Goblin Lord's Dream by Ira Baciu 2025-10-08T09:10:47Z ♥ 1
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
Foon → Ludum Dare Explorer → Users → ZungryWare
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| đ„ | 2025 | 57 | Depths | AM I ORTHODOX? | jam | Innovation | 4.58 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Cut Through | jam | 313 | 3.74 | 3.56 | 4.40 | 4.13 | 3.53 | 4.55 | 3.89 | |||
| 2025 | 58 | Collector | Rocky Mountain Marbles | jam | 591 | 3.23 | 3.42 | 3.61 | 2.84 | 3.55 | 2.95 | 3.11 | |||
| 2025 | 57 | Depths | AM I ORTHODOX? | jam | 34 | 4.26 | 3.68 | 4.58 | 3.58 | 3.08 | 3.95 | 4.53 | |||
| 2024 | 55 | Summoning | And Don't Open Your Mouth Again | jam | 621 | 3.53 | 3.13 | 3.60 | 3.74 | 3.08 | |||||
| 2023 | 54 | Limited Space | đ„ | Air-Raid Architect | jam | 154 | 4.02 | 3.98 | 4.07 | 4.07 | 3.55 | ||||
| 2023 | 53 | Delivery | Sorting Center Savant | compo | 18 | 4.20 | 4.22 | 4.37 | 4.16 | 3.27 | 2.64 | ||||
| 2023 | 52 | Harvest | Organ-ized Crime | jam | 77 | 4.00 | 3.79 | 4.02 | 4.36 | 3.62 | 3.14 | 4.26 | 3.84 | ||
| 2022 | 51 | Every 10 seconds | đ„ | Starshot | jam | 701 | 3.41 | 3.44 | 2.83 | 3.55 | 3.05 | 3.28 | 3.17 |
ZungryWare leaves an average of 23.0 feedback comments each event.
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
I recorded myself playing your game and gave my feedback. Timestamps are in the description. https://www.youtube.com/watch?v=6JL6b3sPi2c
At this point it really feels like you'd rather be writing a short story than making a video game. And reading your post-mortem it seems like you came to mostly the same conclusion. The search mechanic and navigation were the only things that give the player agency. But you can't actually control the events, just unlock more of the story by searching the right rooms in the right order. I enjoyed the atmosphere and music. It matched well with the story of being left behind in an environment you know but don't fully understand.
Fun little game! Crumbling Tower was my favorite level and I wish you had done more with the falling-between-floors mechanic in the other levels. The combat was very snappy but a bit too easy. I also liked having to go back to earlier levels after fining new items. Great work overall!
A really fun and challenging 2D shooter with good combat and absolutely amazing boss fights! That last boss especially was a masterclass in boss design. The gamefeel was pretty good with the sound effects and blood splatter explosions on killing an enemy. I thought the dash ability was a little weak though. It has no sound effect, animation, or cooldown indicator and was really finnicky to use in tight spaces. But overall, great work!
Man, I've been trying to come up with good asynchronous multiplayer ideas for the last four jams but I always come up short. This is a super clever concept for a game and I had a lot of fun with it! Though I personally think I'm a better map-drawer than whatever two boneheads made the maps I had to read. Maybe for payback I'll encode my next map in the enigma cipher. Excellent work!
The lack of an undo button combined with the rather unintuitive mining mechanic makes it very frustrating to experiment in this game. The mining mechanic itself is actually pretty interesting and you get some nice puzzles out of it, but those puzzles are buried behind busywork that you have to redo over and over after you make one wrong move and softlock yourself. In these sorts of puzzle games, an undo button should be very high on your priority list.
Aside from that issue, you have some cool mechanics that work well with each other and some clever puzzles you built out of them. Nice job.
I love it when games use shaders as an integral part of their artstyle. The edge-detection combined with the growing and shrinking hills looked really nice! Great atmosphere and mood overall.
The sprite work and environment design is beautiful!
My problem is that i never figured out how to refill my oxygen. The tutorial says that the elevator is supposed to do that, but it never did. And since I can't prevent my oxygen from going down, my run can only last a couple minutes. I don't know if this is a bug or if I'm just missing something, but I feel like I'm missing out on most of the game here. There are a dozen different weapons and abilities to try out, but it hardly matters if I only have 60 seconds to use them.
In case this is a bug, I am using the web export with Chrome.
Good puzzle game with some fun mechanics. I enjoyed thinking through the possible ways forward by considering the order in which I would have to take the gems. There were a good number of levels and they were able to explore the use of all of the mechanics pretty well. Nice work!
I do have a lot of notes though, especially for useability - Does the game really need separate keys for "pick up" and "use"? I don't think there is any situation where you're able to do both at the same time. (More on that later.) - E and F are not particularly sensible keys to use in this case. Space would make much more sense unless you're optimizing your user experience for a person with no left hand or right thumb. - Putting your Restart key (with no confirmation menu) right between those two use keys is just asking for people to hit it accidentally. I'm astonished I never made that mistake during my playthrough. - The movement feels a bit clunky. You should make the player character snap to its new tile more quickly. Also, if you press one direction, the player is prevented from moving perpendicular to that direction for a certain amount of time. - I know it's not always easy to implement, but an undo button does wonders to improve your game's playability. Any game without one where it's also possible to get yourself into a unwinnable position makes the player feel unwilling to experiment since any wrong move could force them to redo several dozen moves. An example of this: I figured out the solution to the color-mixing level pretty quickly, but actually executing it took me five tries after that because I kept making one single mistake. (Oops, I forgot I have to pick up blue first when mixing colors. Oops, I forgot to pick up the recipe before mixing the colors. Oops, I put the second bridge on the wrong river by mistake. Oops, I forgot to pick up the recipe again.) - Having to wait for the goblin thing every time I use an item is clunky and adds to the annoyance of restarting the level. - The recipe book is a bit annoying to have to constantly reference, especially since it blocks most of the puzzle while you're looking at it. I think it would be better to have an always-visible UI element that shows all of the recipes. - Why am I unable to craft things until I get the recipe book? I didn't bother to pick it up one time since I had written down all of the recipes on a piece of paper. Then I crafted a bomb and nothing happened. Even picking up the recipe book would cause the bomb to become crafted.
This puzzle had a pretty nasty catch. I figured I could just pick up the blue gem once I had crafted the key to get it out of the way. The game never makes it clear that you cannot pick up a gem while holding an item.
What a cool idea! With some more work, this could make for a fun playground to teach people about reinforcement learning algorithms. It would be cool to give further tools to experiment like editing training data to remove mistakes, saving and combining different sets of training data, and adjusting the amount of training that gets done as well as other hyperparameters of the network. It would also be important to have more complex tasks that require higher order decision-making.
I think there may be a bit of a disconnect between the training environment and the test environment though. I don't think the AI has any concept of waiting. I tested this by training the AI to only ever move right and just try to get to the right edge of the level while waiting to dodge enemies. But the AI just zoomed to the right at full speed and then turned back around again upon reaching the other side of the board. I tried to account for this lack of a wait action by training the AI to walk in circles until the path is clear of enemies, but that just got it stuck wandering around in the same corner forever: stuckincorner.png
Good work on the pixel art and monster designs. It has a nice cohesive style.
The main issue, I think, is that the shape-drawing mechanic pulls you away from the actual battle. I got through the whole game not paying any attention to the battle going on in the background at all. I just kept selecting the largest minion and drawing shapes until I beat the level. Not only does this mechanic not ask you to be aware of what is going on in the battle, it actively distracts you from it by giving you an ever-present and unrelated task that covers it up on your screen.
There is a similar game I've played called Quest For Power. It has the same basic gameplay where you summon creatures that walk forward toward an enemy you want to kill. But in that game, you can hurl rocks at enemy monsters through a catapult you have to aim yourself. That's a mechanic that asks you to pay attention to what is going on in the battle, while still giving the player something to do other than watch the fight. My point is, the solution to this problem is to make the player-interaction mechanic require the player to react to things that are happening in the battle and create moments of tension where the player might fail the level if they are not able to complete that task quickly enough.
I love seeing procedural generation in a game jam game! Nice work on that. And I like the idea of summoning ever stronger monsters as you collect resources.
However the different characters didn't feel very distinct. They all had the same attack just with slightly tweaked stats for the most part.
The projectile direction is a bit off from where I aim my mouse. This was especially frustrating when playing as the archer with his slower fire rate.
I cleared out a dungeon entirely and nothing happened. And I couldn't return to the hub since there was nothing left to kill me.
The game freezes after enough time playing. Here is what I saw in the console: summonerror.png
Nice jam in the background!
The difficulty starts pretty high and I was just frantically trying to combine cards together as fast as possible before the enemies got too far. You have a lot of information that gets frontloaded into a long tutorial screen. I think it explains the concepts well, but it's a lot of information at once and it would have been better to let the player unlock new mechanics over the course of the game.
I couldn't play for very long because I would very often become softlocked when the game would not let me place the building I had just created. If you fix this bug, I'll gladly come back and give the game another try.
I enjoyed the visual design of this game! All of the trippy visual effects and animations made the game come alive.
I would have appreciated a timer in addition to some other visual effect to indicate when you're short on time left. And the messages on end screen could be a bit clearer. I don't understand why "Pure Evil" is the best result, while "Bad Blood" means I lost.
I was only ever able to get to level five. I'm colorblind so I couldn't consistently make it past any round that asked you to discriminate based on color.
The cloud attack makes gameplay very sluggish. It's an extra chore that you have to stop and do between platforming bits. But it has nothing to do with the platforming since you can just stand perfectly still while you guide the cloud to the enemy you want to kill. Take Mario for example. The combat is intertwined with the platforming because you have to land on an enemy to kill them or line yourself up diagonally to hit them with a fireball. Here, every enemy challenge is the same since they are all solved by flying a cloud over to them from complete safety.
As others have mentioned, the spikes very often blend into the background and it is not immediately obvious that they should cause damage at all. Also, the hitbox is very unforgiving.
The character felt good to control, though the super fast speed and high bounce of the cloud meant that the platforming wasn't terribly challenging.
The visuals were nice. Good colors and textures. Although I would warn against mixing multiple sizes of pixel in a pixel-art game.
Very polished entry with some fun ideas. The dice throwing and battling all had great animations and visual design.
I wish the deckbuilding aspect had been expanded upon more since I never felt as though my dice ever synergized with each other. I also didn't bother picking a specific order for my creatures since it never seemed to matter. I mostly just stacked axolotls and deleted my early game dice.
This is a really neat concept! I love the discovery that can come from these sorts of systems, where you write down the names of your best guys to use in future fights.
My main complaint is that there are a lot of things to look at for each beast you summon. It would be nice if there were more visual representations of the stats. Like making the font size for a particular stat get larger if that stat has a higher number assigned to it and giving the special abilities visual symbols that represent their functionality. That would make it a bit easier to understand how my typing is affecting the beast's stats in real time.
Nice work!
I think some of the cards are mismatched from the actual effect they have in the game. The early levels in the game are very easy. I kept randomly stumbling into the correct solution until the last level, where I didn't yet know how certain mechanics worked. Generally, when a puzzle introduces a new mechanic, you want to make it so the player cannot feasibly beat the level unless they fully understand that mechanic. Maybe it's a problem of solution space. When a level has three cards (which is a decent amount of information for a player to remember already), there are only six different orders to play those cards.
I enjoyed the subversion in the fourth level. That is a good example of a puzzle that teaches the player how multiple mechanics interact.
I seem to have a real knack for getting the worst ending on the first try when I play one of these choices matter sort of games. Does that say something about me? Although Iâm not sure it was entirely my fault this time. When I got the bad ending, I couldnât think of a single way my choices could have had an impact on the outcome in the context of the story. I didnât really do anything that affected the outcome and neither did the girl I brought along with me. I later found it was because of my lack of doing things that doomed all of society. Whoops. In the trolley problem, am I a bad person for not pulling the switch if I didnât even know the switch was there?
I liked the alternate telling of events between the good ending and the bad ending. The unreliable narrator is one of my favorite narrative tools and this was a cool use of it.
I donât need to be told how to feel about the ending I just experienced. You shouldnât need to say, âYou should feel good about this ending because it was the good ending!â It should speak for itself. This was the only eggregious example I found though. Overall, I think you did a good job with show donât tell and let the reader learn about the events through dialogue and description of events.
Nice sokoban game with a fun central mechanic and some great puzzles! In particular, the ability to use turtles to block other turtles was what made this game work. Levels 11, 14, and 17 were my favorite.
Some Qol notes: An undo feature would have been very welcome. In level 17 especially, I constantly inputted a control wrong and had to restart the sequence of moves completely. Also, if you have a forced delay between inputs, it's best to let the player hold down the key to perform the action repeatedly.
But overall I enjoyed this. Great work!
Really good pixel art with great graphical touches and animations.
I found the kick to be slow and fiddly to move that I never moved the lantern on my winning run. It's way to slow to be able to use it reactively to dodge incoming projectiles. And there's no benefit to using it proactively since you're no better off with your lantern on right side of the screen as opposed to the middle. I noticed later that it shoots flames out of it when kicked, but I still don't see a reason to do that when I could just shoot the enemy with my gun.
