Pretty neat idea. I like the idea of building/evolving pong.
I wish the pong game would actual played itself.
That was awesome.
At first I didn't get how it was a idle game but just clicking to investigate makes sense and it's a quite original take on the genre (well both genre)
But the story is killing it. It was funny and well written.
I really like the idea that is fitting really well the theme. A playful activity that is not tied to performance. It would have been nice if the player had more control over the stone and not just clicking a direction and changing the rotation since it would encourage player to stick longer and chill even more :)
The background noise are really good and put you immediately in the right mindset...
Finding the beach after few days was a nice discovery and it really conveyed the feeling that you should take time to discover stuff. And in general just exploring the scenes and get rewarded for doing so was a nice feeling.
The time limited aspect was a bit offputting however. I didn't really help me to sit back :)
Really relaxing thanks to the quiet ambient.
It's nice to click on thing and have the little text pops-out. Some text are a bit too jokey for my taste by the overall idea is neat and keep you engaged.
Thanks to the bench I realized I could sit down which was nice when I came across the picnic :)
Nicely done. I love the feel the game have: the atmosphere, the grabing feel and nice shake when the block is thrown. Excellent work.
I agree with josefnpat that some more puzzle, especially advanced ones would have been a killer.
I feel like the polish of this game with the puzzles of C&C from 1e0 would have just been perfect :) (https://itch.io/jam/love2d-jam/rate/121387)
The gameplay is a bit confusing at first but it became clear when I realised I had to always see my partner to not lose energy.
I like the idea of having to talk to people while having some pressur when your patner is going somewhere else.
Amazing work. I really love the minimalist approach especially since every visual element is really tight.
I only had a problem at the beginning of each puzzle to know exactly which form I could control.
The puzzle are quite challenging which is a good thing when you succeed but I had to stop at the forth level because my brain had enough :)
So last Sunday I'be submitted my entry and thought it might be interesting to talk a bit about it:
Few years ago I was thinking about the idea of scale and how to make an environment feel big and massive. I did some small experimentation and I had this demo where you control a tiny dot in a single screen. But it was not the size that convey how big the environment was, it was its speed. By making the dot really slow, you felt suddenly walking through a vast level.
The idea stuck with me but it was dead on arrival because it was really slow to move just one screen. Who would want to play that?
And few weeks ago I saw the slow game jam and I thought it would be perfect to get it out of my system. I could just build the game for this jam. Not just because it is slow but because of each new screen is a meaningful discovery even if the discovery is small. I really like the idea that a screen is an achievement in some way and that any small element in it is rewarding even if it's just a tiny dune.
I've tried to add enough variation, small moments and surprises to keep the player engaged but this is so difficult because the game is so bare bone and slow. But I also added some secrets that will reward players who try to explore.
Another important aspect was the movement of the dot. While I tried to make the movement minimal I still wanted to make it move in a natural way with effect and sound effect that would ground it in this world.
Speaking about sound effect, the biggest flaw for me in the build is the lack of environmental sound in most of the level. I tried to add wind, birds and other background sound but none of the result was satisfying so I didn't put any ambient. I feel its really missing in the game just to make it feel nicer to be in these places. The only ambient I have is the sound I've recorded in my fridge (!) which is used only for special occasions (the sound, not the fridge).
Another missing piece is the lack of explanations or tutorial which is crucial to explain the climbing mechanic. I tried to add one but it felt out of place and since I didn't had time last week end to finish a proper one I just dropped the ball.
What is funny is that the idea at first was to be a rogue like with a stamina bar. If you start to climb and run out of stamina you would simply drop, die and restart from the beginning. If you play the game you probably realized that is really harsh :) So yeah now I respawn the player is the last safe location and there is no more stamina which is way better.
Anyway, I you have 30 minutes to kill and want to do something while your mind in drifting in random thoughts, check out the game. And please share how far you went, I'll be very interested to know.
I had the same goal for the same ludumdare and I was really happy with the experience of using love. Lua was a bit strange at first because some stuff are unusual (like arrays starting at 1) but overall I like how straightforward everything is.
This is why I participated in this jam. Löve is such a good options for jams