Roomba Rumble by GibTreaty 2019-10-28T22:46:07Z ♥ 0
I, for one, welcome our new robotic overlords! Great game, really love the idea of building a modular robot, a great take on the theme.
Foon → Ludum Dare Explorer → Users → Zinkler
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Summoned to Serve | jam | 309 | 3.82 | 3.63 | 4.21 | 4.38 | 4.25 | 4.00 | 3.63 | 3.91 | |
| 2020 | 47 | Stuck in a loop | 👥 | STUPOR | jam | 3.85 | 3.65 | 3.60 | 3.50 | 4.40 | 3.20 | 2.85 | 3.83 | ||
| 2020 | 46 | Keep it alive | 👥 | Container | jam | 2389 | 2.79 | 2.05 | 2.76 | 3.50 | 3.21 | 2.69 | 2.95 | ||
| 2019 | 45 | Start with nothing | 👥 | La incroyable vie de Skjewich Sciktosjiy Pswkeskek, le vice-roi en l'ebanissment | jam | 727 | 3.28 | 2.93 | 3.33 | 2.73 | 3.38 | 3.38 | 3.50 | ||
| 2019 | 44 | Your life is currency | 👥 | Partially Wanted | jam | 3.50 | 3.00 | 2.75 | 2.75 | 3.25 | 3.25 | 2.50 | 2.75 | ||
| 2018 | 43 | Sacrifices must be made | 👥 | Of Gods And Rain | jam | 116 | 3.95 | 3.60 | 3.34 | 3.69 | 4.29 | 3.90 | 4.15 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Just Like The Day We Met | compo | 318 | 3.43 | 3.21 | 3.31 | 3.50 | 3.34 | 3.27 | 3.51 | |||
| 2017 | 40 | The more you have, the worse it is | Mister President | compo | 488 | 3.10 | 2.79 | 3.36 | 3.30 | 3.35 | 3.25 | 3.11 | 3.18 |
Zinkler leaves an average of 41.0 feedback comments each event.
I, for one, welcome our new robotic overlords! Great game, really love the idea of building a modular robot, a great take on the theme.
Fantastic idea, didn't expect to get a sokoban puzzle after that intro. Loved The Langoliers vibe, the sound design is nothing short of great, and the game is very nicely polished!
Great entry! I really loved the diversity of enemies and buildings, the difficulty curve is great too, so is the music. There really should have been a gunshot sound though, the screen shaking was asking for it!
Beat it on my third try, nice little game. Really wish you put some polish and additional economy in it, would make a nice little sim-city builder.
Could not get past trees, if there was any more content. I really loved the music, @Peppsen, my respect! The concept is great, really wish there would be more to it.
Loved the environment, and then the black void under the skybox kind of ruined it for me :) Really loved the idea, but I wished brush controls were a bit more responsive, and there would be some kind of feedback for completing the characters. Great idea though!
You know what, I absolutely love it! I wished there was an option to restart a failed level instead of returning to main menu, but the amount of stuff happening in the game is astounding. Please, never stop making gems like these! And wow, I remember playing Kelly's Marvelous Adventure during that jam!
I loved the general concept, but I wish there would be more polish to it. For example, implementing a fair distribution of objects, showing the next object in queue, showing where exactly object would fall, a winning condition. I was going to make a similar game, so this one really resonates with me :D
Reminds me of early 00s games, such a nostalgic hit. Great game guys, I especially loved the sound design, it was nice and fitting to the game mood.
Great UI usage, totally loved it, especially the fact that my browser gave me an option to remember the login/password info. I wish there was at least a "press space to scan" hint somewhere in-game, so that I don't have to find out the main mechanic from the game page. I also was hoping for some kind of resource management with getting more electricity and oxygen during the game. Great job putting this together in two days!
Wouldn't understand that I need to get back to the fitting room to put on the stuff, if it wasn't for comment section here. I like the overall idea of the game, but I wish controls would be a bit more responsive, and challenge a bit more fair.
Nice take on agar.io genre, nice idea, but there is a lack of challenge - I only lost once because I really tried to.
Great idea, but lot, lot of bugs. Tried playing it three times, encountered game-breaking bugs three times. Also I have a feeling that the puzzles are too hard too soon, probably there should be a better learning curve, if you plan to continue with the project after jam. Really like the general idea!
Funny idea, but a jarring result. All of the parts are marked as engine, so it takes you an awkward amount of time to understand what exactly you need to do, and the race controls/physics are very unresponsive.
