Thanks Yevhen! I'm glad you enjoyed it. 😊
Lanyard
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This is sick. Did you write this music? It goes hard. I think this game would have done serious numbers in the Very Serious Juniper Game Dev that just wrapped up, the theme there was Spin to Win. I loved the style here, how it ramped up, suddenly there's blood everywhere, what am I doing here really? Good good stuff.
Thank you! That gradient blend into the background was surprisingly difficult to get right so I'm really glad you noticed! The SFX are all done via the Web Audio API.
Factorio my beloved... I like how you expanded the play area over time. The Tetris-like element of placing factory pieces into the puzzlebox according my goals and needs was very well done. There's some UX touches missing to provide clarity and game feel, but there is still a very solid package that left me wanting more!
This was really good, love the art and sfx design, puzzles increase in difficulty at a nice pace. If you placed your Music Player in the initial scene and made it DontDestroyOnLoad(), you wouldn't have the music restarting on each level, which sounds much smoother to the ear. Zooming around in my hamster wheel never got old. Nice work!
I like the playable character! Looks silky smooth jumping and landing. One thing I want to mention it that your tutorial says A & D keys to move, only the arrow keys worked for me. I agree with the others about dialing in coyote time and jump buffering to make the game feel more fluid, you could also cut down the difficulty by letting the camera follow a fall, but you may have your reasons there, I suspect.
Now this is audio design. Outstanding, it makes every keypress feels amazing. Love how brisk you keep the puzzling here. Only constructive criticism I can offer is that hitting a forcefield gate sitting offscreen and resetting the level doesn't feel terrific. It could simply bounce the player back unless I'm mistaken? Still, that's minor. This was very good and I wish it was longer!
This was well put together but also creepy as hell if you ask me! In a good way. I got goosebumps on some of these moments the first time. I'm an absolute chicken with this stuff, really this is really the wrong website for me 😂I really liked the dithering effects and the surrealism of it all. Nice work!
Huh, this is pretty interesting, one of those games that takes place in a small space, can't say I ever saw something consider the projectionist booth before. You build a lot to manage in a small space! I think a little more tutorializing would have gone a long way here in easing the player in. I really like the animations on screen, and the projectionist booth feels really lived in. I guess we're the only two silent film era games in the jam, eh? :)
✅Lots of enemy variety
✅Lots of upgrades
✅Great incorporation of the theme
✅Fun
✅Great visual style (How do you achieve this btw? The sort of pixelated texture uvs? Blender then a pass in Aseprite or something? In any case, I love it)
Yup, there's all the boxes and it looks like you've checked them. Keeping that crank going is a real challenge, but oh so satisfying once you get into the flow. I struggled with floaty spinny barrely explody guys the most, they seemed to have tons of health. The vibe kind of reminded me of the bot front in Helldivers 2. Anyhow, this was great, would operate a laser minigun and o decimate clankers againThank you so much, big dinosaur! If you had seen it on day two or three, ghastly physics contraption would have been an apt description. I wasn't sure it was going to be salvageable at all for awhile there, but somehow it came together and I scrambled for the finish line (appropriately enough, I suppose). Thank you so much for your kind praise, I thoroughly enjoyed your game as well.
Mmmm, yes. This was very good. At first I was like, 😭 "Why are they being so mean to him??" And then I was like, "Oh." You delivered that moment expertly, the pause after he walks off screen 🤌Impeccable. I had to know what was going to happen then. And each of the minigames was very well put together as well! Some good enough to almost be an entry in the jam. No bugs, polished, each well and concisely explained. The only thing I can say I missed here was some catharsis at the end with the other characters, but that's your narrative choice and I respect it. Very seriously solid entry here, see you in the best of lists.
At last, Larry Payne. 🧪 Great art style, I loved flying around in Bullet Time, wreaking vengeance on my questionably-related-to-the-injustice colleagues. I mean, they might seem completely innocent, but they sure are all awfully well-armed. Where are they getting the cold hard cash for all these personal firearms, I ask you? Could it be from their timely received paychecks? I'm telling you they're in ON IT. Larry was right all along!! 💥💥💥
Ok I see that Luftrausers had a similar impact on you as it did on me. I loved that game and frankly I think I am going to reinstall it now after playing this. Obviously comparing the two is a little unfair, I think they had a little longer than 7 days to craft that game. In fact, gimme a second, I'm gonna play a round of Luftrausers right now and then get right back to you. Please hold.
Okay. Yeah. Still rad. My skills have atrophied though, yikes. The two games are more different than memory might suggest, different controls and upgrade systems entirely. However, if I were to suggest you borrow one thing wholesale from Vlambeer's design, if you allowed the ship to auto-repair itself when the player wasn't firing the weapon, that would take a lot of edge off the difficulty and offer a push-and-pull in gameplay, attack vs. evade.
This was super fun and I'm stoked about it. Let me know if you're developing it further, I'll gladly show up for playtests at the very least.
