Man, I was way too picky. I only ended up sending three people. (Well technically, I guess it was five.) I have to decide whether or not to save someone without knowing what the future candidates will be. I enjoyed the character profiles. Nice work!
There are a lot of little touches that make this game work. Making ice crack before breaking gives you a chance to move to a safe spot, but you have to be quick. I like how you can collect new ice pieces and have some choice over where they get added. And the ice-control physics feel very smooth while still being a challenge to maneuver. Great work!
Phenomenal voice acting! Well, Marius's wise-guy accent was a bit hammy but aside from that, the characters all felt really believable and unique from each other. Great writing for sure. I enjoyed piecing together the events of the wedding and trying to decipher who did what. I gotta say, whoever wrote that letter is a damn coward. That is information you provide *before* the wedding, not during.
This had me engaged all the way through. Great work!
You guys seem to have a real talent for making weird and wonderful games. Such a strange mechanic but it works so well here! I feel like a lot more could be done by adding some augmenting mechanics. This is definitely full-release worthy if you explore the puzzle design potential some more. Fantastic work!
I have a pretty beefy computer but I was getting a lot of lag if I fired my weapon for more than a second. Let me know if you fix this so I can give this game another shot. Aside from that though, this game has very good gamefeel. The impacts and mucus splatters are very satisfying.
The gameplay is simple but still fun. Maneuvering around those crates to avoid the insects is challenging near the end. The difficulty curve feels just right. The grappling hook is cool but I move so fast I never felt it was necessary. By the time my hook extends to the wall and pulls me in, I could have just moved there.
Fantastic graphics and polish! This game just feels good to play. I especially liked the teleport animation even if I didn't use the ability much at all.
The fact that you only have one life makes things very tense all the way through, so there's no real rest break. There's a lot that can kill you in this game and missing one thing sets you all the way back to the start. I lost most of my runs to the Lazy Laser since there's no warning before it shoots. You just have to recognize the enemy by its model and know to stay out of its way. That's really hard to do when you have seven other things to keep track of.
Oh, and forcing me to take my hand off the controller so I can click the submit button after every run was rather annoying.
But overall this was a fun and well-polished game. Great work!
I tried for a good 15 minutes but I cannot figure out level 2 or 3. I don't even really understand the game's mechanics. I can wrap my head around level 1. The two devices each create a portal between the two walls they are attached to. But I can't even comprehend what's going on in level 3. It's important to have puzzles that make sure the player fully understands a mechanic before you start adding twists to that mechanic. And that goes double for games with wild space-bending mechanics like this.
For level 2, I don't know what the grey box does at all. It doesn't seem to create any portals and I can't find any use for it as a plain physics object.
It's a shame because this seems like a super cool mechanic with tons of design space for puzzles. If you make more puzzles and fix the learning curve I would definitely give it another shot.
I love your choice to give names to the abductees, and right before we're given the option to crush one of their roommates into a flesh cube. Way to show you're not messing around here. "May your future be bright, random alien I am selling into slavery!"
I think this has a similar problem to your previous game in that the writing doesn't affect the gameplay. When I have to click through four text prompts to warp somewhere, I'm probably not going to stop to read the flavor text sandwiched in the middle. It got to the point where my brain wasn't even deciphering the text anymore; I was just looking for key icons and values on the screen and clicking them when they showed up.
The game felt way too long for how much content there is. I abducted 35 organisms at the end and since about two-thirds of them escaped, that means I probably had to visit over 100 essentially identical planets in the full playthrough. While it is satisfying to sell off a full cargo hull of aliens, I don't think it sustains for long enough.
I think what makes it feel like busywork is that there's rarely ever more than one possible option whenever I'm presented with a choice. If my cargo hold is full, travel to 0-body systems. Otherwise, travel to whichever system has the most bodies. I think the only mechanic that offers real choice is the storage mechanic. If you abduct a creature without enough room for it, you have to weigh the value of your other creatures by their sell cost and health. But you don't make this choice very often since if you have a full cargo hold, you're trying not to travel to systems with life in them.
I feel like there was a missed opportunity to have dialogue with the aliens you abduct. Maybe by the end they convince you to give up your slave-trading lifestyle for good.
It's official: The Nintendo DS nostalgia wave has begun. And I am here for it. This game looks really good. I'm wondering how you got the car's animations and physics so polished in time. It looks and handles like a fully-fledged racing game.
I love the design of the race course. It has great gameplay and setpieces while still feeling like it could be a real location. Great work!
Clever idea! I love how the status indicators were the title of the window. I found the game to be really easy though. You know the phrase, "couldn't hit the inside of a barn"? Well that's kind of the problem: I *can* hit the inside of a barn. No matter what direction I aim, I always hit my target. I just have to alternate between aiming vertically and horizontally so neither axis can close in too much. The difficulty definitely needed to ramp up faster. I got to round 16 before I called it quits.
But the idea is clever and the gamefeel and music were great! Nice work!
The interface for this game is very unique and impressive. It looks like it was a lot of work to implement. I just wish you had had more time for the puzzle mechanics.
I managed to win really easily just by bringing two squares and a triangle to a planet with a circle on it. Though I tried it a second time with just one square and I lost because the game assumed I was stranded.
I don't see a use for the robot arm/conveyor. I figured it was for automatically transporting shapes from a drill to a railgun so you could send resources to another planet automatically. But the railgun doesn't seem to accept shapes.
The controls feel a bit clunky. I think it's the fact that the order you click on things completely changes what will happen with little visual feedback to indicate this. Not a big deal though.
I would really like to see what could be done with this game's mechanics. I think the base mechanic is interesting enough to create a good puzzle game with some more mechanics added.
There's a cool idea here. Having the player plan out their resource inventory to fit the different needs creates a fun gameplay loop. But there are a lot of things that make the game not a great experience.
This game has a real information overload problem. When I start the game staring down four different stations each with their own confusing-looking UI, my brain kind of shuts down. I think the solution in these cases is to give the player one station at a time and force them to make use of it to unlock the next one. That way they figure out what that station can do for them before a new one enters the mix. It's a combinatorics problem. Maybe I can figure out these four stations on their own, but anything I do in one station is completely meaningless unless I know how to use the created resource in the other stations. "I turned rock into Silicon. Cool, but how does that help me? Heck, maybe doing that screwed me over completely because I needed that rock for something else." That's my sort of thought process.
It's problematic that you can't see crafting recipes you don't have the resources for. How am I supposed to know what to collect in order to craft what I need? Once my inventory is full, I need to jettison something. How do I know what to jettison unless I know how much of it I'm going to need? I had to look at your source code to figure out how whether I really needed all of that Silicon. (I didn't.)
I can never seem to get enough ice to offset the loss of oxygen from obtaining it. I need to collect an ice ball every five seconds or else I'll end the excursion with a net oxygen loss. I found that to be impossible even without collecting the other asteroid types. The collision with the asteroids was also really buggy. Sometimes I was able to hold two at once but most of the time the second asteroid would bounce off me or teleport around. I was never able to beat the game because I always ran out of oxygen before I crafted my third thruster part.
There's definitely some cool mechanics in this game, but there's a lot to be desired in the polish and balance departments.
Fun little shooter game. It was satisfying to line up several enemies to kill in one shot. I like how the arena resets in size after each wave to give a pacing break. Though I think the waves could have been shorter so the player can get upgrades more often.
The overhead minimap was a nice touch. I think our game could have used that. I also like how the enemies fall apart into little physics objects on death.
Qol note: Let the player hold down left-click to fire continuously.
High score: 43300
I love me some tough-as-nails games with short iteration times and low penalty for failure. Well, I did notice you put a death counter in the corner of the screen, but the day I start caring about my death count in Super Meatboy-esque platformer games is the day I stop playing them.
You really got your dime's worth out of the game elements. It never felt like you were remixing the same ideas to pad out the levels. Little stuff like, "explosive crates, but this time you have to stay in the air while you wait for them to explode" is an excellent new way to use that element.
I like how you always put in an easy level after each tough level as a bit of a pacing break from beating the previous one.
The graphics are decent, but the music is fantastic! What a catchy soundtrack! Top marks there.
The high air friction got me a bit. Given how wall-jumps always seem to work a bit differently in different platformer games, my usual strategy is to stop holding forward a little bit before I hit the wall and let moment up carry me to the wall, then start holding the opposite direction after I jump. That way I won't cancel my momentum by moving against my desired direction after jumping. But with the high air friction, I stop moving before I hit the wall and fall to my death. Maybe it's just muscle memory built by playing too many Ludum Dare platformers with poorly implemented wall-jump mechanics, but I think less air friction would make the wall jump feel a bit better.
An issue often complained about in platformer games is the "blind jump", where the platform you have to land on is off screen, making it impossible to know ahead of time where you will need to land. This game has a lot of "blind grapples", where you are encouraged to grapple onto an off-screen object and may accidentally grapple into some spikes or into an enemy without knowing it was there. I think you should have made the grappling hook limited to only going as far as you can see and adjusted the level design accordingly.
But overall, fantastic game that had me hooked all the way through. Great work!
I got softlocked part way through. Time wouldn't get rewound far enough and I would still be dead.
Neat little Bloxorz type game with some new mechanics. The enemies, size-changers, and ability to roll halfway off the ledge kept things different enough. Though for the security cameras, it's hard to tell what their pattern is. I just had to bum rush it and hope the pattern moved slow enough. I liked the transitions and mood as well. Nice work!
I hate to claim that a puzzle is impossible since people have probably said that many times about puzzles that are definitely possible. In fact, that's what makes a great puzzle: Making it seem impossible but then it's obvious once you figure it out. But considering I'm the third person to comment about the "getting tricky" puzzle, I think you should confirm that it actually is possible.
As for the game itself, it's a pretty neat concept. The blocks add a lot to the thought process of positioning tiles. The isometric view is a bit awkward though since the arrow keys are mapped at a 45-degree angle. You could map the arrows 90-degrees counter-clockwise and it would make just as much sense.
Nice work overall, but there are few worse sins than making a puzzle game with an unsolvable puzzle. So I would appreciate confirmation that that level has a solution.
I wasn't sure at first if this game's mechanics would be enough to create interesting puzzles, but the last few were pretty good! It wasn't super challenging, but it defied my expectations at certain points when I had to combine multiple numbered cards to create the required move distance. Nice work!
I decided to play twice. The first playthrough, I was completely pragmatic, just telling people what they wanted to hear. I praised gay people; I slandered gay people. I spoke positively about both globalism and nationalism, and somehow that caused people to trust me even more.
On the second playthrough, I gave sermons with priority and opinion based on my own beliefs. Apparently I wouldn't make for a very good priest since I was down to three people by sermon #4.
My favorite was when I was given the choice between talking about white people, black people, or mixed race people. Really putting me in a box here.
This is a really neat concept, but it has a lot of mechanics I didn't feel like dealing with. When I have 30 parishioners, I don't want to be clicking on every single person about their beliefs. In a full version, I think seeing the parishioners' faces would go a long way to feeling like you're building relationships with these people. Maybe hearing gossip or things people did as a result of your sermon. (Little Timmy started a lemonade stand because of your positive sermon on small businesses.)
The lighting effects are pretty overbearing. The animations were too sluggish and make it slow to complete a solution. On level 3, the colors were hard to tell apart, especially since I'm colorblind. I didn't realize the purple box was next to the blue switch until I took a screenshot and used the color picker in MS Paint.
In level 5, the toggle switch controls many different blocks. If you misremember which blocks it controls, you can accidentally destroy the box. This is a general problem throughout the game, where you don't know what each control or switch does before you press it. Figuring out how the puzzle works shouldn't be part of the puzzle. And once the mechanics are figured out, none of the puzzles are particularly challenging to solve.
This game has interesting mechanics, I just don't think they're used to make very challenging puzzles. The idea of making controllable elements range-based is neat, but none of the levels use that mechanic to its fullest. There should also be some visual effect to tell you which elements can and can't be controlled.
Interesting idea to combine golf with puzzle game elements. The switches felt a little awkward to hit though since it's unclear how much force is required to hit it and how close you need to be. Maybe it would feel better if it was a toggleable pressure plate instead.
It's really easy to softlock yourself in level 3 by knocking yourself out of the level. And if you go back to the level select, you can't select level 3 so I had to replay level 2 three times to beat level 3.
Like others have said, the sluggish controls make it tedious to execute attempts, especially if you make a mistake and have to restart. It's probably a good thing that this game is easy because otherwise it would just be too frustrating.
That level with the four switches gave me a lot of pause because I thought I had to mail all three letters. I figured it was solvable if I only mailed one, but I was afraid to try it in case I was wrong and would have to restart.
Congrats on building the game with no engine. That sounds very time-consuming!
The game has some fun mechanics that can create interesting puzzles. Nice work!
Fun little twin-stick shooter. I enjoyed the difficulty of destroying the spawners.
It was hard to tell where I was aiming since there is no reticle for exactly what direction the bullets will come out. I ended up playing really slowly because I couldn't reliably hit enemies when I needed to. (I used gamepad controls.)