Great concept, but I wished controls were better. I spend much more time spiraling in despair than playing the game. Please, please fix the controls and continue with this project, this is something I would definitely play.
Same problem here - keyboard controls pretty much don't work. If you keep right arrow pressed, character makes small moves to the right once in a while, rendering the game unplayable. The music znd graphics are nice though, I wish I was able to plat the game in an intended manner.
Couldn't found where to use the key from the second room. Also the grate of the bottom of the hall disappeared on my second try, you might want to look into it.
Sweet little story, art and overall style are great. Very Woody Allen-esque
Loved it! Great concept, solid entry, totally enjoyed it. I'm kind of curious about how it happened that I caught exactly one last peace of food on screen to complete the mitosis, that's some nice balancing, if it was one. Didn't understand the concept of bad food, didn't see any drawbacks from eating eat. Great game!
This game in three days? Are you kidding me? Fantastic job guys! As others mentioned before, grinding 1000 complexity was the downside of the game, other than that it was a fantastic complex journey. Kind of wanted to match the observer after becoming Chaos though, but hey, still a great game!
Fun little idea, loved the graphics. Jumping side panel felt too shaky, that should have been static and put on one side of the screen. I kinda wished there would be more to exploring side of the game. Loved the style and the primitive technology idea behind the game!
Nice timed digging game mechanic. Two things I'd like to see there - a better cost/fee balance, and a clear display of being able to use the bombs multiple times in one run, as it was something I learned not from the game, but from the comment section.
Great take on pokemon theme, enjoyed it. UI is especially good! The autochess mechanic works impressively well. Wish there would be more to the game balance though, in its current state it's too easy.
Great sound and music design, enjoyed those a lot. I don't think that enemies did anything to my goblins, apart from standing menacingly in the woods. The concept is nice though, and it would benefit from having a camera zoomed out at the beginning, more clear controls, and a final goal. Absolutely love the way goblins wander around gathering stuff.
Something clicked for me (no pun intended) with all of this place-a-building-yourself idle clicker, I wished there was some kind of a system to it, a grid maybe, or a pattern. Gradient color does a trick too, though.
Loved the music, loved the way shapes change. Kinda wish for more fluent ink transition, but there is definitely a nice vibe to the way if shifts now. Game really asks for an agar.io style, but with ink.
Wasn't able to open the .exe file, the game crashes immediately.
I still question the usage of Simon here - the visibility of walls to shoot kind of ruins original gameplay, and if we consider Simon lights as a visual clue for the wall to come, left and right walls are still visible way earlier than top and bottom ones. Reminds me of Undertale Undyne fight. The visuals are nice though, and the game is pretty much fun to play. Good job!
Great game and an interesting idea. I wish your ship wouldn't be instakilled with literally everything around, at least three health points would be nice, especially with an option to fix your ship. The sounds are great, and the graphics are satisfying, especially the minimap. Totally enjoyed playing your game!
That was short, I really wish there was a longer plot to it. The original entry really lacks some music, good to know you've fixed it post-jam. The graphics and cutscenes are great though. I had fun playing your game, and I really like where post-jam versions have taken you.
Some of the cards aren't actually doing any good - getting a any bonus card seems like a joke when you're making hundreds on your second minute and trade-off is only profitable under $100/s. Synergies, however, are great, and they also beat multipliers quite soon. I can't actually think of this game as a combination of two genres, more like a clicker with an extra feature. Still, it's a nice clicker, and I enjoyed playing it.
Never played reversi before, so I had to google the rules. You're supposed to surround enemy row with your color for the colors to swap, right? If so, then the game doesn't always work properly, changing the rows in some strange ways. I wouldn't say that there is a lot of gameplay in this particular game, but I love the idea of real-time chess you had. I hope to see you here again in August, next time with full 48 hours!
Great game, totally enjoyed playing. There were some performance issues that naturally affected the game rhythm, and I just wish there was some final goal for the game, but it was still a fun to play. Oh, and I absolutely love the logo. Great first submission, keep it up!
Day 1 - I'm anxious to move my tractor too far on the field because I'll spend too much fuel. Day 10 - I bet and easily win $10000.
Great game, totally enjoyed it. Few things that I wish to be in it: better balance, as the game gets too easy quick enough; victory condition; and some additional information about your enemies, because sometimes you start a race without any idea about your chances to win - and having any thoughts on that would make the betting process much more interesting. Great mix of genres, great take on the theme, thank you for your entry!
