make the game too easy, but then I tried to play and realized how wrong I was. =)
@chaseplays, so enjoy reading this! Thank you! =)
The last two levels are the blast! =D Really cool! I had to restart the game just to check the controls but still it is an absolute retrowave fun! I love that sprite guys with their animations and the rotating tesseract inside the ball. Awesome work!
Great work! Incredible idea to make a ball also a weapon and a light source. Also, a giant goalkeeper is a brilliant unexpected turn!
Personally I found zombies too weak, but it doesn't break fun at all.
So polished and so cool! I don't have a friend around, but it's definitely lots of fun to play. I added it to a collection to play with someone when I have a chance.
I really enjoy this pixel art, especially the color scheme. And the music is also very well made.
Tough typing challenge! I wish I was cool enough to do any of that tricks (ironically, my game is about typing too =) ). Also, this pixel art visuals are amazing!
Flight simulator is the genre I expected the least. This kind of games seems to need a lot of work and the fact you made it not only playable, but enjoyable indeed is impressive! The "game over" when out of fuel is a bit disturbing, but it doesn't spoil a game experience.
I like controls, they work pretty smooth. Also, lovely voice acting, I think headphones are recommended to feel the game's mood. =D
I'm not a puzzle player in general, but this one is really awesome! Simple mechanics always lead to a great fun when it's well implemented like in this case. And also, you catched me with aestetics of classic D&D setting. And I really enjoy seing this pixel art. Good work, man!
Interesting concept. I think, having a puzzle and a ship on the same screen would make the game more structured. Now it feels like two separated games (I know, it really is). Also, where exactly am I going? =)
@Hilvon, oops, excuse me, didn't notice your note about co-op in the post. This fact changes everything! =)
It's a great idea to combine classic ASCII dungeon crawler with romance. I think, shortcuts for links would be really good, but even without it, the game plays pretty comfortly (otherwise _Vimium_ can be used). Great work! =)
Nice concept! Really cool idea about shooting from a side of the die. =)
Today I learned all the synonyms for a word "look". =)
Great game! Right before Ludum Dare I've installed THPS 4 on my PC and now I'm playing probably the best parody. Awesome concept, really cool! Also, I love the tune, catchy thing!
Thanks, @jupiter-hadley, for taking me here!
What a great game! =) I love almost everything about it, especially the background tune. There are some bugs with crouching that can make character stuck or even allow to fall through a platform, but this doesn't break a game for me.
The first computer game about squash I've ever seen. This is really fun and also perfectly fits the previous LD's theme. =D I like this graphics and the mechanic, both simple and effective. Definitely will come back with a friend to test a multiplayer mode.
@secretpocketcat, I finally got it (multiplayer mode testing) covered and can tell you that it's really fun! We laughed like never before, mostly when scoring several points in a row and sending a ball into a wrong wall. Also, it's a special pleasure to bump your buddy into a bullet-ball using dash button. Great experience!
Another one for the gang of typing games! =) Really enjoyable monochrome visuals!
The game went pretty monotonous until I realized how to make a character shine. Then the real fun began!
Unfortunately I could not finish the game because a strange bug appeared when trying to shine a drummer. However, it was really fun! It's like a classic D&D party claiming themselves rock stars: strange, but surprisingly effective. Card mechanics is very well designed, I love it! Also, graphics is awesome!
btw, keyboard control in menu works really strange, you may better get rid of it.
The cutest thing I've ever played. Well, honestly, I didn't play many cute things before, I guess the number is less than 5, but this one is definitely the cutest. =)
Fun concept and really nice implementation. =) Visuals are really nice and polished! Looking forward to see a post-jam version, for now I can just do this:
Capture.PNG
Surprisingly, playing this game was easier than dates IRL. =) This wonderful 3D models accompained by the light and music made the atmosphere of the game. However, I'm still not sure whether I won or lost, maybe some notifications could make it clear. All in all, the game is cool and original, glad I found it.
Good looking game and really interesting mechanics. I found it a bit unfair and useless that when you get spotted your buddy appears behind you and you simply don't have enough time to react. However, when you are not spotted and try to make a pass, your fella appears right near the ball. So winning tactic is just run forward and pass through enemies' sight. That's how I win. =)
However it doesn't make the game less fun. I love this fog and guys made of pixels! Great work!
Really interesting idea and a very fun game! I was kinda annoyed by a jump's mana cost, but is a core mechanic of the game. Also, it's a bit disturbing when the enemy doesn't react to a hit. It makes me wonder whether the game is broken and my spell didn't hit it at all or it didn't cause enough damage. Maybe, some animation can address this problem.