I also didn't use the dash at all. I only found out I had it in level 3 and still didn't find a use for it afterwards.
Fun and engaging puzzle game. The mechanics all felt sensible and well-tutorialized. There were some great aha moments, with the last two levels being particularly clever. Great job!
My only complaint is that the controls are a bit sticky. If you're holding any of the WASD keys when pressing a different one, it won't register.
Really fun and satisfying speed platformer! I loved the time-slowing when jumping and aiming at the same time. The slopes and dogs added a lot to the game as it progressed. Great job!
Here are my notes: - There should be a sound effect for when a dog steals your package. I kept not noticing that my package was stolen until I tried to throw it. - I always avoided bouncing the package off walls. The package is simulated as a rectangle, so it's very unpredictable how it will actually bounce when thrown. - The movement controls could be streamlined a bit to make the player feel better to control. - The package would often get blocked by level geometry even though the dashed line showed a clear path.
I spent over 20 minutes of trying to clear the room above the one full of spikes. I was trying to wall jump off the right wall and dash over the the platform. I was using the keyboard at first because I prefer that over using an analog stick for a 2D platformer. I decided to switch to the analog stick to see if it was easier and discovered that wall-jumps with the analog stick are more forceful for whatever reason. I determined that was the issue and I spent even more time attempting over and over. It was only after I misinputted and accidentally held up while dashing that I found out you can do a vertical dash. I never thought to try that.
I think the problem is that there is no part of the game up to that point where the vertical dash is obviously required, so I assumed I already knew all of the game's mechanics that I needed when I got to that room. My method looked possible so I kept trying.
Here are my other notes about the game: - After beating the game with the gamepad, I went back to beat it a second time with the keyboard and found the controls to feel better. The arrow keys have movement acceleration (presumably to make up for lack of analog input), and that actually improved the feel. - It's usually a good idea to implement coyote frames in platformers. The jump mechanics felt a bit unresponsive on small platforms. - There are several rooms where you have 1/20th of a second after entering a room before you fall into spikes. The penalty for failure is low, but it's not a good idea to put hazards immediately after blind room transitions. - The spike hitbox is too big. Hazards should usually have as small of a hitbox as you can reasonably give them to match their sprite. Standing on the floor *next* to a spike definitely shouldn't kill you. - The wall jump felt a bit clunky. Since you have to hold *away* from the direction you want to go in order to cling to the wall, it's a timing challenge to change directions right after hitting the jump key. The trick I've seen used is to lock the player's movement controls for a few frames after performing a wall jump so they have more time to switch movement directions. - Other than those issues, the controls are very responsive for a Jam platformer game. - The auto-camera felt really good in the last room. It always showed what I needed to see. - Great retro NES soundtrack. It's an impressive OST for 3 days! - Well-designed levels that each test the player's moveset in unique ways!
Interesting idle game. It was fun trying to figure out how to optimize my route, but I don't feel as though I ever got the efficiency I was hoping for.
If you assume each biker spends the same amount of time at each city, you should hit max near max efficiency with five bikers. The problem is that with limited city capacity (each city buys goods only if it has half or less and sells only if it has half or more), it can cause bikers to skip past a city and get blocked by the biker in front of it. So the capacity upgrades didn't so much feel like they were giving me some huge bang for my buck like I would expect by their price. It just felt like I was finally getting a the efficiency from the bikers I had already paid for. And since the city upgrades increase in price way faster than their benefits would suggest, the game gets really sluggish at the end.
I think it's a bad idea to upgrade bike capacity too much because then it runs out a village's stock faster and causes a bike to take longer at each villlage. Which therefore causes bigger jams instead of spreading the bikes out across the villages.
The "sells-everything" village in the bottom left felt kinda pointless because my bikers would always buy low-margin goods first instead of the high-margin bananas. And there was usually plenty to buy from at least one of the other three towns and I would rather they buy from the right and top villages.
I'm impressed you got so many mechanics working in three days! The crossover conveyor belts and gate conveyor belts seem like they would cause a lot of edge cases. I enjoyed having the ability to both automate the tasks and manually move stuff around myself if the splitters didn't quite do what I wanted them to. Though I think the time limits were too forgiving. I reckon I could have skipped the automation entirely and just done everything myself and still beaten the levels well under the time limits. Tougher time limits and less money to spend would mean having to choose carefully how to set up your factory so that your manual labor can be as efficient as possible.
My playthrough ended in South America when I ran into gamebreaking bug. Every time I took a step I would rise upwards, causing me to shoot up into the sky any time I tried to move. When I restarted the level, I was wobbling back and forth and unable to move. It happened when I was carrying a package through a gate conveyor belt.
Interesting concept for an action-puzzle game, but definitely could have used more polish.
My main problem is how easy it is to screw yourself by placing the wrong pheromone. One pheromone placed in a way that the ants can't (or won't) follow means the run is over if you can't get back up to place another pheromone. It doesn't help that the controls are really strange. I normally associate Space with jump. And this is likely a problem unique to me, but I made the mistake at least six times of pressing R for 'red pheromone'.
The controls are pretty wonky as well. There's a wall jump that I can't get to work consistently. I fell through the floor several times. Having to vault over a thin wall made it very difficulty to get the queen over. You have to use the buggy wall jump and when you succeed, you have one chance to place the pheromone correctly or the queen will be stuck facing a wall for the rest of the run. The farthest I got the queen was 75%.
Also, your play link says, "Source Code", which will make some people think the only way to play the game is to build it from source.
Those were some pretty cool mechanics that worked together well! Everything is a throwable physics object, including the bullets! The final boss was definitely the highlight of the game. I think it was a perfect difficulty for everything else up to that point.
I love how even the gun at the end had the wierdo physics everything else had! :D physics.png
Here are my notes: - I wish I could turn around while holding an object. Maybe this was an intentional limitation, but it made the game feel a bit clunky. - Throwing a physics object at an enemy sometimes wouldn't do damage if they were to my left. - I wish enemies would signal their attacks before firing to make it easier to dodge bullets. - I know the gun isn't really part of the game. But if it were, I would like to be able to hit enemies that are a bit farther down. The bullet usually hits the top of the crate when doing that cover-fire.
If you fix those issues and add more content, I could see this being a good post-LD game!
Fun little card game!
I liked the dithered-palettized 3D look and the monster sprites. Having the color of light creep under the doorway was a great touch that added some sense of agency to moving through the dungeon.
The gameplay got a tad repetitive near the end. Though it was saved by the new green and blue cards that could combo with the other cards. I also wish the final boss was tougher. By the time I was ready to use my damage-doubler card on the 50-damage card, the boss had so little health left that it hardly mattered.
But I enjoyed overall. Nice work!
I've been going through creators whose games I liked in previous jams and I have to say I'm not disappointed. This game is just as crazy as the last one I played.
I was thinking about using the theme to "deliver" a speech, but I couldn't think of a way to do that in gameplay. This implementation is really cool, having two audio tracks in parallel that you switch between and pick which one best supports your case. And it's very expandable to more writing/songs.
My only note is that I wish there was more visual feedback for when you should switch between tracks if you have to go up and down really fast. I tried to do it on-beat, but would get tripped up by words with multiple syllables. And it could use some audio and visual feedback for when your score goes up or down, like you get in most rhythm games.
This is pretty easy as a puzzle game. Aside from a one town (the one where you loop the path back around it) the paths were pretty obvious. It seems like a good concept for a tough level-based puzzle game, too!
I am impressed with the non-uniform tile-based map. The rails all connect up properly and figure out which directions are legal. I'll have to checkout out that Sylves library if I ever do anything with Unity.
Nice atmosphere and cool mechanics, I just wished those mechanics had been used to their fullest!
Fun runner-type game! I got to 4 souls and 22/26 city blocks. The kick and punch were both satisfying to pull off and combo off of each other. The jumping mechanics felt pretty smooth as well. I would have appreciated adjustable-height jumping, but that could trivialize the movement a bit. It was satisfying to get just a little bit farther each time.
My notes: - Bind a gamepad button to restart so I don't have to lean back forward and click it with the mouse. - Please support movement with the D-Pad. I much prefer that for sidescrolling platformers. - Since you can't control your jump height, there are a lot of blind jumps that arise from jumping too high to see the ground below you. It's not so bad since I realized later than you can use the punch to stop your downward movement, but it's still good to avoid blind jumps. - I hate having to restart all the way back at the tutorial for the 16th time just to retry a section way ahead. I definitely would have been more willing to try beat the game if there were checkpoints. Not even that many. Just two or three.
I experimented a bit with using ChatGPT for NPC dialogue before the Jam started in case I wanted to make a game that used it. But the NPC's never talked the way I wanted them to. Even if I specified things like "Only provide your own dialogue, never anyone else's", it would write a full conversation between two NPC's instead of just the one response I wanted. And your game not only does all of its conversations correctly, but wards against prompt-hacking pretty well!
It wasn't perfect though. Here few funny examples. In the second one, the guy later said he was still at the bank, so I tried delivering the package to the two people there and they were both wrong. But it's to be expected with how ChatGPT works currently.
Since I'm really curious: - How did you get it to give information, but only after some pressing and not right away? - How did you ward against prompt-hacking? - How did you prevent bad responses from NPC's or prevent them from going off topic?
How does one come up with these sorts of ridiculous game mechanics? It's so weird but it works. Very engaging all the way through!
Very nice looking game with a refined-looking pixel-art style. I liked the starting area sky city.
I was a bit confused on the gameplay though. I noticed that the bombs from the crows never damaged anything, so I just stayed in the lower deck and repaired holes. Then no more bombs got through. After a few minutes of doing that, the screen got dark and it started over. I had to go to the comments to figure out that I had apparently won, but that there's no ending screen. The core gameplay loops seems cool, but doesn't seem to have much actual challenge behind it. If the bombs on the top deck could blow holes in floor, that would have been really fun.
Cool game and great-looking, but I wish there was a bit more to the gameplay.
I see you watched the same episode of The Simpsons I did.
This was really fun! I came in expecting a puzzle game, but instead got a micromanagement game about monitoring moving boxes. It was fun figuring out my workflow for the level and then executing it. "Okay, I need to watch for incoming boxes when the first hazard checker is in use to improve efficiency, watch for non-hazard boxes coming out so they don't go to the hazard tube by mistake, and move boxes that come out of the color checker into the respective tube. Now let's do this!" I think you could have turned up the difficulty more at the end because I three-starred every level on my first try. Maybe just make everything faster.
Pickup and place controls were pretty wonky. I'm not sure what it was, but the boxes often wouldn't go where I thought they would go, and sometimes the input wouldn't work at all unless I moved around a little. In fact, the only time I placed a box into the wrong pipe, it was because the game placed the box in a space I wasn't expecting it to. Just make the box always land on the space you're standing on and make the whole space glow brightly when carrying something.
But that issue aside, it was a fun and frantic game that had me hooked the whole way through. Great job!
Fun little game with high-tension moments! Long reloads are great for creating tough moment-to-moment decisions on resource management. And the flares were a cool way to let the player "buy" information that helps them decide when to reload and when to stay ready to shoot. So the two mechanics work quite well with each other.
The mood is great too. The pitch-black lighting, harsh shadows, and sound design create a very unique atmosphere. I just wish there were more voice lines, since the prayers got a bit repetitive. But that's my only complaint. Great work!
I wasn't very good at this. The best score I got was 505 because I got lucky and was able to deliver two packages. (The second one half a second before I ran out of fuel and crashed!) The problem was that staying level at the ground for long enough to find a drop-off point cost so much fuel that I couldn't get back up again. Maybe if drop-off points were more common or there was an indicator that one is coming up, it would help. Or maybe I'm just bad at the game.
To clarify, I enjoyed using the flight controls, I just was never able to use them to get very far in the game. The systems interact in fun ways so you have to keep track of your height, speed, and energy level lest you crash and burn.
Fun arena shooter reminiscent of Quake III. I really liked the back-and-forth between the platforming sections and the arena sections. And also the unlocking of new sections and the introduction of flying enemies to the platformer sections kept things interesting.
The graphical shaders were awesome. They added a lot of flair to the solid-color levels. Everything felt impactful and polished in the graphics and audio!
Here are my notes: - Make the difficulty ramp up faster. I feel that attempts last too long in their current state. - Change the layout of the central arena to encourage the player to move around more. With the way the arena is set up, I felt the best option was to stand in the middle and turn to shoot oncoming enemies. And that's pretty disappointing in a game with so many movement mechanics. - Use raw mouse input for aiming. Many people have mouse acceleration (known on Windows as "Enhance pointer precision") turned on, which is bad for FPS games.
But other than that, I had a lot of fun! High score: 205775 - Wave 13.
This is why task prioritization is so important in game jams. Even when making the game, you should add features in order of how much ability you have to cut them if you start to run out of time. Making the menu before the game is like putting the cart before the horse. It's an easy mistake to make though. In my first Ludum Dare I had the benefit of working with a friend who had done several of them before. And he was constantly talking me down from the overscoped ideas I was pitching. :P
Here is a flowchart of the order in which I do things if I'm unsure of whether I'll finish in time:
Base game with minimum mechanics -> content -> polish -> menus, sound effects, music, etc.