Level 2 is pure evil, I can't imagine why you'd build it with the controls you had in mind. Finished it the last one. I definitely enjoyed the game, and I really love your audio solution. I think it would be better if you had a depleting timeline instead of three or five segments, maybe with additional white marks to separate the individual seconds. Anyway, great work, a lot of gameplay implemented in a simple, enjoyable game. And I absolutely love the title!
Great game, totally enjoyed it! I desperately needed an option to rotate the camera with the right stick, it would help a lot during wolf/dracula fights, some audio would be great, and, of course, you start off too slow. Other than that, a great idea, a worthy implementation, and I'm sincerely baffled by the fact you've been able to accomplish that much in mere 48 hours. Great job!
Took me several tries to beat the game. The 2D-platforming feels a bit clumsy, I wish the controls were more responsive. The ever watching camera in 3d is horrifying, and I love that. There are few bugs here and there, you should probably make a post-jam version with those in mind. Other than that, great idea and a worthy implementation!
The transition screens are my favorite in here, there was definitely a serious job done. Dare I say that you may have probably spent too much time on them? Anyway, good job, and thank you for your entry!
Nice one. I wish there were more feedback to it, like enemies healthbars and some sort of immediate response whenever a seed is planted. Also it looks like eating corn doesn't use any of it. Also, some sounds would make it so much better. I still enjoyed the hell out of it, great job!
Too bad I don't have someone to play it with me, so I can't actually get past the umbrella section and see where the game ends. I love the general feeling of the game, and how the gameplay is based on human interaction. Great job, you should totally make it a full game.
Oh boy, here goes one of those games where I can't stop playing until to the first place in the leaderboard. Well, second place here, by mere 40 points. This kind of interest I get every once is a while is something I treasure in game like this one. The ship controls don't feel too nice, and I ended up making a deck for a stable protected ship, but I like the customization of it anyway, I just don't believe that in such a bullet hell those movement cards will do any good. Great game, totally enjoyed playing it!
I won't actually say that there is a combination of two genres in here - it is in its core a pretty standard clicking game with upgradable parameters. It definitely gets too slow on level 4, and the upgrade/parameters don't really affect the game in any visible manner. I wish there were some additional levels to it, and some better balance. Still, it makes a nice clicker, and I totally like the music. Thank you for your entry!
I like the music, I definitely do. It would be a bit better if there was any kind of penalty for shots or wrong accusations, or at least finite amount of ammo. It could have been a nice detective game, if there were some additional clues. Thank you for your entry!
It's a pity this wasn't made into a full game, at least a small one. I'd love to see actual plot implemented through it. There is a sense of purpose, one essentially important for the detective/noir genre, and it is left unsatisfied. The visuals are stunning, and the music is great. Fantastic job!
By far the best game I've played in here. I absolutely love the humor, the gameplay, the visuals. I wish there was a better way to tell which of two modes is being played at the moment. The game is still playable in winnable, it's just that that info would save some frustration. Maybe differently colored letters for two modes, for instant recognition? Anyway, fantastic game!
The idea itself is nice, I like it. I do believe though the car should be moving by default, with the cards altering its speed and general movement. I'd recommend you to take your time and continue with this game, as I can see a potential in it.
So yeah, the main and only complain here is the absence of gameplay. Add some interaction, there are plenty of wonderful ways to do so not only without hurting the story, but enriching it. The story itself is great, and I especially loved the use of repetition.
The concept is great, I love so much. The actual implementation, however, isn't that good. My two biggest complains are poor controls and rare letters. How about an option to manually type the word in once you know it? Still, thank you for your entry!
I have a real problem with the amount of soldiers I need. If I make to many of them, they starve to death way faster than I can deal with this problem, and I have no idea about the amount of soldiers I actually need. Maybe add an opportunity to check your enemies' status? Nice idea, neat game!
The whole restart thing really bugs me off. The game would be great if I hadn't to restart it every time I hit a wall, or at least if the turret was controlled by mouse. Still, a good idea, thank you for your entry!
Two small glitches that bug me - the collision physics aren't great, because sometimes blocks just hang between two other diagonal blocks without touching any of them (which is understandable for physics that complex, but it's still disappointing when I land what seems a perfect straight line shot, and it's ends up being stuck in the air), and also I sometimes lose for no obvious reason, way before I should. Other than that, I love the idea of once again successfully re-imagined Tetris, and I believe there's a potential for this kind of a game. Good job!