Ouch! The sound of a crash is too loud for me to play with headphones. =/
Creating an online game for a jam is a risky decision. And you succeeded with this. Just curious, does Randall Munroe know about this game? =)
P.S.: crushed into myself... well, I've always suspected myself as the one who's ruining my life and now I have the evidence. =)
Really interesting concept and great implementation! I love that sometimes I just can't finish the game and need to restart all the game from the beginning, just like the actual solitare game. =)
Sacrificing a tutorial was a bad idea, it makes difficult to understand what to do. However, the game is fun! Concept reminds me good old days of playing FTL, music and visuals fit each other and build a mood of the game. Don't stop creating!
btw, is this my system's misbehaviour or a bug?
screen.png
Just finished this promo of _Infernus_. =) Simple and polished game! The only thing is that the font in speech bubbles is way too small when there are a lot of text, but who really cares about text playing a game about boobs, huh? =)
Programming the way out, huh? Sounds [a bit familiar](http://alexnisnevich.github.io/untrusted/). =)
I love assembler and this game is relaxing for me. I also like the choice of a font and a character's appearance. The game appears to be carefully polished, it even saves programs into a local storage, what's better than this! However, I found a lack of keybord shortcuts a bit annoying, the need of touching a mouse to run a program or just to press 'OK' is not the expected behaviour for an ASM-related game. And also I didn't find a way to consult a manual page during programming.
All in all, the game provides a wonderful geeky kind of fun! Nicely done!
Great! The lighting effect is wonderful, coupled with background music it creates the game's special mood. Well done, guys!
Sushi made of alien tentacles, GODDAMMIT THIS IS HILARIOUS! Comics-cutscene, epic soundtrack, a doggie and lack of support for 4:3 monitors! I love this game! =D
Holy guacamole, this is awesome! So much fun, I just can's stop playing! Definitely needs a VR multiplayer mode, even though it won't be very popular for a couple of years. The fact you play versus a hands floating in the air only make it more absurd and perfectly fit the game's spirit. Magnificent work!
Definitely lacks a "play again" button. Interesting concept, but it needs careful level design.
This game needs some time to get used to. And I think making enemies (or whatever it is) beatable when they are placed on the letters would make a game way less frustrating. The other complaint is about the need to leave my precious keyboard just to click 'play' and get the hand back from the mouse is really annoying. All the other aspects of the game are made very solid. Good work!
Sorry, can't tell much about visuals because I was concentrated on that arrows. Oh, arrows are nice. =)
Jokes apart, I enjoyed the image. Gameplay is intense and needs some practice - right as it should be. Great work! The only thing I found a bit annoying is the need to use mouse to navigate UI screens when all the other things are controlled with a keyboard.
Hello from Novosibirsk, fella-linuxoid! =) I didn't manage to get your linux build work (I have `alsa-plugins` installed to a different place, ([here's the output](https://gist.github.com/Yngwarr/7f5897b420a97c09b89d3992e7038508)), but it runs perfectly from the source code.
The game is hard to win, but very fun to just play. It feels pretty similar to _[Powder Toy](http://powdertoy.co.uk/)_. I really like the visual appearance, ASCII art is never too old. =) The game lacks polish, but it doesn't make a game less interesting (and I know how difficult it is to make a game distributable with Python, it's a real headache). Nice work!
Yet another game about typing! Neat look! Sometimes it's really frustrating, but not enough to kill any fun. =) I found the background tune a bit annoying, but still acceptable.
Solid work, I feel the mood of the reference (don't know much about MegaDrive's Batman, but still remember the atmosphere of _Batman Vengeance_ for GBA). Very interesting concept, I'm not sure to enjoy the platforming experience (everyone around is too fast, I think they are a bit nerveous), but I definitely enjoy poker. Maybe it would be better not to play two games at the same time, but instead to play poker in the beginning of each level or as a fighting mechanics. Also, sometimes the game seems to not see the valid combination when I'm absolutely sure about it.
What a wonderful monochrome pixel art! =) This game reminds me an old game I used to play on my father's Siemens ME45. It's called _Stack Attack_:
hqdefault.jpg
I like the mechanics that allows me to design my own level. =) It seemed easy for the first time, but then it struck me in the head with a stone block.
Ha, I had just the same idea for a linux console game 3 years ago but didn't implement it. =D Unity looks a bit overkill for the game like that, but I think you had not much choice in such a limited time. Real fun to play it, dude!