It is legitimately a really nice title menu though! Slick animations and funky music! Great job on that.
Wow! What a pretty-looking game! The color palette and shaders did an incredible job creating atmosphere! So many little touches, like the level start animation and the "inside view" on the top left, to the weather-effect shaders and vertex animations. 5/5 on graphics for sure.
And the puzzle design is great as well. Very cute, having the player move around to "find the PDA", but it's really to train them on the controls. My favorite level was the one with all the ramps. It had several great catches to figure out how to set up movement for future sections of the level. I think the pushable blocks and ice blocks had the most interesting designs. They force you to think ahead and how moves now will affect the future.
But then you committed game design cardinal sin #1: Making you sit through unskippable dialogue whenever you want to retry. But the real pain was the lack of an undo button. I was really wishing I had that once I got to the falling blocks. It sucks to have to restart the level from the beginning every time I want to try a new way of moving through the ice. It just goes to show that no matter how much work you put into fancy shaders, weather palette shift effects, custom assets, and ambience, it never matters more than the gameplay.
I didn't finish the game. I played for over an hour and got to this point:
I got the crate into the chute, but then the exit was revealed and I did not have the proper ice blocks left to angle myself at the exit. That's pretty messed up, considering I had no way of knowing where the exit would appear beforehand. It was a pretty fun level too and I felt clever for beating it. So the realization that I would have to restart felt like a cruel joke at my expense.
But despite those issues, it is a super fun and engaging puzzle game. I am so impressed on how much you created here as a solo project in two days. Fantastic job, seriously!
It took me a bit of trial and error to figure out how to get past the first menu screen. Having the pizza represent a forward arrow is clever and thematic, but not immediately obvious to me that that's what it was. I figured it was just set dressing.
I'm not sure if there is an ultimate goal to work towards. I thought maybe it was to get the houses counter to 0/44, but that seems like a fools errand since six new orders come in in the time it takes me to back myself out of a corner, let alone deliver an entire order. Or maybe I'm just bitter that my gameplay didn't look remotely as impressive as yours did in that promo gif you posted.
There were a lot of nice touches in the audio/visual department. The skid marks are of course non-negotiable in any game where drifting is a mechanic. And I liked the descending-tone sound effects for indicating how many pizzas you have left. Good visual and sound design all around.
Nice work!
High score: 12
Fun little arcadey game.
It was hard to tell at first what was a game object and what was just set dressing. I'm not sure why you made so many unique sprites just to use them clutter up the game area. Were they for planned mechanics that got cut? The background is pretty noisy as well. Try putting a semi-transparent solid color layer over it to reduce the contrast. That way, the eyes naturally glaze over it and know it's not part of the playable space.
The jump felt a tad sluggish and floaty. I noticed that it's responsive to how long you hold the jump button, but it doesn't affect it by very much. You can't really short-hop with it. I think the parameters just needed more adjustment.
It was fun getting the hang of the throwing mechanics. I like how the box would carry your existing momentum, allowing you to choose precisely how far it goes if you can control your speed well enough. My one nitpick would be to let the player pick up the box if they're already holding the grab button when they come into contact with the box. Not a big deal though.
Funny that you used ChatGPT to make a game about robots. Maybe that's what inspired it? :)
I get the idea was to force the player to learn the layout themselves, but there is no way that's happening with the number of different rooms this game has. I even started writing them down on graph paper, but there were just too many. It's a big investment to memorize this many rooms all at once. I think I would have started the player off making deliveries only to level 4, then expanded outwards. That way, you're constantly learning a bit at a time instead of being expected to either memorize (or write down) every room right at the start, or just give up and wander around until you stumble into the correct room. And then once you have everything memorized, the rest of the game is just rotely executing a series of movements. Rolling the two gameplay processes together would have made for a better experience.
The movements could be more intuitive by arranging the buttons on the screen in a diamond pattern. Then I can just click the button that corresponds to the direction I want to go instead of translating from map direction to cardinal direction to dialogue option. The menu-based system adds to the busy-work feeling of navigating the tower. If that was intentional, that's fine. But I'm not a fan.
I think what I mainly I didn't like is that the writing (which I think is the entire point of making a text adventure, so you can spend more time writing and less time programming) doesn't really matter for any game events. In I Require Human Parts, all of the text described game events and rooms with real in-game functionality. It matters that this person has a cyborg heart and not a real one. Here, only a small percentage of the text you're presented actually affects the game. It's not so much a text-based game as a game with text on the side.
Sorry this feedback is all negative, but I hope it was constructive.
I can never tell with these Papers Please-esque games whether an unintuitive or frustrating design element is an oversight or intentional. Typing those long strings gets annoying, especially with how similar 1's and lower-case l's look. (Damn you, penny-pinching typewriter manufacturers!)
The twist at the end was clever! It was surreal thinking back on the previous emails and thinking how they fit together. But I did not confess because I can tell you they got the wrong guy. I happen to know with some certainty that I did not commit a hit and run. Although if I were really in such a situation, I would plead the fifth on advice of my lawyer. Not sure how you would fill in those blanks in that case, though.
Overall, I enjoyed! The gameplay is repetitive, but it doesn't outstay its welcome. And the revelation at the end makes it all worth it!
Oh man, that was a lot of fun! The controls were tough to get used to, but that's the entire point! I just wish there was more to do than deliver plates. Delivering six plates isn't much different than delivering a cup. Once I got the hang of the controls and did a few more orders without much trouble, I called it quits. Maybe in a future version, you could add more restaurant-related tasks like uncorking bottles or refilling drinks from a pitcher.
Yup, that's me. And you might be wondering how I got out of this situation.
It's funny how awkward these controls are, given that they're just a slight variation on the ubiquitous WASD setup. I think it's the sort of thing that sounds good in your head but by the time you find out first-hand how awkward it is, it's too late to change it. So it's an extra step to figure out which button to press. But even if I press the right button, sometimes the game double-inputs. And since there's no undo button, if you make a mistake, you have to start all over. Oftentimes, I knew how to solve a puzzle, but actually executing it was a tedious process.
I think the way I would have done it would be to make movement super quick (like 1/10th of a second), but require a distinct button press for each move.
There were a few good revelations about the game's mechanics, such as the way you can move the parcel to a lower height without getting it stuck. The jump mechanic was neat. I love how there's a wall hang mechanic that never gets used by any of the puzzles :P
The visuals are cute. The game has a soft palette that fits well. Nice work!
I enjoyed the humor and world map screen, but the gameplay seemed too easy. Even on hard difficulty, I was finishing fights in seconds because the airstrike attack(s) do so much damage that your units just have to clean up the rest. Unit placement didn't matter much since all of the units are melee. By the end, I didn't bother anymore since placing the units took longer than the fight itself.
Fun little game. I liked using the physics sim to wrangle boxes backwards on the conveyor belt.
High score was 22. And considering I am playing the hard mode for colorblind people, I think that's pretty darn good.
Actually, I think my main problem is that the mode can change with no warning. A couple times, the mode changed milliseconds before I dropped off the box and caused me to lose a point. Also, a sound effect for each mode it switches to would be helpful.
I like the unique progression system! Though I do wish we eventually got to upgrade to a DS, (Since that was the first handheld I owned), it was time constraints I guess :P. I think it would be fine if you went a bit longer before giving the player the Paladin. I thought we were gearing up for a system where you switch back and forth between the faster-firing system or the vertical aiming system. Like choosing between classic 90's shooters or modern console shooters. Funny, because the Gameboy systems weren't really known for their FPS games.
My main problems were: - I didn't really understand the death mechanic. I figured out how you lose certain console features on it and might have to downgrade to a lesser console, but when I died completely, the monsters didn't reset. So I just died to the same spawncamping enemy repeatedly until I was able to escape. - Losing turning and strafing at the same time can get you stuck. Having pgdn is a workable solution, but not a great one. - The bullet collision detection/aiming system was messed up. My shots would only hit like 1 in 3 times.
Those issues aside, I had a lot of fun! That final fight was intense!
Wow! This is exactly the type of game I could sink my teeth into! I loved coming to new understandings about the game's mechanics. I have beaten up to level five right now, but I plan to come back later and finish the rest.
I liked how you even included a little debugger system where you can see which node a section of plant is currently on while stepping through the frames one by one. Great touch!
Here are my (minor) nitpicks: - The growing fruit mechanic just seemed like platespinning. I would figure out the solution to the puzzle, remember "oh yeah, I have to stick a 'grow fruit' node before each 'grow forward' node", do that, and *then* I would win the level. It's an extra step that doesn't make the game any more difficult, but delays the level win. - The "Grow Forward" node mentions a green arrow in its explanation text. I know now that this refers to the connection arrow. But at first, I thoight it referred to the green arrow on the node's icon, so I was kinda confused to what it meant. - I think a separate "Start" node would have been a better choice instead of a Start label next to one of the nodes. It's more elegant, I think. - A few more levels in between to get the user used to the mechanics wouldn't be a bad idea. I have some previous experience with state machines, so this was a lot easier for me. - I wish you could set a numerical value for the "wait" node. My solution for level five involved a chain of 20 or so wait nodes and hooking those together was a bit tedious.
But those didn't do too much to damper my experience. Fantastic work!
The game keeps freezing for me within a minute of starting. I used Firefox.
Now *this* is how I like my puzzle games! Short levels where you're not out much time for making a wrong move. And each level builds on the previous one in order to teach the player bit-by-bit how to maneuver the harvester.
Level five made me feel particularly large-brained for beating it. There are a few clever revelations about the game's mechanics you have to arrive at in order to beat it. And it does it all with so few moving parts. Level six was really good too.
The fueling system was a bit awkward to figure out. First off, the big glowing red cube doesn't really look much like a fueling station. (I assume this was a time constraint thing.) Second, I had to go back to the menu to determine which side I had to fuel it from. I figured out the grain deposit from the model, but there doesn't seem to be anything indicating fuel side.
An undo button would have been nice as well. I had to restart the level many times due to misclicks.
But overall, this is a nice snacky little puzzle game. Great work!
Nice little RTS game! Great 3D models and texture work. Everything was easy to classify and munching up fields of wheat was satisfying.
The controls felt nice for the most part; I liked using the line-drawing to lead the insects. I did find it to be a bit trying sometimes though, since I would often draw a line only for a small section of the hive to not follow in with the rest, or for a clump of bugs to stop part way through following the path. And because the camera is so zoomed in with no way (that I could find) to zoom it out more, I had to draw many lines which meant I was losing bugs left and right. I could herd them back in, but that would often mean letting my main group be a sitting duck for a few seconds.
I enjoyed the strategy. Scoping out the map and deciding which way to take my hive first to clear out various towers. Or judging which towers even need to be destroyed. Sometimes I just sent a small squad of bugs to nab a field of wheat and run. I wish you had made more "if A then B" type sections. There was one bit where I decided to go up a hill to take out a tower so it wouldn't be bombing me in a later section. I wish there had been a bit more of that sort of thing to make routing more interesting.
Just when I got comfortable with the idea of splitting the swarm into two sub-swarms to do two separate tasks, I got to the last level which put a stop to all of that. Because there's no way to zoom out, I can't really control two swarms at once. If I ever leave a swarm alone while I control a different one, it will be dead when I get back because of the long-range cannons that can fire from across the map. There's no safe place I can leave a swarm, so the best strategy seems to be to go forward, eat a bunch of crops, walk *all* the way back to collect the new guys I just hatched, then walk all the way back *again* to destroy the next line of towers. So that level was a bit arduous.
But those nitpicks aside, I had a lot of fun! Great work!
Interesting puzzle game. It was fun finding different patterns and structures that would allow me to most efficiently farm the various fruits.
Graphics and sound design were both great! Everything was easy to classify and the game was pleasant to look at. There is a lot of little visual flair and polish that ties everything together. Great work there!
My high score was 201. I would have gone for more, but I was pretty fatigued after my last run. Restarting a run is very arduous since you have to start all the way at the beginning again. And the further I got, the less I wanted to go for another try.
Part of the problem is that this game is very vague with how it decribes the fruits' mechanics. Ordinarily that would be fine, but I think this game disincentivizes experimentation. Whenever I considered spending a few turns to figure out how a fruit works, I decided against it since I didn't want to risk running out of turns. Here are the questions I had during play: - Does the pink fruit count diagonals? - Does the pink fruit count a fruit if I just planted it this turn? What about if I just harvested it? - Does the rock count as a plant for the purposes of the pink fruit? (It comes in the same seed pouch the other plants come in, after all.) - What does it mean when the white fruit "wanders around"? - Can the white fruit walk off the stage? And if so, does it count toward my goal? - If the white fruit walks over an unripe apple, what happens? - If the white fruit walks over a fruit other than an apple, what happens? - If the white fruit walks into an immovable object, what happens? - If the white fruit pushes a ripe apple into an immovable object, what happens?
Some of these questions I never found out the answer to. Others, I was very surprised when I found out the answer. On my last run, I figured that if the white fruit walked onto an orange fruit, it would stop moving, unable to push it. (It does say immovable after all.) But what actually happens is that it destroys it. What?! I didn't notice that I wasn't getting any points from those orange fruit until I was too low on remaining turns to be able to grow any more.