Seriously, it's kind of hard to balance between the speed and the additional mechanics. Maybe I'm just a casual, but the speed gets way too fast for me to keep pushing buttons until the expected explosion, I just lose my streak earlier. So, maybe, a bit too hardcore for us slow typers? Anyway, a great game, I used to play something similar and I love the idea!
Great take on the adventure genre! I wouldn't really call it a combination of incompatible genres, but it plays great. Oh, and also the improbable scenario is not that improbable, I've got it thrice or something. Good job!
I have a huge problem with the controls - I don't think that bullet hell games are supposed to have acceleration in the controls. It makes it harder to control the ship if you have to constantly deal with the momentum. I was able to build a layout where I never had to deal with pretty much any bullets since they were all slowed down and destroyed before they reached me, and then I lost to the FPS that dropped to like 5 on ~23rd wave. I love the general idea, and the gameplay is quite solid, good job!
Jumped on my own semitransparent trap and got this. You might want to look into it. Untitled.png
I love the general idea of it. It would be cool if the players had more tokens to use, and the tokens would upgrade tiles to even harder versions. I had fun even playing it alone (still consider adding an AI though)
Took some time for me to figure out on my DualShock controller. This could be a solid game if it had single player mode, or an ability to control one or both players via the keyboard. The music is great!
So, I was skeptic until I checked the description and found out that the game is winnable and saw the hint. For some reason, the small details really get me - the catsle, the contents of the chest and the credits. Great job!
Can't really see a 2 genres game here.
I can see a gameplay mistake in here - it's not that hard to come first, and therefore no zombies are ever present on the map, and even when they appear, they come in small numbers, so until you're actually looking for zombies, you most probably won't find them. Good job on the AI, it's not ideal, but it works. What I personally enjoyed most are the huge buildings that are actually a part of the playable map. And, of course, the controls could have been more accessible. Thank you for your entry!
The camera is definitely rotating too fast, but other than that, a great game. It would be nice to see any other cards played by the wizard, except of spawning the minions, so that it look like an actual card game, but I totally enjoyed what is implemented there already. Oh, and the wizard impersonations are great btw!
I'd actually say that any word guessing game is already a puzzle, but nice idea anyway. Still a little bit too hard to understand and keep everything in mind, including two players' red and black tokens, the everchanging values, and the words themselves. I can see the amount of work behind that, and I respect that a lot.
Just wow. The graphics are great, the gameplay is solid, but the best thing about your game in opinion is the AI. I just love the way things are getting done without me having to micromanage them. A great entry, and a great take on the theme!
Thank you for your entry! I love the general idea of it, but it still looks way too raw. The upgrades don't really work the way they should, and it's hard to actually progress in the game. Also the animations are too rough. Still, nice job and happy (late) birthday!
A great game! Loved it, played it twice. Got myself a perfect setup on my second try, everything's just being annihilated at the first two segments of the road. Went to wave 60 and stopped there. That being said, the game may need some kind of a difficulty curve or a better balance. Great job on the theme!
Nicely done. Still would benefit from reverse and overall better controls. I also like the way you put assets from different sources altogether to create such a vivid picture
Oh my, that is perfect! I'd love to see a full game based on this, I'd even pay money for that. The humor is wonderful, thank you for making my day better!
So, the wall of text and concepts at the beginning have reminded me of that time in Undertale where Papyrus explains his extremely complicated puzzle to you. I wasn't able to find the optimal strategy here - gathering resources is too slow, I can't actually have any cats working, because they are out of their cages all the time. Also, as mentioned above, the game could really use some sound. Still, a great entry!
The third level is pure evil, you should have switched it with the fifth. Still, thank you for making that three cars instead of four. A great idea and a worthy entry. The graphics are just wonderful.
I love the general idea behind it - your date sponsoring your war. Of course, the game would benefit from a deeper dating system (three questions is definitely not enough), better balance (I only need tanks for all my needs) and smarter AI. Thank you for your entry!
I played for 10 minutes and quit afterwards. I like the idea in general, I just with it was more challenging, or at least not endless. I enjoyed the two moments when new types of enemies began to spawn.
If it wasn't for @sparewizard, I wouldn't even notice the presence of other players. I still doubt their existence even now, because the market seems to just be changing a bit each turn, without any signs of AI planning behind that. I assume that this is a project that started too ambitious, and you didn't have enough time to implement the map and the AIs. I do like what I see though.
I wish I was able to bring down the helicopters by my own. Nice idea though!
So, um, is there a goal to it? After a hundred rooms discovered and being able to approach the speed of light, I don't really know what to do. There's also that bug, where after a while you stop landing on the exact center of a tile, and land near the edge.
