This game taught me so much about what games could be. Thank you for making it!
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Definitely a compliment! I thought it fit the vibe of the game, kinda minimalist and a little dissonant. Something about the repetition, the simple sounds, the 5-3-1 patterns… I dunno, just made me think it was being generated based on what was happening to my sub and those poor fish.
Neat game! Everything showed up really small on my screen, making some of those jumps hard to judge. Lingering on the death a little bit longer might help me figure out how I’m dying next time.
But overall that was pretty fun. :)
Very, very nice. I’m addicted to platformers so this was right up my alley. Glad you got your fixed version out!
The controls felt a little fiddly, but that might’ve been me on a keyboard. Gamepad support would be very welcome on this.
I half expected there to be a stamina bar on climbing. :)
I liked everything about the graphics, how her hair blows around? Neat. Should there be double-jump?
I dig it! Heh, I’m funny.
It took me a hot second to realize how to play: move cards around and jump them to score points! Stack them for more points! I think it’s because I didn’t know I could click on the pickaxe to move it around.
Good game, good execution!
Wow, I’m really bad at your game. :D
It took me a while to figure out that this was a rhythm game and not just me smashing buildings. I really like the monster graphics, but maybe more rooftop contrast?
When I was able to hit things on beat (heh) it made a nice counterpoint to the song. I dug it. Nice play on the theme, too.
That was great! I loved the graphics and the font and the music!
I totally got stabbed by those spear guys a lot. Took me a while to figure out what left-click punching did vs. right-click smashing. The right-click wave effect was really cool, I dig it a lot.
I had the 1 soldier left bug, too.
I’m a Dig Dug fan and this felt like it was Minecraft in 2d, which is a neat idea. I think it’s the ground I’m supposed to be fighting against when those darn quakes destroy my homes.
Instructions would be good! I didn’t know what I was doing. Hitting Z digs, but also puts blocks back sometimes? And if there’s not enough room around me if I pick up a chest I can’t place it back? And sometimes I disappear? I was a little confused.
I thought the worm was an enemy but I think it gave me food. I put the food in my house. Then a quake destroyed everything. Stupid quakes.
What a neat idea! I definitely made a little too much constructive interference more than once and blew up my city. Whoops.
A beginner mode might make sense to ease people (like me) in who don’t know what they’re doing.
I don’t know if it was a rhythm game or not (BPM?) but I was just trying to line up my waves with the other waves. Some animation around the output might’ve been neat, literally seeing the waves added together or something?
Some of those curves were flat out impossible to get, like four kicks happening simultaneously on both sides – my animation didn’t straighten out fast enough for me to get both and I think I ended up making things worse. Maybe powerups to fix the city or something?
The sound effects were hilarious! I really dug the little emoji on the people, too.
It was really hard to reach everyone. The instructions were kinda hard to read, maybe dimming the background a bit would make that easier.
By the end I was running around slamming my spacebar like a maniac and I think I woke up my wife. Anytime I forget what I’m doing and get sucked in is a good game. Good job!
Yeah, here I was just greeting fish (shout out to Betsy, hey gurl) and then…!
I dug the visuals, and the music sounds procedurally generated which is cool?! I wasn’t clear on how I charged my arc cannon; it’s moving around, right? I wished I could choose when to fire it – sometimes it seemed like it should’ve fired but it didn’t.
Yeah. That’s probably why I lost. Not cuz I was overwhelemed with missiles from evil missile shooters and couldn’t handle my sub.
I dig the graphics and music, holy geez, it looks really good for a jam game.
But I can’t see the build wheel on right-click. It might be my weird-ass ball mouse and re-mapping setup or something, not sure. But I could walk around on the island and get attacked by baddies, so that’s pretty cool. And I think it connected to the server too.
Holy hell, a multiplayer jam game! Good job.
Noted! The shaker could totally be its own little library or something, I coud add a switch or something.
Totally. I had some ideas on the last day to make it more obvious what the relationship is between the cursors and the buildings but ran out of time.
And I had way too much fun juicing up the quake itself, whoops.
That was hard! It took me a hot second to figure out that I needed to use WASD, instructions on the title screen might be nice there.
The graphics on the objects were very clean. The bounding boxes could’ve been tighter? But I had fun pushing the objects into a pile, trying to get higher, avoiding all those damn tables. Seriously people, that’s a lot of tables. :)
Great game y’all, you should be proud.
Just like in Canabalt, having to jump through those windows is what kills me.
I really dig the art style and audio. I like how the map is random. The song feels a little off-mood for someone running for their lives in an earthquake, but it’s a good background video game song otherwise.
What a great game! And on such a short timeline!
I’m slow and it took me a bit to figure out I needed to press spacebar to interact. I never used the clue tab and I’m not sure how to access it if I’m not talking to someone.
I wandered around in the woods and yeah, there’s nothing out there. But I liked the dotted line path that shows me where I’ve been, that was a nice touch.
I liked the lighting, the setting, and the story – they really worked well together to make the whole thing feel creepy. The mystery was a good one, a nice little backstabby murder mystery with just enough complexity.
I liked the song for the first few minutes, but it would’ve been nice to either change it up as the game progressed or offer an option to turn it off after a while.
Hey, when I try and run the .love file directly I get this error:
Error: [love "boot.lua"]:276: util/settings.lua:32: module 'string.buffer' not found: no field package.preload['string.buffer'] no 'string/buffer' in LOVE game directories. no file 'string/buffer' in LOVE paths. no file './string/buffer.lua' no file '/usr/local/share/luajit-2.0.5/string/buffer.lua' no file '/usr/local/share/lua/5.1/string/buffer.lua' no file '/usr/local/share/lua/5.1/string/buffer/init.lua' no file './string/buffer.so' no file '/usr/local/lib/lua/5.1/string/buffer.so' no file '/usr/local/lib/lua/5.1/loadall.so' no file './string.so' no file '/usr/local/lib/lua/5.1/string.so' no file '/usr/local/lib/lua/5.1/loadall.so' stack traceback: [love "boot.lua"]:345: in function <[love "boot.lua"]:341> [C]: in function 'error' [love "boot.lua"]:276: in function <[love "boot.lua"]:126> [C]: in function 'xpcall' [love "boot.lua"]:355: in function <[love "boot.lua"]:348> [C]: in function 'xpcall'
I’m running Love 11.4 on Ubuntu 20.04.
I liked it a lot! The graphics, gameplay, cutscenes, and little details all worked together well. It had a good, repeatable arcade feel that I enjoyed.
I’m not sure how scoring works. Saving more people is definitely better, but I got a combo once and I’m not sure why I didn’t get one other times? Is it because I only grappled people 3 times in a row instead of cars and stop signs that time?