This is the third puzzle game that I've said this on, but I think a level-by-level structure might have been better. Or at the very least had some sort of checkpoint system that let you skip the early parts. I believe players need room to experiment in puzzle games, and this game does not provide that room.
Despite those gripes, I did still have a lot of fun. There was a lot of interesting strategy to get out of just five placeable objects. Great work!
Fun little puzzle game. Reminds me of a few flash games I've played.
I like how you implemented the sight mechanic, with the raytraced lines to represent their field of view. I liked how their visions radiates outward. It does a good job representing the fact that you'll be spotted faster if you're right in front of the enemy.
I understand that the picking up mechanic was for the upgrade system you had planned, but since it has no purpose in the current version, I think you should have removed it.
I like how getting spotted can sometimes be a useful tool to draw an enemy away, as used in the last level. I think there is a lot more design space here than was used in these five levels.
Nice work!
Man, I don't even know how to judge this game. Because it's an obligate multiplayer game that apparently takes place over several weeks, I don't feel I got the full experience. In fact, I still don't understand all of the game's mechanics. I'll start by describing what happened in my time playing.
I first tried out the game on the web client. It took a very long time to load in. In fact, I got up to grab a snack while it was loading and came back to see I had been killed. After a few more minutes of playing, I switched to the desktop client since the web client felt sluggish and unresponsive.
I didn't see any other players around, so I just played the game as I would Minecraft. I crafted my stone tools, found a cave, and explored it, finding some iron to craft some tools and armor. I was basically just playing off-brand Minecraft. I was still unsure of what exactly my goal was. I was told by the game page that I was supposed to be fighting aliens, but nobody else seemed to be on the server. I really didn't know what the spreading corruption was for either.
Then you and a couple other people joined the server. It was only then that I found out I was an alien, since you told me to press C to examine my player model. (It was like a bad M. Night Shyamalan movie; *I* was the alien the whole time!) I wandered around corrupting forest land. Then I stumbled upon a human player, killed him pretty easily, and then...well I didn't know what to do after that. All the humans were alien-ified so there was nothing left to do.
This game is a hat on a hat on a hat on a hat. It's built into an existing game, it's multiplayer, it takes more than a single sitting to fully experience, and it has very confusing and ill-explained mechanics. And if one hasn't played Minecraft before (I have, but not everyone has), then it becomes even *more* confusing!
Here is what advice I can give (keeping in mind that I don't know what is possible with Minetest): - Remove anything that isn't absolutely critical to your game. For example, one of the crafting recipes was for a screwdriver for rotating decorative blocks. This is not necessary to have in your game about fighting aliens. - Make it very clear whether or not you are an alien. It should be obvious just from looking at your first-person view which side you're on. - Create some sort of singleplayer mode that lets the player get to grips with the mechanics. Multiplayer pvp can be a stressful environment, especially when you have no room for failure if you want to remain a human. - Create some sort of tutorial or quest system so the player can understand how to play. At one point, the game told me through console that I was full and I should build a new heart to spend my biomass. But I could never figure out how to actually do that. (And a side note, the heart's menu text was cut off. All of the options said "00 biomass", so I couldn't see what anything cost.) - Create an ultimate goal for the players on each team to work toward. When we harvested all the humans, I would expect there to be a celebratory "Aliens win!" followed by a map reset for the next match. But nothing happened. I just ran around exploring the terrain until I got bored and logged off. - Don't make a multiplayer game that relies on there being multiple people on the server at a time. It makes it very hard to judge your game. I didn't find out about this game until after your gameday had passed.
I know, it's a three-day game jam so adding the stuff I mentioned would be a lot of work, but that's why you need to scope well. It's an admirable effort, but I think what you tried to make was just too ambitous and ill-fitting of a game jam like Ludum Dare.
Huh, I've never played one of these Crypt of the Necrodancer style rhythm games before, but I did enjoy this one! The gameplay is very satisfying at a basic level.
The rhythm timing felt very natural. I didn't have too much difficulty staying on beat, which means the game clock and the music track were well synced with each other. I only occasionally would get a note too late or too early, but I assume those were my fault. I had trouble at first, figuring out how to keep track of when the roots would deploy to suck up the nutrients. But it became a piece of cake when I noticed that was also queued by a crescendo in the music!
The visuals were very nice, with how everything would pulse on the beat. I take it this is a requirement for the genre :P
I did have a few problems:
First, I don't feel like I ever really understood all the enemy movement patterns. The ladybug was simple, but I never figured out the rolly polly. I just felt like it was a roll of the dice whether they would be in my way by the time I got to them. During the last level, my strategy evolved into just picking up as many nutrients as possible then tanking the damage I took from any enemies that block me.
Second, you really need to let the player restart the level manually by pressing R. I had many situations where I got myself into a corner with >300 nutrients, and I just had to wait until my inevitable death. waiting.png
Those problems aside, I had fun! Great work!
I really enjoyed this one! The visuals were very abstract, with the empty nothingness outside the playable space and the dev-textured fruit. But I liked that; it kept the focus on the game objects. The background track set a nice mood as well.
I'm surprised you managed to make so many unique puzzles out of such basic (and strange) mechanics. The level where you use the purple fruit to jump from tree to tree really stumped me. So it was very satisfying when I finally figured it out! :)
Thank you for the snappy restarts. None of the levels felt frustrating to have to replay earlier areas over again, so I think you hit the right balance in checkpoint placement.
Unfortunately, the game crashed on me right before I reached (what I assume was) the end. I had just figured out how to get up to the top and was about to execute it when I got hit with an error message and had all my movement disabled. I forgot to screenshot it though, sorry. I assume I would have beaten the game right there anyway, so I didn't bother playing it all over again.
That aside, this game was a lot of fun. Great work!
Interesting little puzzle game. The movement reminds me a bit of Snakebird.
The graphics were simple, but they did the job well. I liked the little raytrace lighting effect. The sound effects, however, were really grating. The first time I died, I instantly shut off the volume for the rest of the game.
The game felt pretty easy, though that might have been because I did not bother to limit my number of steps. I think I would have preferred it if you had instead given each level a maximum step count instead of making it a high-score system. That would have made the game harder and would have provided much more opportunity for particularly challenging levels. (For my personal tastes, I don't like high scores in puzzle games. I would rather it be a defined pass-or-fail goal as the main objective.) Also, if you want the high score to be an important part of the game, you should give the player to restart the level once they beat it, so they can try to improve their score.
The trap-grates seemed like they would have made the game harder, but it wasn't too hard to just try every possible way to move through the level until I got the right solution. I never felt stumped since none of the levels took me longer than 30 seconds. I think the hardest time I ever had was figuring out exactly how the game determines whether the dynamite will kill you. Maybe having quick levels was a good thing; that's a lot of levels for a jam game!
Nice game, though I think the difficulty balancing could have used more work.
Once I learned the mantra of A.B.C. (Always Be Carrot-planting), I got a lot farther. Having essentially infinite ammo at my disposal made things a lot easier, but still didn't save me when bats were spawning faster than I could send carrots into them. My high score was 114.
It's a really cute concept, and surprisingly deep for an action game with only one action outside of basic movement. Your carrot-gun is your weapon, ammo-farmer, and rocket-jumper all at once. I loved pulling off slick movement like taking advantage in a gap in the bats, jumping off their head, then carrot-jumping to freedom!
This seems like it would make a fantastic mobile game. Super addictive! Great work!
Let my playthrough of this game be a cautionary tale: Do not frontload your game's tutorial with six paragraphs of information! I'm not the type of player who just skips anything with more than three words of text, but even I couldn't retain all of the information that was dumped on me at the start. I was able to figure out most of it on my own, but some things slipped past me.
In fact, I had written up a bunch of notes about how the game was overly simple in its combat, too rng-dependent, and worst of all grindy. Then I figured out what that floating question mark square near the top of the screen was for. Yeah...
With all two-dozen or so dice loaded into their slots, I suddenly I went from dealing 1 damage per turn if I got a lucky roll to wiping everything off the map (including the final boss) with ease. Only took me 28 nights. (I did a second run after in 15 nights.)
But even once I had figured everything out, I still wasn't sure what the strategy was supposed to be. Maybe this is just my complete inexperience with the "turn-based combat strategy" genre speaking, but it didn't feel like I was getting the most out of the mechanics. I was pretty much just thwacking the same dude over and over again and hoping the numbers coming out of him were bigger than those coming out of me. I figured that there was no reason to ever fight more than one enemy at a time unless going for a minimum-number-of-nights run. And if you're fighting only one enemy at a time, there's no reason to ever move, so the grid board doesn't have any purpose nor do any of the slashing or piercing attacks.
Again, me reviewing a turn-based strategy game with D&D-esque combat is a bit like a vegetarian reviewing a steakhouse, but here's what I *can* review with confidence:
1) The visual style is awesome! Lots of little polish with the animations and textures.
2) The music reminds me of the Terraria soundtrack. It fits really well in this game and sets the mood perfectly!
3) I would have preferred the movement between spaces to be a bit snappier and quicker. When I did fight multiple enemies in one round, I did so by spreading them across map so I would only fight one at a time. And moving across the board to do this felt rather sluggish.
Tutorial notwithstanding, this is clearly a very well-crafted game. And I did still have fun even if the genre isn't my cup of tea. Nice work!
Fun little tower defense game with a unique mechanic! I really like the risk/reward associated with having to destroy your defenses to create better ones. The graphics and music were simple, but they did the job well.
A few gripes: - When I first started, I didn't realize that the tree-planting took time, so I thought that the controls were just really unresponsive. Maybe add more distinct sound effects and animations to indicate that the player character is currently performing a task. - I never figured out the difference between the two tree types. I figured the pine trees were stronger since they cost more, so I built more of those. - For the final boss, you don't do much except sit there crossing your fingers that the damage is pouring into him fast enough. You can't build new towers, because that would require demolishing an existing tower just to create a weaker one.
Other than that, I enjoyed. Nice work!
Fun little game. Controls were tight and there were a lot of nice visual touches. 572 was the highest I could get.
Stress is right. So many times did I pick up the wrong tool, or forget that I had three seeds piled up, or panic completely and forget which key to press, throwing my watering can across the screen.
My highest score was 895. It got really intense when I had two trees up blocking my farming spaces and hiding tools behind it. But I liked the different plants having slightly different (but still intuitive) farming processes.
A couple minor nitpicks: There were a few times when I watered a crop *just* in time...for the sound effect to play, and then I lost a life anyway. Also, standing directly on top of a tool sometimes doesn't let you pick it up, resulting in me panicking and trying to quickly change directions to pick it up and then I just spasm back and forth never being quite far enough to the side to grab it.
I also had a lot of situations where I tried to pick up one tool but picked up a different one instead. I determined that could be solved (in theory) by better organizing my tools. Though in practice, I sometimes just had to chuck a tool into the pile to grab another tool in time.
I really had fun with this one! It's balanced well so that it doesn't build difficulty too quickly or too slowly, and really challenges you near the end!
I was wondering what the game meant by "use wheat to defeat the giant". Does the giant have Celiac disease? It wasn't until I noticed the wheat stalks on the side of one of the boxes I had climbed up that I figured it out. Very unique idea. Only then was it time to climb to the top!
There were definitely a lot of things that should have been polished. The camera should not be able to clip through the ground. (I'm sure you can find a tutorial for making the camera collide with the world.) The default sensitivity is crazy high. (To get it to a tolerable value, I had to be extremely precise with my mouse movements. You should have put in a sensitivity setting for the sensitivity menu :P. I also don't think it's necessary to have separate sensitivity for X and Y.) Movement acceleration always makes movement feel better. Sounds (even simple ones) give more weight to your actions in-game.
Sucks that it took so long to get that one feature working. I'm sure many of the things I listed would have been there if you had time. Either way, nice little prototype!
@flaterectomy Small world, huh?
Your game was really good at creating tension for a text adventure game. The ambient music and time limit created a sense of panic. The kind that would normally be reserved for the *humans* in such a scenario. The one downside to that is that I had to stop reading the dialogue when I got to really low health, lest I waste precious time.
I thought maybe the message telling you to limit your queries on the medical system was a hint to keep querying so you could waste the ship's power and turn out the lights. Maybe that was the solution to keep people from slipping away from me. Well that wasn't the case. Then I read the comments and found that people slipping away is just a random chance to happen. I must be very unlucky then!
I also thought maybe the comms panel was going to be used to trick a human into coming out. Like, you would send a message to one of the humans making it look like one of the humans you just killed saying, "Hey, I have it trapped in the Medical Bay! I need your help killing it though!"
I had a lot of fun and the mood you created was excellent. Great work!
I think this is the most creative take on the theme I've seen yet! I was just reading about how many communist countries forged their statistics, not (just) out of malice, but because of stuff like this.
The last level took me many attempts. I knew what I had to do, but physics objects kept jostling against eachother causing the structure to fall apart before the inspector climbed to the top of the ladder. But the actual selection of the objects to put them in place felt very natural.