I also need some friends for that sweet multiplayer. Also, that's one of those racing games, where I inevitably suck in the global high scores. Nice little idea.
A game over because I was standing near a flag and picked up too many coins? Come on, I still want to be greedy! Nice take on the theme.
Oh yes, I love this game. You hit my soft spot for all those stackable-upgrades games like Binding of Isaac or Risk of Rain. Took three attempts to beat the game, and I proudly finished it as a glass cannon - 7 huge damn projectiles per shot and probably would die if hit at least once. This is a nice game, that's for sure.
Well, I spawned the whole board of them, so that there was no place for another one. They started shaking, and dying quick enough for me not to bother with it anymore. That's a nice take on the theme, but maybe it could be a little bit more challenging or have a clear goal. Also it would definitely benefit from some cute sounds. Other than that, a great entry!
I love the Hotline Miami + a new cool mechanic feel to it. Still, I don't think that slowing down with each new bullet is a successful mechanic, since the movement at the beginning is too fast anyway, and whenever you get too much bullets you can just shoot them away to gain your speed back. Polish it, and call all of us to play it again - we definitely will.
Instakilled myself with a bubble that takes four hits to kill a minor enemy. That's a nice game, I'd say.
I actually enjoyed even though I beat it on the first try without ever having to use the Crystal Blast. It fits the theme quite well, and I enjoyed your choice of words. "The Moon Gate has been destroyed, and you must restore it before toxins destroy the world" - how amazingly crazy is sounds! Great job.
Ok, so I just dropped it when I got to the damn plants, and I don't even feel guilty - they are way too over-powered. Enjoyed the first two levels though.
Is there a winning condition or something? I couldn't really figure out how to use demon's abilities, if those are actual mechanics, of course. And yeah, being softlocked here and there takes out some amount of fun from it. The visuals are fantastic!
Ok, I don't have to read the rest of the comments to know that you've already got two main issues pointed out - the game is too damn hard and unforgivable, and the absence of map doesn't help. When I got a glitch and became invincible I just went with it instead of restarting the game, because it was quite obvious that I'd die like a million times each few steps otherwise. That's a great game though, I really love your take on the theme, and some minor details of it.
Congratulations with your first game!
So, uhm, the first small wave is supposed to show where the real attack will hit, right? If so, then it never worked for, except for like two of three attacks in stage 3. The shaking is also quite bad, couldn't really go past the level 4 for these two reasons.
Took me a while to understand the mechanics. The game is definitely fun, but I'm also sure that hitting the car door from the side isn't supposed to flatten me out. What I'm saying here is that the road is too hard to pass even being completely sober and not in hurry, not to mention the harder conditions.
Boy, I never thought the controls may be such a huge problem. It is a very nice game, I love the idea, love the execution, but the drag-n-drop and hitbox issues are giving me headaches. Publish a post-Jam version of that, and I will surely be back to play it.
UI is a little bit weird, but I love the idea. Can become an interesting game after some polishing.
Interesting concept. I wish it was a little bit more responsive though. I'm spending too much time thinking about every move instead of just feeling the way it works.
If only it was possible to actually plan your actions instead of trial-and-erroring them all the way down, I would really love the game. The power levels are so unpredictable - for sure we know that 7 is bigger than 2, but exactly by how much?
A very nice idea. I feel like it would be very nice to have a visual representation of it outside of the actual game, e.g. a map of the current situation, because I personally sometimes can't see the consistency between the games. Sometimes it is there, sometimes it's not.
I also agree that the game shouldn't fall back whenever you break a combo. Doesn't really allow for a lot of practice the way it is now. Also, there's this problem where no matter how octopus-y your fingers are, the keyboard won't press more than 4 keys at a time.
That's a genuinely great game, nothing less. One of the few games here that made me willingly replay it till I beat it. I love the strategies and combinations that were created by the game itself - for the first half of my second game I decided to build only regular polygons, so that a beam could only hit no more than two characters at a time. However, each time when a wheel came near, the whole structure needed to be rebuild. So for the second part of my playthrough I added a green decoy guy, so just ran around distracting the enemies while the rest of the gang gunned them from afar. I love it when such patterns emerge from the game. The music is great, reminded me of LISA. Also, the subtle choice of words is perfect: a prison wheel, for example - I love it, it's so self-describable and unique. Two small tweaks that I'd suggest: grant each new character a second of invincibility, because sometimes they spawn right in another wheel that happened to hide between the big one, and attacking the enemy should stop the character from moving. Maybe also a progress bar. But those are small details. The game, again, is pure gold.
