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Ryfi

32
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17
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A member registered Dec 01, 2017 · View creator page →

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This was a fun one! Coming purely from a game design perspective, I think the string should fire out even if you miss a platform so that the player knows they missed because otherwise it's hard to tell what the length limit is. Besides that though, I thought this game was great! A little bit of polish in the graphics department and you've got a full release! Well done!

The controls are difficult, but that is the point of these games. I think this a pretty good idea and I enjoyed playing. The game was definitely rage-inducing so that just means you did a good job. I would love to see a full version of the game with more levels and custom graphics, and hopefully some easier levels too haha. Great job!

This game is very well made! It certainly fits the Foddian theme and was just annoying enough to be good. The Ludwig references were pretty funny, but in my opinion, they detract from the game. I think this could be a fully polished product if you came up with your own theming for the game. Great job!

I enjoyed the challenge in this one! I can tell this was inspired by the world's hardest game. The presentation was really well done, I like the minimalist style. However, the game doesn't really feel "Foddian" to me. It's certainly challenging, but there's no loss of progress, which is a common aspect to these kinds of games. Regardless, I enjoyed playing, well done.

I'm not the host so I can't say for sure, but some of my Unity files are too big for github so a gitignore is required for me. In my experience, the game is still buildable with a standard gitignore (you can google it and github has a template for unity built-in) so it should be fine.

You need to find a gitignore for Unity games (or your engine) online and add a .gitignore file to the main folder. That should fix it.

On your games page it should say "Submission to Ludwig Jam" at the top right and if you click it you can see your submission page and you can edit your form answers.

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The trick with that level is to stay on top of the stack as you build it and then break off at the top. Thanks for playing!

Glad you liked the concept! The trick with that one is to keep yourself on top as you build your tower.

I wish I had explained it more explicitly, but you can only jump when touching the ground. This is to encourage using blocks to higher rather than just creating a staircase. I know it can be confusing and will definitely make that better in the future. Thanks for playing!

Cool game idea! It was very hectic, maybe make a way to regain health because after a certain wave you die very quickly.

This game was surprisingly fun! I had a tough time getting all the packages to the end, but I finally did it in the end. 

I got stuck in the wall a lot and couldn't finish the game because of that sadly, and the controls should be explained a little more in the game. That being said, this game was really fun and has some interesting mechanics, good job!

Fun little mobile game! I enjoyed playing!

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Thank you so much! Hope you had fun! <3

Nice little game. I literally walk through a wall on level 1 though and I think I somehow managed to crash the game at one point? But it's a nice little platformer and I enjoyed playing it!

I was very confused and had no idea I could move at first. Then I learned that you can empty the health of one guy then slowly kill the enemies to easily progress through the levels. Good concept, but hard to play and definitely needs some polish. Nice game nonetheless!

Thank you for your feedback! The visuals of the game will probably be changed before I release the post-jam version, along with cube world, I have been receiving a few comments about that. And the movement has already had some great fixes for the post-jam! Thanks again, I will check yours out too!

Fun platformer with some cool challenges. At one point my character died and never respawned so that was the end of my run. Some music would also be great!

Yeah, creating a "jam game" became less and less of a priority as the week went on, and I figured that I should use my whole week to my advantage! Thanks for your feedback and I hope you come back to finish the game sometime!

Thanks! That is actually the first thing I fixed in the post-jam version of the game! I'm glad you enjoyed the game.

If you have time, try playing the downloaded version of the game! It runs much better, and the rest of the game is pretty fun :)

Yeah, I was afraid about performance, I tried my best to optimize everything on the last day. Did you play in the browser or download? The game typically runs much better when downloaded.

It's hard when you can't see where you are going, maybe transparent platforms would help? Overall, a pretty good game.

This game is tough because you can't see where you're going, but interesting concept! Maybe transparent platforms would help?

This is a pretty neat game, would love to see more of it!

Basic little platformer game. I really enjoyed the music, but I feel like there was no good way to avoid the enemies. Still a fun little game nonetheless.

The right-click was too inconsistent, and the camera should show further ahead in the level. I also think a level select screen could be nice. Overall, a really nice game! I enjoyed making my way through the levels.

Thanks for the feedback! I have plans to continue working on this game post-jam, and I agree, the puzzles should be more intuitive. Most puzzle games have a walkthrough, so I thought I would add it just in case people got stuck, but it is unfortunate that most people will just use it to play the game. Out of curiosity, did you complete the game? Or how far did you get? Thanks again for the feedback!

Neat little game. I wish some things were a bit more clear because once I got to the edge of the level I didn't know what to do. And the buttons didn't seem to do anything. I like the idea, but it still needs a little work on the user experience side.

Just curious, did you open the door and try the cube in it? The level becomes a lot easier once you do that. The scroll wheel was a last minute addition. Thanks for the feedback!