My other main gripe is that restarting the level is very cumbersome. You have to go through a transition animation and wait for the dialogue-skip button to work. Very clunky. And if time runs out, you have no way at all of skipping the inspection.
Really neat concept for a game that ties unique gameplay and unique setting together perfectly. Great work!
@picross I piped it into a music recognizer. Looks like it's from the Full Metal Alchemist soundtrack. https://www.youtube.com/watch?v=c1khzQ_x-q4
@jajakeim You should close your audio category. Having it open implies you created all the audio for the game yourself.
I don't think I can really play this game until I know why I'm taking damage. It's not the dude with the shotgun, it just seems to be happening at random. I checked the itch page and saw that it mentioned booby traps, which makes sense. Except, even after knowing there were traps, I still couldn't see them! I leaned into my screen to try and spot them and still couldn't. I don't know if it's a bug, or if they actually are meant to be invisible.
The tag-team collaboration thing is pretty neat. We did it in the Quake mapmaking community and it was a lot of fun. Maybe I'll try it in a future game jam.
Cute little game with great writing! The characters really felt alive. I loved all the dilogue, like how the queen of busybodies thought it necessary to require people to RSVP to a fucking harvest festival, or the beaver girl trying desperately to rationalize her faithlessness.
But at a certain point I got to thinking, what exactly does all this petty small-town gossip bullshit and intrigue on an extramarital relationship have to do with MY ludumberries! I just want them back, dammit! Then I realized that all of the shoddy excuses for how they're *not* all cheating with each other actually made for good alibis, so I tried to make a list of who was where. No dice. Only two of them had real alibis.
I thought, hey maybe it's the turtle woman. Maybe she wanted to use them to distill exotic liquors. I should talk to her one last time to check if she had an alibi. Then a new dialogue option appeared that revealed the solution and the end of the game. It kinda came out of nowhere. I didn't come out of it feeling clever, just like I learned a life lesson. Lame.
In all seriousness though, great writing. I was really sucked into the story here and trying to learn more about these people!
This was an interesting marriage between action and stealth. It was all about picking your fights to determine whether you could win them or if you should come back later after picking off some stragglers. There were a few things that caused some frustration though.
The clerics don't look visually distinct enough from the townsfolk. with how fast everything moves, you really only have about a quarter-second to make the call on whether they're a cleric you need to avoid or a townsfolk you need to kill before they ring the bell.
The best score I was able to get was seven-left. I died when I charged at a civilan who was inches from the bell. But my hitbox got caught on a corner of geometry during the charge and my movement was locked out until she rang the bell. werewolfcorner.png
The game crashed a couple of times. The music kept going, but the screen was completely frozen. Here is a screenshot of the console: werewolfcrash2.png
But overall, it was fun, but frustrating since those three issues killed my three best attempts.
Holy hell, this was an incredible submission! No notes, I'm just gonna rattle off things I liked about it: - The voice acting was top-notch. You must know a lot of really good voice actors because they played their parts perfectly! Maybe a couple of them were a tad over-the-top, but all together, they were such fun characters. I particularly liked the worrywart girl, the critic, and the bro. - Hammering all the ingredients was very satisfying. The animation, sound design, and physics all made it feel like I was actually hammering a cube of melon, shaking the brains out of a miniaturized man, or blowtorching a chili pepper. (Tell a lie, I do have one note. At one point I got stuck, unable to load the corn pillar into the shaker. Turns out I had accidentally dropped something else into the shaker without realizing. So I would have made the filled shaker look more distinct from the unfilled shaker.) - The balancing of the levels was perfect. Every time, I got down to the wire. I had to retry the last level, but that was because I didn't notice that the overburnt ingredient the red lunatic guy wanted me to make was the same thing I had sitting literally right next to his plate when the order came in. - Very funky music that conveyed the spacey setting at the same time.
Great job! This is extremely impressive having made all this in just three days.
Cute little puzzle game. I do think it gets a bit samey after a while. After level 5 or so, it starts to feel like the same puzzle but bigger and in a different configuration. (I got to level 10.) But the earlier puzzles are well designed. In level 2, you figure out pretty quickly that you have to start by grabbing the tree on the right, which signals you to the later realization that you have to do something similar for the one in the top right.
Nice work!
Has the Nintendo DS nostalgia wave officially begun? I ask because this game really reminds me of the look of Mario 64 DS. Well I couldn't be happier. This game has a lot of charm! That spider looks so graceful with his scuttle and procedural limb movement.
Controls felt very responsive! The swinging mechanics felt pretty good as well. I had a bit of trouble near the end when I had to chain multiple swings together with double jumps while avoiding floating spike walls. But it was fun getting better at the mechanics. And while I was not up to the challenge, I like how you intentionally left in the ridiculous traversal mechanics that I saw in other people's comments. That sort of stuff is always cool if you're the kind of person that can pull it off. One thing I would suggest is putting a shadow directly beneath the player, so you can tell when he's over a platform.
Fantastic game! I will always remember the grace of that spider as he floats through the air while calm classical guitar music plays in the background.
Fantastic! I was hoping we would get some systems-building games with this theme. This game had me hooked all the way through trying to get my machine up and running before the cancer overtook me.
The theming was beautifully grotesque. The fleshy sounds and structures with the dark-ambient backing track did a very good job of conveying a dystopian Cronenberg theme. I think the fact that the premise is around turning cancer cells into meat did a lot to convey the theme. I really loved it!
No notes, save for a couple bugs. - A lot of times, when I tried to select a new building to build, it would place a building instead. - In the screenshot below, I would expect to be able to transfer energy like so: nomove.png
High score: 163
Fun little game! I didn't realize on the first run that you had to drop off your fertilizer at the pumpkin. I probably lost all the ferilizer I was carrying and then tried to interact with the pumpkin to no avail, so I ignored it for the rest of the run. I figured it out in the second go though. I'm still not sure why lighting lamps creates fertilizer though.
Combat can be a bit unfair when you fight two or more ghosts at once. If the two ghosts are positioned in a particular way, it becomes possible for a hit on one of the ghosts to not knock it backwards. I think what happens is that it gets hit back, bounces off the other ghost, and then comes right back for you again before your attack recharges. Fighting three or more ghosts from different directions is very difficult, but usually avoidable.
It's simple, but the core game loop works well. Nice work!
I was able to beat the game, but it was tough! You have to be on the ball with movement and rune placement. The penultimate level in particular took me several dozen tries.
It was a good mix of puzzle and platformer. Often times I knew what I had to do, but had to practice getting the moves down to do it all in one go. Or I might think I knew what I was doing, but forgot the pig can only be commanded if he's looking straight at you and had to figure out how to adjust. It was very engaging!
One gripe I have is that knowing which runes to use where demands knowledge of what obstacles are coming up later in the level. (Because you might use a jump rune where you should have used a shoot rune, and then you find out later that you needed that specific rune for another part of the level.) And there's no way to know what's coming up since the level restarts quickly after you die.
The controls also threw me a lot. The attacks halt your movement and the jump wasn't as tight as I would have liked. I kept failing the jump over the fire in the second-to-last level since I had to walk up to the fire, place the dash rune, walk back to give me space to build speed, run forward again, time the jump right, then place the jump rune on the other side, all before the pig beats me there. It was a bit frustrating having to play the rest of the level and do the awkward crouch under the purple skull thing before I could make another attempt.
I also think you introduce mechanics a bit too quickly. A few more levels in between that ease you into the different runes could have helped the learning curve. But I know, it's a jam game and all that.
Overall though, I had a lot of fun! A very cohesive, fun, and unique game all the way through!
The raids are a nice change of pace, but they feel really clunky. It's mainly the controls. If you stop pressing any keys, your character stops moving instantly, but if you switch from moving left to moving right, your character *very* slowly accelerates in the other direction. The low air acceleration means I try to avoid jumping. You can't see your health, so I don't know how many hits I can afford to take. There are tons of blind jumps into enemies that shoot and hit you before you even touch the ground. I mostly took to shooting forward while walking and backing up if I heard a hit sound. The procedural (I assume) levels are very repetitive. They just seem to keep going until my character careens into a spike that I tried to avoid or I randomly stumble in the glowing orb.
At a certain point in the game, I lost the ability to destroy security cameras and I'm not sure why.
I never got to the point where I got to really interact with the ship upgrades. I unlocked one new room after my first raid, but the additional cores from the other three raids didn't seem to unlock anything except resources I didn't know how to use. After four identical-feeling levels, I didn't really want to play anymore.
Good attempt, but I think you bit off more than you could chew with three distinct games in a weekend. It means none of the three feel particularly polished. I'm impressed you got as much as you did, but I think it would have turned out better if you had focused on just one of them.
Very simple, but very polished game! All the graphics, animations, and sounds worked together to create a charming game that was satisfying to play and move around in. My main complaint is that it doesn't get more difficult the further you get. I got into a pattern where I just kept doing the same thing over and over with no sign of anything changing or challenging me.
Nice work! I enjoyed the physics gameplay and trying to wrangle seven or eight physics objects through a tight space. I was able to beat the game before I unlocked the last ship, and I didn't want to scrounge together enough debris for 10K credits. But what I did play was enjoyable.
I would have appreciated more progression elements. The small ship being required to navigate tight spaces made me think we were going into Metroidvania territory.
I made about eight attempts, but I was never able to get past wave 9. I think a way to restore health would have made the game a bit more enjoyable, since it feels really bad to lose health knowing you can never get it back. Doesn't necessarily needed to be handed out like candy, just some way to restore health that appears every so often.
I found that the crouch ability was incredibly strong despite the speed reduction. I ended up holding down Shift most of the time and treating release-Shift as a run button. It helped avoid the issue of the somewhat ambiguous hitbox of the player sprite.
That ground texture is really visually noisy for being a background image. It's not as bad in the game when it's scrolling past, but those still screenshots make my head hurt.
I like how the music got more intense as the game went on. And how the plants' attacks would sync up with it to create a backing beat. Nice touch!
The voice acting was pretty good. It managed to avoid the "I recorded this in my bedroom using a cheap headset mic"-syndrome with some good audio editing.
Pretty unique to have the main player attack be a melee attack. It made landing killing blows really satisfying with the swing animation. I do wish the indicator for when you have i-frames was more distinct. Between the noisy background, bright projectiles, and everything moving really fast, I found it hard to pick that out.
Overall, I enjoyed. There's a lot of little touches that make the game shine.
As others mentioned, it definitely needed a balance pass. I didn't even get to the part that others said was impossible. I just assumed the game never ramped up the flying saucer spawn rate, so I didn't see a reason to keep playing. The money build rate didn't feel like it ramped up fast enough for the amount I spent on upgrading the cities.
Still, a fun little game!
I think part of the reason first-person action games are so hard to make in a weekend is because there's so much polish that's expected to be there that has to be added on top of the extra difficulties created by 3D game development. Here is a list of things I think made this game feel rather awkward to play:
- No crosshair. (Maybe an intentional design choice, but I'm not a fan.) - No Audio/Visual feedback for taking damage. - Really high mouse sensitivity with no way to change it. - No movement acceleration. - No enemy pain or death sounds. - No enemy attack sounds. - Unsynced attack animations. (Damage is dealt at the beginning of the animation rather than when the punch actually happens.) - Melee attacks that are way longer-ranged than they feel like they should be. (I thought they were shooting me, at first.)
I wasn't able to get very far in the game because I kept getting ambushed by skeletons from every angle and not noticing I had lost half my health until five seconds later. The very open-ended map design doesn't help things here.
That said, what you did manage to accomplish is impressive. There are a lot of custom assets with animations, and they're quite well made for the time constraint. The title screenshot is particularly eye-catching. And I'm glad to see someone else who thought of organ harvesting as a take on the theme. :)
Neat concept! It was fun planning out the next few turns in order to fill a tricky order. I just think there were some issues with the execution that limited it.
Personally, I think it might have made more sense as a level-by-level structure where you have to figure out how to fill four specific orders within X amount of time and money. The main problem I found was that most of the interesting puzzles came from having two clients at once. The problem is, why would I ever buy it? I'm making the same amount of money per person, but with half the amount time to fill each order. In fact, the farm size-increase also seemed like a downgrade. The larger my farm, the more I'm required to spend planting lines. I only used it once in the attempt that I won, because converting a four-line to a five-line was the only way I would have been able to fill a particular order in time.
So if I only ever have one client at a time, the game becomes really easy. It just takes a while. So it ends up feel like ten minutes of platespinning rather than an actual puzzle.
The game seems to have a lot of polish from a visual perspective. (Sound design notwithstanding lol) The graphics and animations made it pretty clear what was going to happen when I did various actions. The recycling animation was an example of a feature that isn't strictly necessary, but really nice to have since it acts as a warning when you missed something on your order.
Overall, I think there's a lot of potential here. I just think the puzzle design needs work.
Cute graphics with a fun premise. I liked the relaxing atmosphere of the cell-shaded art-style. Though I'm not sure if the corn was supposed to be translucent, or if the renderer just wasn't sorting the outlines properly.