That's a nice entry - the first one, right? I do have a question: have I suffocated because of the timer, or was I able to prevent it somehow?
A great game. Took me a while to get used to the controls, but that wasn't of any kind of trouble, more like a natural learning process. Great job!.
Obviously the controls aren't any suitable, but forget about. I only came here to say one thing - this is the first game in ~40 played during this LD that receives 5 stars for the Music. It's just perfect. Can I get it somehow?
A nice game and a nice implementation of the theme. I one hundred percent appreciate the fact that you opted-out of the music category.
That's extremely good! I love everything about it - the gameplay, the style, the subtle narration. You actually got me to give another try after a game over and complete it, which itself, I believe, is a great achievement for a LD game!
Nice art, but the game definitely lacks a proper gameplay.
What about the theme? Couldn't make any connections to it, except for the obvious fact that the more the enemies, the harder it's supposed to be (it's not since they shoot each other).
An actual finished game? At LD? Are you kidding me?
This is just great. Too bad it doesn't fit the theme though.
So, this asshole has the square that I want in his cart. How do I get it? Whenever we fight, we just switch the four-squares-thing back and forth, and nothing else happens. Can't really progress.
That was a nice game. If you really wanted the player to have exactly the number of hearts needed to finish the level and not even one more, you should have probably put it into interface. I still don't know why though, because if the game is harder with more hearts, but still solvable, you should go for collect-everything approach. Still that was nice.
Great! I definitely love this one. The music hits home, the gameplay fits the game just right. I'm sure you're well aware about which parts of it may need some polishing, so I won't waste your time with that. Again, good job!
While the graphics and the sound are nice, I don't really get any mechanics and I totally can't see how it fits the theme. On the contrary, we're looking for a bigger catch here.
I'd love the hell out of this game, if it wasn't for three major problems for me: 1) The jump sound is just horrible. I'm asked to jump all the time, and it hurts my ears. 2) Slopes. One pixel elevation stops you deadly, asking for yet another painful jump. Just make those one-pixel slopes walkable without a jump. 3) The distances you have to cover in the end of the game. Also, I loved the music at the beginning, but grew tired of it at the end. If it was me, I'd do an artsy thing - each time when the map grows, add a new instrument or a track to the existing melody - that would definitely do the trick and benefit the story. Other than that, I loved every single bit of it.
Sorry, I just can't get myself into it. The click doesn't work properly or I can't understand when I'm allowed to click and when I'm not. I can't measure my jump even approximately and a lot of times I'm trapped in situation when I can't help but lose - for example, landing too far from the edge to be able to correct your future jump, or getting stuck under a step. The idea is nice, but please fix the controls.
I have an issue with the game balance. Due to its nature, it inevitably only becomes challenging when the player's react time reaches the speed of new blocks appearing. For me it was before 130 points. Therefore, everything before it is kind of boring, when I have to cool it down, without clicking all of the boxes, and after that it's a practically inevitable lose situation. I'd say that it would make more sense to add a little bit of variety to the speed - for example, it's always generally increasing, yet sometimes it falls down in a predictable manner, so that the player can get greedy and risk it all. And some sound would be great too.
Assuming that I've only got the half of the experience, that was a very nice half. A great idea!
Evading the cats is one hell of a job, pretty much impossible, especially with them only spawning not too long before you actually can do something to change your direction. A funny idea though.
The game becomes easier with each snowman after the third one - by this time it's quite easy to just hit the snowballs without even aiming anywhere. The snowballs anyway land on children or a new snowmen on their own. The game doesn't feel to be harder. The mood, the graphics and the audio are great though!
Extremely good! The music is good, and the timing idea is just perfect - please correct it a little bit, it goes for a small increasing delay after each loop. Again, a great game!
A great entrance for your first LD. So much good stuff about it.
Couldn't actually finished, tried 10+ times. The powerup is too big, and I still don't understand why wouldn't I just ignore it at all? It doesn't really helps (everyone is insta-killed, except for the boss, and the points are counted mostly off-screen), more like harms the player. Why do you encourage the player to go up the ranks?
That's an extremely good game for a jam! You got me here really quick and really deep. Maybe I just have a spot soft for such games after Guitar Hero, but this is the first game at LD40 I really enjoyed playing and had to turn it off to stop playing. There are definitely some flaws, but boy I'm sure you're aware of every single one of them, and the time was your only enemy. Keep it up!
