Not sure about this jam, but typically even when these are allowed, they're strongly recommended against. Ludum Dare allows these and those games typically get very few plays/comments relative to video game or tool submissions. But be sure to check on the rules since a lot of larger jams specifically prohibit anything you'd need to print out or create with physical resources.
ollie_d
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It's sick to see a twist on a classic board game like this and I think you found a creative way to incorporate the scale alongside a new mechanic. It's also just very satisfying to play the big disks, although I'm not sure if they're strategically the best play? But I kinda suck at this so I have no idea haha. Good submission!
It's great to see fellow music game makers! This game looks and sounds great. I think the controls were a little finnicky at first, but I was able to get into a nice state of flow after a few iterations. Solid submission! Also I love the framing of the game and the title since I've spent a bit of time studying tabla :)
Oh helllllllll yeah. A chemistry deck builder roguelike is exactly what I needed. I only had a limited amount of time to play this due to travel restrictions, but damn this is polished, clean, and super fun. Saving this one and coming back to it later once I have more time. Very excellent submission
This is a lot of fun! I do wish that the jumping felt a little less stunted, but it makes a lot of sense given the constraints of the sponge size changes. I like the shooting arrows and picking them up, it adds a depth to the puzzles that I haven't seen many people utilize in this jam. There's a lot of shooting to make things different sizes, but managing a resource is a cool innovation that works in your favor. Well done!
A fellow music game maker! This is a fun game, very clean aesthetics, although I'd say it's quite difficult. Until a player builds an intuition for the spacing of the notes, it's mostly a working memory task. In fact it actually reminds me of a lot of perceptual tasks that cognitive scientists use. Well done pulling it off and creating an engaging tool for visualizing notes in different scales!
a creative idea! It feels very fractal in a way. I empathize so hard with wanting to have mechanics that lead to some grander vision and not being able to fully address the consequences of those within the jam period. It's just a process to put those ideas into the world and interact with them in a less abstract space. Well done!
Wow! Great polish on this game. It took me about 30 seconds to figure out the mechanics without reading for instructions or anything and it was pretty clear. The puzzles were straightforward, but satisfying to solve. The final puzzle had redundant pieces in it, but otherwise they all seemed very parsimonious. The art is really incredible, the level and characters (and I guess technically the NPC we're protecting) are truly beautiful, well done!
Thank you for the feedback -- I wholeheartedly agree. The problem is that I had a concept for the game where the rotators (purple squares) modulated a lot more than just the pitch of the emitters, but acted as a general logic-controlled, gating unit. Unfortunately a lot of those mechanisms didn't come to fruition during the jam, but I'll certainly be building off this concept into a full game and will take these experiences into account.
Thank you very much for your comment. I had planned for the rotator to have much more mechanical functionality than I was able to implement, so it didn't have time to shine. The oscillator though did end up being totally redundant in the final product, but unfortunately it was load bearing in my spaghetti code haha
Alright, this is my favorite game of the jam so far haha. I'm a sucker for TDs and you delivered perfectly. The gameplay is very clean, scaling feels natural and tower types each feel like they fit their niche. I could play this a lot more, but I really need to sleep since I've been up for over 25 hours. I love the text effects, love the enemies and tower models. Only thing I wish is a hover-over of the cost to do the action, but honestly it stops mattering at a certain point. Very solid submission
Absolutely beautiful art! The enemies have very clearly telegraphed attacks, which is nice for strategizing around them. I didn't feel like I needed to jump or crouch really, although that might be because I kept dying before they could be useful haha.
Also, the first time I played, I randomly got a bug where I just jumped out of the games bounds (at least the boundary of the drawn world)
Wow, that was a lot of fun! I've never played a "survivors" style game although I've seen videos about Vampire Survivors, and I gotta say, I get it now haha. That was super addicting, I played for way too long. Maxed out at level 54, but death would always kill me. Great submission, solid graphics, audio, and gameplay, overall a pleasure to play :)
I'm a huge WC3 player and it's fun to see people poke fun at RTSs. I wish it was faster pace as I think the movement is a big sluggish and hard to follow. Also I watched one of my friends who does not play RTSs attempt this and even after starting off by reading the instructions he needed me to explain to him how RTSs worked to play it.
Beautiful game, very elegant. Puzzles were quite challenging and satisfying to solve, although a lot of them at the start suffered from being easily brute forced. This wasn't a problem except that I didn't really understand the instructions at first, and was still able to beat the first level. The tutorial didn't really help, and it took me going back and trying to understand why I won to learn the game. I think having text over the left-most "target mode" and "current mode" would've helped intensely. Great submission.
Oh man, that was a ride. I loved a lot of combos, but the best was definitely rhythm spicy mode since you could just chill while enemies died, but flying enemies were still a challenge you had to deal with. Level 12 was an insane leap in difficulty and a lot of the powerups I just instakilled myself on, but was eventually able to get a solid seed of sticky, rhythm, standard, standard which was super doable (essentially a perfect seed. Only thing else I came close with was rhythm, spicy, reverse, standard which was also pretty easy). A lot of creativity in this; the art is beautiful, soundscape was great, really polished work. Definitely the best game I've played in this jam so far (and the longest with a 30min playtime haha). If only Sonny and Ookie could meet up ;)
I've never seen a game hit me with an MS Paint YouTube tutorial video haha, VERY cool. The controls were a bit of a fuck even after the tutorial though, mostly because I'm used to playing Spelunky where I whip with J. It would've been nice if picking up the game unpaused by default. It was really difficult to get back into the game because the bullets would phase-lock, sometime killing you 100% of the time. I really dug the music, interesting take on the theme, good submission!