I was trying to figure out what I need to do to get three stars on a photo. I centered the shot. I obeyed the rule of thirds. (As much as I could when the camera frame doesn't completely match the photo.) Turns out it's just how close you are. And with that in mind, I couldn't help but do stuff like this: pitchfork.png
Really brings back memories from Bioshock. Action Shot!.png
I wasn't sure how to find the "Inhabited Pumpkin", so I just kept taking smaller and smaller photos of the pumpkin patch, seeing which ones showed one-star vs zero-stars (essentially binary-searching) until I narrowed it down to the correct one.
A couple nitpicks: Holding left click and scrolling at the same time is awkward because I (and probably most people) use the same finger for both of those actions. The pages scroll really slowly, so it can be annoying to find the thing you want to take a photo of. When I was tabbing out to notepad to take notes, I accidentally hit Esc, which takes you back to the menu and deletes all your progress. It should at least ask for confirmation first.
But overall, I enjoyed. Nice work!
This game is a trip for sure. The ridiculous music and sound effects, weird graphics with hard-to-read text, and Sesame-street characters for some reason?
It took me a few tries to figure out exactly what was going on or why I couldn't move some times. (And it printed "move failed" on left side of the screen under some lighting errors.) But still I haven't been able to answer some questions. How close together do the triangles need to be before you fall through them? What causes me and the people following me to get bigger and smaller? What determines the triangles I get after each round? Does the big pile of numbers at the top of the screen mean anything important to gameplay? Why does the ground model sometimes stick through the placeable triangles?
Also, I was never able to figure out the connection between the pyramid scheme theming and the actual gameplay. I assume the people following you are supposed to be your downline? But what's the connection between that and the fact that they block your movement?
Despite my confusions, the game was pretty fun (as far into it as I could get), the sound effects were weird but satisfying, and it had some unique ideas. I just wish things were explained better.
Man, I really tried to figure this out, but I just couldn't. I got stuck right at the start because I didn't know what I was doing. The E key didn't seem to be working, and I didn't know about the R button. "Harvest a crop of memory" was strange wording. I think simply "Harvest a memory" would have been better wording. But even after I figured that out and watch the tutorial on this page, I still couldn't seem to figure it out.
I think you throw too much at the player at once. All in the first level, you have to figure out:
- The controls - What your goal is - What all the cryptic names are referring to. - How to get the roof to fall. (I still don't know what caused that. It just happened after a while.) - Timing (since you have a moving object in the level.) - Switches that activate when you place stuff on them. - Whatever else, because I still couldn't continue even after enclosing all three things in the shape.
I wish I could have figured it out, because it looks really nice, graphically and had a great mood.
Very cute artstyle! Nice job syncing up the audio with the gameplay. I was able to feel the rhythm instead of waiting for the notes to touch the line. The custom music also worked well. I liked all the little eighth-note (I think) bits that matched up with the rhythm pattern.
The honey-harvesting bit was definitely too easy, but it made for a good pace-breaker for between the dancing sections. There were a couple things that made me think there was meant to be more to that part, but time constraints got in the way.
Here were my nitpicks: - I wish the rhythm game bit had some more player feedback. There are no sound or visual effects for making or whiffing a note. - I didn't know how good of a score you needed to win. I figured I probably lost the third level since I whiffed like a third of the notes. but I won anyway. - I think the third song should have been paced a bit better. It comes right out the gate with insane combinations. I think it should have started with simpler note combinations, then worked up.
Overall, I enjoyed. Nice work!
I'm sure others have mentioned it, but it's generally a bad idea in strategy games where you buy units to have a unit that doesn't do anything until you've bought a more expensive unit. Even worse is when neither unit can do anything without the other. It makes it harder for the player to learn how the game is played, since that building they put their hard-earned money into is seemingly not working. For the depot, I would make it more expensive than the barracks and then give the player a starting capacity for the barracks. Then maybe an "at capacity" mouseover text for the barracks when they can't supply any more units because of that.
The other main annoyance I had was that the units would often wander off from the buildings I wanted them to protect and I would lose a building to their negligence. I could not figure out any way to wrangle them back to where I needed them.
Annoyances aside, I like the graphical style and the gameplay felt smooth overall. Nice work!
I really like the movement physics! And they didn't get in the way of the controls feeling good either. Simple, but a cute concept.
I literally could not figure out a single thing about how this game works. If that's the point, then you need to work on making the player feel like the things they're doing actually are having some sort of effect. I flipped all six of those switches and for the life of me I have no idea what they did besides scroll some text on the monitor and change some blinking lights. I don't know what any of the icons in the top right mean. I couldn't even focus on the task at hand because every ten seconds, and overly loud explosion interrupts me. Players need a safe environment to learn how the game works at a base level.
I really don't think you can just throw the player into a stressful environment like this with completely obtuse controls and expect many people to figure it out. It's information overload. Maybe another way to implement this would be to have multiple levels, where each level gives the player a new control panel to work with. That way, you can give the player an easy control panel and scenario right at the start so they can get familiar with the game's base mechanics.
I never got use out of any of the upgrades. The enemies die in one hit, so the stun shot didn't do anything. (Or maybe it was used for something else? Either way, I never figured it out.) And the health and shield powerups never got used because the game never got difficult enough for me to ever take damage. Making the monsters come in faster and faster would be an easy change that would significantly improve the game.
It took me until my third try to realize that you're actually supposed to go on the offensive and take out the enemy spawner. The turrets are called *defense* after all, so I didn't think to attack the spawner directly. But once I had amassed enough french fries, burger meat, grey cup lids, and ketchup bottles, I didn't have much else to do but let my turrets do the work.
I've never played a tower defense game where you have to start building towards the enemy though, so that was cool! I built my tower of smelters (smelters being the same cost as walls but have addition utility), building a turret every few blocks, and eventually my enemy was history! Maybe an expanded version could have some enemies that only appear close to their base, so it adds some extra danger as you get closer.
Fun game! Had me hooked!
Interesting. It's a memory game where you have agency over what means what. I found myself trying to create some sort of mental association between the words and the picture/color. Moodist was a circle shape because your mouth makes a circle shape when you make an "oo" sound. Shonas was green because green is a relaxing color and "Shoneys" was a location in Rick and Morty where Rick felt safe in his mind. The same sorts of ridiculous pneumonic devices I would use to memorize things for tests in school.
My highscore was 89. Near the end, I usually just had to remember the shape *or* the color, since there were so many shapes and colors selected that there was often only one option of that shape and color. I think you could make it get difficult earlier by making it so that in the later stages, it will more often limit itself to only three or so different shapes.
Creative idea! Nice work!
Cute little game. I like the premise! A life system with health-pickups would be an improvement, I think. Then you could make the game more difficult. The problem with one-hit death is that you're always on edge since any hit could end your entire run.
Like others were saying, most of the choices I made didn't feel like they really had much in the way of consequences. Maybe if the fight with the space pirates was a little longer. A lot of the consequential choices had really obvious dummy answers like the choice between "ambush them in the main hall" and "don't worry, they're just pirates". That's not really a decision because It's too apparent which one is the wrong choice. The writing was good though and I enjoyed playing.
At one point, I had this juicy double combo lined up with four swords vertically and three swords horizontally from one move. I was thinking, "Wow, this is gonna be worth a bunch of attack!" And it was worth...one attack. Yay.
The blindness attack got me more than any other. I don't think there was a single time I was able to remember what blocks were there before the attack. I just treated them like they didn't exist for the duration.
I spent at least an hour on that dragon level. The fact that I have to make four combos (two shield and two sword) just to take one life *and* half the time I set something up it would crumble once they turned a key block to slag, made the level very very difficult. After my last round, I couldn't bring myself to continue. I got one heart away from victory and then my soul drained from me as I realized I had almost no attack or shield blocks left. And wouldn't get any more before the screen scroll would kill me. So that's as far as I got or am willing to go.
That aside, I played it for two hours and was more invested in it than any other game I've played so far. So what can I do except give it five stars? Excellent game.
I got to wave 11, both times dying because I was too large and the arena was too slanted so I just got mobbed off the map. It was so very satisfying to knock the enemies off. The physics felt perfect. Great work!
Edit: The super tiny ball is fast 0_0
I really did not understand what I was doing. It seemed like at least half of the bugs couldn't attack at all. And half of the ones that could had such a long cooldown that I only got to use it once before switching to the next bug. It's hard to know what's going on if once I understand an attack, I can never use it again. And if a bug can't attack then I'm just wandering around dodging bullets. Breaks the flow.
The graphics were good. I liked all of the individual insects' designs. The text on the story screen was a bit hard to read though. Maybe put a semitransparent backdrop behind it.
Overall, this seems like it has potential, but it throws too much at the player right out of the gate. Maybe an expanded version could unlock new possible attacks for the bugs as you progress.
As others have mentioned, letting you slide on walls when moving diagonally would have gone a long way. Simple, but fun. My favorite moment was when I was surrounded by enemies and grabbed a red and a blue cheese that were right next to each other. Payback!!
I was a bit annoyed at the sluggish controls at first, but maybe that was a good thing. Because I felt like a god in human clothing at the end! The fireballs, the fast movement, the hyper slashes with knockback! All very fun. The charging demons were fun as well. A simple but effective enemy type. I do wish the healing was a bit faster *or* the player got more hit invulnerability. I lost 90% of my health by getting surrounded one time and then I never recovered it for the rest of the game despite level 4 healing.
Very enjoyable!
I found that the movement speed powerups were the strongest. It didn't matter much how fast opponents moved either since it didn't seem to change their projectile velocity. And with enough speed, I can circle around them forever. You can't circle around crashing though. It crashed on me, then Chrome showed up a "page unresponsive" popup.
I really like how the two options for the numerical stats had upsides *and* downsides. It made the choices much more interesting. Nice job!
How very meta. I like the idea of having music change based on decisions the player makes. A lot of the features were really funny. The NFT's idea went straight in the bin. And I think it takes more time to implement multiplayer than to add a double jump, at least from my experience. The typing animation was cute as well. Nice work!
One of the most unique takes on the theme that I've seen. Reminds me of Jackbox style games. I'm never very good at those since I can never beat the people who just type "dick farts" as all of their answers. (How do those guys manage to be so witty?) So I appreciated the lack of a timer.
A confirmation prompt would be nice. The apostrophe key is right next to the enter key and it's really easy to accidentally send your response before you
Cool take on WarioWare-style microgames. The champagne one was a bit confusing (not just because of the unique controls), but each microgame was reasonably beatable. I'm not sure what the logic is on the "Feed the plant" game. Don't venus fly traps eat bugs, not humans? Any way, fun game. Nice work!
Man, there are a few games I've seen following the WarioWare template. But WarioWare usually does better with a life system, so you have some leeway to learn the games before having to start all over again. And it would be good if the puzzle levels (like the Simon level) were randomly picked instead of the same each time. That said, I do like me some WarioWare, and there were some creative games in there. Nice work!
It doesn't seem to support DInput controllers so I had to make do with mouse and keyboard. The monsters should either take longer before becoming able to damage the player or be unable to spawn near the player at all. Fun, and I like the theme! I hope my harmonicas aren't too mad at me :(
That was fun! The weapons were all fun to use in their own way. If I had known the laser turned into a turbo laser at level ten, I would have upgraded it much sooner 0_0
I'm not entirely sure what the shield was for though. It was a cool item but if I can't actually attack while it's active, then there's not much point in just being invincible for ten seconds.
The graphics and music fit really well with the gameplay. Having a meter to show you the progress on different tasks (as well as having sound effects for them) would go a long way to making gameplay feel smoother. Nice work!
I really liked the watercolor art style. You made the mechanic of reeling in the fish really feel like a fish is on the line fighting you. Great atmosphere!
Nice work on making all of the models and animation yourself. That's impressive for the time scale. I liked all of the little micro-tasks around adding the different ingredients and the animations for them. Also, thank you for making the recipes understandable to someone who doesn't drink coffee :P
Those customers sure were annoying. Makes me appreciate that I've never had to work in food service.
I can't think of a single criticism. Fantastic writing, artwork, and design! I assume the point of the minigames interspersed throughout it supposed to represent the cloudiness of the character's thoughts? If so, then serious props for managing to combine gameplay and story like that. I don't normally like these visual novel type games, but this had me hooked in. Amazing job!
Huh, you guys had the same idea as [Night of the Spook](https://ldjam.com/events/ludum-dare/51/project-video-game). The combat was very easy. Since you can fry an entire horde of monsters almost as easily as a single monster and running away isn't that difficult, there's not much the game can go to to increase difficulty. Maybe if there were more enemy types (and not just a dozen reskins of the same enemy), it would make things more interesting. Or if the enemies had health that had to be chipped down by firing the laser at them longer.
I really liked the graphics and animations. Very charming looking. The music was nice and the cutscenes with the photos looked great as well. A lot of polish seems to have gone into it. Great work!
Fun premise! I do think that the rng should be tempered a little bit. On my second run, there were no extra laws for the first couple minutes, then they just started piling up rapid-fire. Once there are more than five extra laws, (especially the numerical ones like height and age), it starts to take a ridiculous amount of time to judge each defendant. And I guess it never occurred to the lawmaker of Absurdia to have a grandfather clause. Being a chef became illegal mere milliseconds before I decided to acquit some evil chef bastard.