A great idea. I don't think that having a dozen of alloys to choose from actually benefits the gameplay though. The player just doesn't have enough time to react and change the strategy - the list is too big.
Nice. I wish the movement was a little bit more responsive, maybe more dynamic. A great idea though!
If it beatable? I tried it multiple times, even used exploits like sliding during the healing, but still couldn'y get everything done before the time ran out. The idea is great though. I think there's a potential for another Octodad-type game here.
Here I am, spamming totems everywhere I go. Some simple sounds would benefit the game tremendously.
It would be nice to have some aerial control. Not too much of it, because I understand that the momentum is the theme of the game, but at least some.
Just a bug that I think I should report: restarting the game (at least under Win-64 version) leaves you with no health to die from the first hit. Other than that, I think that the alarm rises too quick and also shouldn't be rising when there's no enemies on the screen.
Seriously, how do they grow? Sometimes it's enough to drop some bacteria directly on the nanomachines, and they grow. And sometimes I'm left with unplayable field where nanomachines die wherever I put them. Are they also a part of the Life?
Both frustrating and hilarious.
That's kinda nice. Maybe add some extra visual clues about packages vs destinations and the amount of packages carried.
I definitely like the dynamic of this game. Too bad that it doesn't have any sounds - even a simple collision sound for a sword hit or being attacked by enemy would help a lot.
Too bad I don't have someone to try the multiplayer mode with. Do they have like separate fields of view for each player? A great style, to be sure.
Same as above - getting the right color is frustrating.
The first one? Man, that's a good start!
Online scoreboard! A fabric of dreams. It would be nice if controls were a little bit more responsive, but I enjoyed playing it nonetheless.
The battering ram gameplay is like a becoming true for me. It would be even more so if I had a chance to swing that thing at the gates, but hey, a man can dream. I like the general idea of it.
So-o-o, I just played a game about head lice, right? I need to reevaluate my life for a second. Meanwhile, the wall of text is just unreadable. A few simple tutorials would solve this in a moment. Love the attitude though.
Couldn't find a door on, I believe, fourth level? The tune is great!
Getting smarter gets you more sarcastic. Boy I love the sound. Why the hell isn't it an option?
Wow, that's actually really cool. It's great to see innovative interfaces here.
A visual representation on magnets getting stronger with each new coin would be nice. I wouldn't get it if you didn't explain it in advance. The animation style is nice.
The green aliens definitely need another type of movement, as they are sometimes impossible to dodge. The sound would benefit from a pitch randomizer, maybe turn volume down a little bit. The exp progression is tedious and the health power-ups would be of great help. I like the art though.
LD55 — Summoning (16)
🐛Centibleed & The Necropods🩸 by MEGA Marlon 2024-05-03T21:09:02Z ♥ 2
Simplistic but fun. I wish there would be a bit more gameplay than buying the cheapest upgrade the second it becomes available, maybe some controls over the units or strengths and weaknesses system? Still, had a lot of fun, the style is superb
Grave Crave by lildyll 2024-05-03T21:03:01Z ♥ 0
I like the general idea of it, summoning a limited amount of units with limited uses and different strengths, but this would benefit from polishing. I can't target a table most of the times, and the clients aren't particularly helpful about if they need an assistance at the moment. I love the vibe though, nice game
Conjurers Catacomb by xilentor 2024-05-03T20:55:14Z ♥ 1
A wonderful sokoban, being able to walk through one block really does the trick. I got completely confused on the second Clone level, the one with three gates on the right, can't really wrap my head around it. Always cool to see something new in sokoban genre, at least to me!
Bowl n' Bawls by Silliest Goose 2024-05-03T20:44:56Z ♥ 0
Very sweet game. I'd argue that the bawls shouldn't collide with the player character, and maybe some bounciness would be nice to include some more controlled chaos, but I still had a great time with the game!
Mobius by Jerem Watts 2024-05-03T20:31:56Z ♥ 2
I can't believe this was done in 72 hours. Wonderful, beautiful game that I can see myself paying for. Strong vibes from Wrought Flesh and Echo Point Nova. I understand that the level was designed to impress with the scale, but some parts of the starting location felt too distant because of this, and nearly bore me before I've got to the really cool obstacle course. The sound design is beautiful. I've got just a bit of my immersion broken when I've found and played a previously obtained dramatic tape for the second time. I think even disabling remaining tapes altogether after you've heard them all would work better for the immersion, because the player have already jumped through some hoops for these. Great game, looking forward to see more from you
Game of the Name by kaliuresis 2024-05-03T20:04:52Z ♥ 1
First of all, loved it! Still, I've given it four runs and didn't win a single one, no matter how much I've tried to buff myself and debuff the boss. Either there's a balance problem, or I get overwhelmed by the amount of info I need to keep track of.
I really like the idea, giving the power to the name, showing this difference between giving a letter name to people or a glyph name to a monster. I had this awesome experience of writing a glyph name so long that it didn't fit into the screen, but we kept chanting, until we found a name that granted him a low hp value.
I suggest you go for some simplification, maybe finding a way to somehow show the Levenshtein distance (if I understood its' usage correctly) directly to the player, for example by coloring the last letters based on it, maybe switching from letters to syllables. I think this would be great as an arena game, where you summon the demons stronger and stronger still to stand against your squad of better and better optimized characters, maybe with a leaderboard or a story progression. Really like it
Elemancer by Tomssuli 2024-05-03T19:28:46Z ♥ 2
A bit clunky, but very cool. I guess the biggest problem is completely not being able to move while controlling a summon, this could have easily been a nice twin-stick bullet hell. Because of this the easiest way is to just run through the enemies without fighting them at all, just to make a quick summon before the obstacle and pray you're not getting hit three times during it. The animations are wonderful and the sound design is dope. I suggest you scale down a bit, and work on overall dynamics. Great entry, really enjoyed it!
Dreambound Metal Fan by apoly 2024-05-03T19:07:31Z ♥ 1
Wonderful, I really like it, really reminiscent of old school rogue-likes.I would totally play a more polished and balanced version of it, with our zone of influence visibly growing, other fractions attacking us and forming alliances, maybe bonuses for closely located portals. Sadly the spawning sounds completely obscured what seems to be a stylish atmosphere, I suggest you add some pitch randomization between them. Again, really liked the game
Bad Rooms by kjscott 2024-05-03T18:51:57Z ♥ 1
Great little game, very fun to play even against CPU opponents. I really like projects like these that make a simple yet highly functional game. The game would benefit from some simple UI for example for spell icons or cooldowns. Overall, great work!
Tremblewood by Hawkin 2024-05-03T18:04:59Z ♥ 2
Also loved it, and also would've easily spent much more time in it. Love these crowd control destruction games, love playing as a villain. The balance requires some tweaking though, the first time I got completely overwhelmed by an army of knight, and the second time I completely steamrolled everything. I wonder what could have been done about that - adding more enemy spawning points, maybe some time-critical locations that need to be destroyed fast, maybe an ability to call the nearby skeletons to come closer? Great entry!
Summon or Salmon by Derpmeowmeow 2024-05-03T17:53:03Z ♥ 1
The game called me a noob for clicking on feces that were under a piece of salmon that disappeared in 0.3 seconds. 5 stars (not really, but still funny)
How To Rob A Bank (as a Wizard) by petitcoke 2024-05-03T17:49:38Z ♥ 1
Congratulations for submitting the entry, this is a great feat by itself! The gameplay is lacking, I would love to see some additional controls and interactions, but still, good job making it done
Late Night Summoning With The Boys by bbaf 2024-05-03T17:46:13Z ♥ 1
Yep, just like my usual late night summoning with the boys, completely accurate. The sounds are great and the music loop adds the atmosphere. The shuffled Simon Says gameplay is quite cool, but I wish there were any hints that the player could use - an option to replay one or two sounds per round, or maybe visual clues on the characters, that would help to form the connection. Great entry!
Isekai Hussle by Shess 2024-05-03T17:38:50Z ♥ 4
Great idea, but might have a become a bit too complicated. There are too many gifts to keep track of, and it always feels like you race against the clock and don't have time to read the perks, even if in fact you might be able to. Downtime between arrival of new souls seems a bit dull, and the worlds' dynamics are not clear at times. I would absolutely play a simplified version of it, along with a pause button and an option to buy more souls using currency. Great art and wonderful idea though!
Summoning Song by Paul Nadan 2024-05-03T17:29:30Z ♥ 1
Absolutely wonderful, we had a blast mimicking all the birds. The sounds are great and the idea is amazing!
Elves & Skeletons by Loukpro 2024-05-03T17:18:05Z ♥ 1
Congratulations with finishing and submitting an entry, this is always a great feat! I know that the turrets are supposed to shoot, but I actually had some fun just running around and building a wall around the skeletons - maybe that might be a mechanic as well?