The level design was the strongest part here, I think. One thing I noticed was that in the second level, it would give you two different paths to take, each designed for a different part of the cycle so that you wouldn't have to wait ten seconds for time to line back up. And the last level made excellent use of the double-jump and hover mechanics! Controls were pretty good as well, except for the attack. Though I didn't have to use it too much, so no big deal. Great work!
Those were the most genuinely awful sound effects I've ever heard in a game. 5/5 for Audio.
That aside, the graphics and animations were very polished! The limbs were pretty annoying to grab at the end when the conveyor belt was speeding along, but I assume that was the point.
Pro tip: These sorts of games usually let you influence the ball's direction by moving the paddle at the moment of impact. That way, you can avoid scenarios where the ball is very slowly bouncing back and forth toward the bricks.
Interesting take on these block-breaker type games. I do like how it will sometimes take complete control of all four paddles and I can just sit back and relax. Maybe make it happen a little less often though.
Fun WarioWare style game! Though I do wish you had more lives, so you can afford to mess a couple up and figure out how that archery game works. (I would either aim straight up or the arrow would fall limply to the ground.)
I feel like the earlier levels were designed by hand rather than just random assortments of the two types. I like that. Though, I do wish it got difficult faster, since I had the game pretty down pat by round four, but it wasn't until round 22 or so that it actually started to get difficult. Cool idea!
Hey, I also did a game where you have ten seconds to get through a series of procedurally-generated levels!
I like the permanent upgrades and frantic action. Controls could use a bit of work, like giving the player some acceleration and deceleration. It's a tough question on whether to go for a permanent upgrade when you don't have much time left.
And this my friends, is why we have natural selection. If your young can't survive 6.73 seconds without drowning themselves, maybe your bloodline wasn't meant to be.
Cute idea! It was tense looking for food knowing that I can't stray too far before I have to get back and rescue my little ones. I managed to get three to adulthood. With kids like these, that makes me mother of the year as far as I'm concerned.
I think the pacing needs work. You just endlessly assemble the same meals over and over. It would really improve things if you had some goal to reach and a few levels with a break between each. Maybe you could add new ingredients in each level. Also, the meals need to start coming in faster and faster. One could theoretically play endlessly if they can assemble meals faster than ten seconds.
Still a fun entry. Nice work!
Definitely needed more stuff to keep things interesting. After the seventh call or so I was starting to wonder when it would end. The levels should definitely be shorter. Probably only five calls at most with how long each one takes.
That said, it is a jam game and what you have feels very good. I think there is a lot of potential here for new wrenches to throw in the plans. The graphics, music, and overall presentation were all great!
Really neat puzzles with an interesting premise! Reminds me of Submachine. Some of the puzzles were a bit too spelled-out I think. But maybe that's necessary for the jam format, where players will likely be impatient.
The beam powerups definitely felt the strongest. Once I had fully upgraded my beam, I just selected random upgrades since I didn't get items often enough for them to be useful. I died once I figured out what the forcefield does, since it disappears with no warning and then you're surrounded by enemies.
This was fun though. The beam really made the pacing for the game. It's just so fun to switch between running for your life and unleashing the giant doom-laser upon a crowd of >100 enemies.
I tracked my position using a 20-sided spindown die rather than a board.
I must have gotten very lucky. I kept drawing straights of cards. I ended up taking eleven cards. (6, 8, 7, Q, 9, 6, Q, 9, 8, 7, A). My mistake was diving all the way down for that Ace. I should have just left it alone and stayed in the middle.
On my second game, I got screwed by shuffle luck right out of the gate. My first card dealt was the card I started on. And then after I collected it, two more cards were dealt that were exactly five above me, plus an Ace. Ouch.
It has a lot of luck to it, but it makes it kind of feel like it could be a casino game like Blackjack. (Never flap on a 6-King split!) In Blackjack, you play odds but can ultimately get screwed by randomness at any time. But that's okay. And it's surprisingly deep for a game where you just move up and down collecting cards.
Interesting concept. Each level (especially the ones with moving parts) required a bit of thinking for how to move and not die to some obstacle you couldn't see.
Though a lot of the time it just felt like playing blindfolded. The ten second sweep is really slow and a lot of the time, you can't figure out if enemies will reach you in time. (Especially since you never get to see enemies actually move for more than a split second.) I ended up beating the last level by just holding up and right for varying amounts of time until I hit the goal.
The controls felt really clean. Well, they felt clean in the tutorial level where I could actually see myself moving. Overall, interesting concept, but probably a good thing it doesn't go on for too long. Nice work!
This is definitely the weirdest one I've played so far. It's like WarioWare meets film trivia. It definitely isn't the most polished game I've ever seen and some of those clips were really unclear as to what you were supposed to do, but damn if I've ever seen anything like it before. So props on that for sure.
Wow! Right out the gate with the impressive opening animation! Hats off to the artist(s), this is really impressive for the time limit.
Unfortunately, the controls are not very good. I'm not entirely sure why this is, but my theory is that the input delay combined with the high air-acceleration makes it really easy to overshoot your jumps by accelerating for longer than you intended. The wall jump feels pretty bad to use since it doesn't shove you away from the wall. And as others mentioned, there are some blind jumps, which should always be avoided in platformer level design.
Control issues and blind jumps aside, the levels were well designed, testing different parts of the player's set of moves. They were simple, but they did the job.
The artstyle was great, but that can only make up for so much since the most important part of any platformer is the controls. And this game's controls did not feel good to me. If you fixed the controls, I think this game would be a really strong entry.
The controls were definitely the weak part of the game. Pro tip I've learned: Make the player's gravity higher on the way down. The wall jump got in the way a lot of the time when jumping over a tall wall since I would stick to the wall. The punch felt sluggish since it stops you when you use it. Though since there's no combat, it feels fine.
The every-ten-seconds thing added to the atmosphere and keeps the player better focused. Whatever you do, you have to make sure you're back in time.
Overall, it was nice and short. But I would try to improve on the feel of controlling the player.
The combat was a bit confusing. It was only after I read your description of what each card type does that I started to understand it. It's simple, but fun to execute. I went for an all-attack build where I try to play three damage-boost cards and then two attack cards. It was very strong.
Combat really needs sound effects and animations. I really had no idea what was going on in the first few fights.
Little thing, but make it so when a new card enters your hand it replaces the one you just used. Currently, it puts it on the right and shifts the other cards over. This is a bit annoying since you might plan to use a card right after but then it chances places.
I enjoy the premise and the "storyline" you get for each employee in the office.
This game is very unpolished, but is still fun at a base level.
Nice little game! Controls felt kinda sluggish, but that's probably just because of the slow movement speed and floaty jump. I wish the levels could have been broken in half, so I wouldn't have to do the same vault over the line of enemies just to retry the section with the spikes and turret. But it wasn't too bad. Nice work!
A funny concept that was executed well! Really clever that the menu is both a menu and a fog of war you need to clear.
The start screen was a bit confusing. Cute how it works very similarly to how the game plays, but I've never played a game where you strafe a car onto the start button before. You should probably make space and enter work as well. (Or better yet, make the last tip on the tip menu explain that you need to drive onto the start button.) That aside, the tips menu was a clever way to teach the player the mechanics.
Simple, but well executed within its scope. Great job! Five psychotically needy girlfriends out of five.
Really clever idea! I've definitely seen flash games with the basic premise of "go back in time, but you can interact with your past self somehow". But this seems to be a new take on the subsubgenre and one that lends itself to a pithy title as well!
Each level felt like half bullet hell shooter, half puzzle game. Since you really have to plan out where you will park your past selves and how they will shoot so as not to obstruct future selves. The mechanic seems like it has lots of depth. For example, I figured at first that a past self getting hit was sort of like a permanent loss of life for the rest of the level. But then I realized that (assuming the damage was from an enemy), you could rescue a past self by killing the enemy before it reached them. That said, I never actually got to execute that plan since 95% of my damage was from myself.
I would love to see more done with this concept. Each level had a new puzzle to solve. I got as far as level 5. I think I figured out the solution, but I was never able to execute it without accidentally swerving into my own bullets too many times. It felt like too much of a chore.
Some minor complaints:
I would often think I had gotten hit when I was really only hearing a past self getting hit. Maybe pitch down the sound effect for taking damage (or reduce the volume and add reverb) when it's a past self getting hit.
The controls felt kinda sluggish. They got especially bad once four or more players were active. Maybe from the particle effects of the bullets?
Overall, it could use some polish, but design-wise it had a lot of cool ideas and I thoroughly enjoyed playing.
Very good visual style. The Trogdor notepad style really ties the game together. I love all the details like the ridiculous alternatives to the standard Trogor look (the propeller hat was my favorite) and the doodles on the title screen.
I feel like the complicated mechanics mixes poorly with the ten second timer. The timer doesn't add any difficulty to the game as far as surviving to the next wave (since there's always eligible mates nearby). But the timer makes it so I can't sit down and plan out. "Okay, if I have these traits and this one is recessive, I need to find a mate with this trait but not that trait". The punnet squares are too complex to figure out in ten seconds, especially since I haven't taken a biology class in several years.
Maybe that's not the point and you're just supposed to go around looking for mates with beefy arms (for good measure.) But with all of the charts this game provides, it feels like I *should* be trying to get the most out of the mechanics.
So mechanically, it was a neat concept but poorly executed if the point was that the player was supposed to actually pay any heed to the Tab menu.
Great graphics and smooth gameplay! The style was solid and consistent throughout.
The day/night cycle was a cool idea and definitely helped the pacing. Though the game starts to peter out after the third rescue or so since (as far as I know) there are only two enemy times; the enemy count just gets higher. That really doesn't work for a bullet hell game since you can dodge simple projectiles forever. What it needs is new enemy types that do different things.
The "Rescue Girls" mechanic confused me at first. First of all, is it Rescue Girls as in girls who come to my rescue, or as in girls I need to rescue? Well I don't think you rescue people by shooting them until their health bar reaches zero. In fact, the first two girls that came had the same texture, so I rescued the first one by accident, then I thought that the mechanic was that the girls go away at night to become trapped into a bubble. A few suggestions on that: Make the girls' health go up instead of down when you shoot them, and change the tutorial to say "Free them!" or something like that.
Overall, well done. Just needed a bit more content.
Edit: The description mentions fighting "Jupiter itself". But I never got that far because I got bored fighting the same enemies over and over and I figured it would just keep going until I died. The game needs to spice things up more often to have the game go on that long.
Cool idea! It definitely should have a particle effect and sound when a car gets eliminated. (Maybe it explodes and its color of paint splatters all over the nearby area.)
It would be cool to see how this plays in multiplayer and with levels that have walls and other obstacles.
LD59 — Signal (13)
Radio Silence Gone by Juutis 2026-05-02T22:23:50Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Bit-Box by LeTabouret 2026-05-02T22:23:32Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Unweaver by Lisieshy 2026-05-02T22:20:30Z ♥ 2
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Mixed Signals (using DOD) by GideonGriebenow 2026-05-02T22:20:03Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Signal Cabin by ionhaven 2026-05-02T22:19:14Z ♥ 0
I recorded my playthrough of your game with comments. I'm not sure how completely I experienced your game because I didn't understand anything that was going on. I pretty much spend the whole playthrough being confused by the mechanics and annoyed at the AI art.
Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Signal Out of Space by Aleksey Salion 2026-05-02T22:15:25Z ♥ 1
I wasn't able to get very far in your game because I think some of the mechanics are broken on the Jam build. I recorded my attempt at a playthrough. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Pub Protocol Panic by Tomas Poblete 2026-05-02T22:14:00Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Status - It's you. by Disvent 2026-05-02T22:13:48Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Singing Space CEOs by Jack Maxwell 2026-05-02T22:13:36Z ♥ 0
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Signal Surfer by hulien22 2026-05-02T22:13:16Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Haberdashery Rhythm Assault by Asieke 2026-05-02T22:11:55Z ♥ 1
I recorded my playthrough of your game with comments. Timestamps are in the description. https://www.youtube.com/watch?v=wABtUhFtFEM
Tipsy Tower by Timo5034 2026-04-25T06:05:49Z ♥ 2
pyramid.png
Oops! Too Many Signals! by TBK_David 2026-04-21T06:13:38Z ♥ 0
Man, this game gets very hard very fast. My best was 4 trains which doesn't feel like that strong of a score. A lot of little things add up to make this pretty frustrating. The map is large and has lots of weird intersections that aren't immediately intuitive. It takes a lot of mental energy to figure out how to get a train from A to B. The junctions are not easy to read at all with the red-green lines thing. When you click on the switch, it's not very obvious which state the switch is going to cycle to. If two trains are on a direct collision course, the only way to prevent the collision is to send one of those trains down the wrong path. That will usually end up with a train getting destroyed anyway since getting the wayward train back on track is now added onto your plate with the other trains being sent in constantly. There's definitely potential for interesting gameplay here. I like these kinds of challenges where you have to keep increasing numbers of balls in the air and things get more and more complicated to manage as time goes on. And that idea is present here. When things were going as planned and the trains were going where they needed to go, I was having fun. But it needs more polish and definitely more playtesting and balancing.