You should link your LD Submission page so we can rate it!
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Heya! If you go into the itch backend for this page and add the `ludum-dare-51` tag itch gives you a field to put your jam page link. That way you'll get a nice banner at the top that takes people to your submission page so they can rate it (also it shows up in tagged searches for Ludum Dare 51)
Congrats on actually finishing a thing!
Couple things I noticed:
- I wish it were clearer what object I was about to pick up and where I was about to drop what I was holding, I lost several runs due to dropping something one tile to the left or right of where I thought it was going to land.
- ESC to start is a very strange choice. Since the clock starts ticking right when the game starts I have to hit escape and then quickly move my hand over to WASD to start playing, maybe it should just be "Hit any key to start"
- The color choice of "light blue" for things that are "warm" (or at the very least un-cold) is an interesting choice. I would consider choosing a warm color (orange perhaps?) That would help me piece together what's going on on screen.
I was looking at my analytics and I've noticed a weird anomaly. Lately I've been getting pretty big spikes in download numbers for my games. Normally a given game gets one or two downloads per week but lately I've had days where I get 14, 16, and 22 downloads. The weird thing is: I see more downloads than views. That means (I think) that someone went to my game page and hit the download button multiple times? That would make sense if the difference were 1 or 2 but it's like a 3:1 difference. Here are some examples:
- 2022-8-18: Lay Down Your Roots got 8 views and 22 downloads.
- 2022-8-24: Lay Down Your Roots got 9 views and 14 downloads.
- 2022-9-10: Lay Down Your Roots got 3 views and 16 download.
- 2202-9-10: Function Conjunction got 2 view and 14 downloads.
What's going on here? Is someone going to my game pages and hitting the download button over and over?
Very fun and rewarding! I felt really clever with each puzzle I solved! The music, sound and visual flavor of the game was really fantastic as well. The fact that even the enemies have a special animation when they slide on the slippery surfaces was such a cool touch!
I think one the tiny bit of feedback I'd give is that I wish there was more attention drawn to the randomness of choosing which effect would happen next. I didn't realize it was random until about 12 levels in. Honestly I think the game would have been better without the randomness at all, but I guess we have a theme to conform to ;)
I'm on a quest to play every game with "Pip" in the title.
Really cool premise for a puzzle game, I had an idea a lot like this at the start of the jam but didn't go through with it because I wanted to keep my game 2D. There were a couple weird things mostly regarding the perspective/camera that hinder the execution but I still liked it!
I found this game because I wanted to see how many other submissions used the word "pip" in their title. Turns out our submissions are similar in more ways than one!
I love the gradual slow reveal of what the game is and what it's about, discovering the cups and what they did was very cool.
As my "factory" grew the sound got a bit grating on my ears (when I finally closed the tab I could feel this relief of pressure). But sound design for a game like this is very challenging so I don't blame you!
Made it to wave 21! Had to play the tutorial twice before I "got it" but after that I felt like I understood how to play.
I think with a bit better UI design this could be really fun! As it stands it takes 2 clicks to fire/heal/defend/etc and that typically involves moving the mouse all the way down to the bottom of the screen to all the way to the top (or close to it). That's a lot of precise movement that I'm being asked to do while also trying to rotate the ring to track my shots.
I also found that if I clicked on the Fire button while it was on cooldown, it de-selected my current die which meant I had to go back down and select the proper die, wasting valuable time.
Not to mention having to scroll! I barely used the "defend" command because it was so out of the way to reach it. I never used "Stun" for the same reason.
A possible remedy (I think) is to have the 4/6/8/10/12/20 buttons be built into the fire/heal/defend buttons and there should be a separate indicator for how much of that resource you have. That means firing is just one button.
Another remedy would be to bind hotkeys to all of the commands (both selecting dies and fire/heal/etc). That would make it much easier to engage strategically rather than keeping plates spinning.
Really cool idea, would love to see a post-jam build!
Neat idea! I've noticed a running theme of submissions that involve rolling attack/defense.
I wish the combat were a bit faster paced, after a while I felt like I spent most of my time waiting for the 15 second timer to hit.
Very focused idea with a tight implementation. I made it 10 waves in before I was finally overrun. Really fantastic submission!
A minor nitpick: I wish that when I rerolled the "value" of a die that I could get some guarantee that it wouldn't be the exact same number again, it felt like a waste of a round.
Thanks for providing a link to the jam page in your description, although pro-tip: With LD itch has a special field to link it (should be right below tags I think?) which puts a fancy embed at the top of the page to link to the submission.
If you go into the back-end for your game you should have a field to link it to the LD Submission page, this gives people (like me) who want to rate your entry a handy link to LD so we don't need to go searching for it. Thanks!
Thanks for the response! Even if it briefly opened a window, did the work, and then closed itself, that would be good enough.
Unrelated question: It says that it's open source but I don't see a link to the sourcecode anywhere? Is it on GitHub somewhere?
This is really cool! I want to use this but I'm worried it'll be really time consuming to convert all the assets in my game. Having a command line interface would be amazing where I could just do something like:
`scalenx.exe my-image.png 4`
Then I could automate on all the pngs in my assets folder rather than pulling them all in one-by-one.
Very nice graphics and a very cohesive feel. I love the low framerate animations and the atmosphere of the whole thing. The first time I looked straight up and saw all the furniture and debris orbiting around me I said "wow" out loud.
I do have a couple thoughts though for a post jam build if you do one (which I think you should!), most are just UI gripes:
- I'm glad I have this big long arms to grab debris, but I wish I had a way to tell before I reached if something was close enough or not. Maybe a crosshair that indicates whether the thing I'm looking at is in range or not?
- I wish I had more agency in how an object is placed. I had multiple times where I got stuck because my character kept placing objects at the worst possible angle/position, creating an overhang that was impossible to jump over. I'd grab a ladder and try to get over it only to put the ladder into the overhang, worsening the problem. It would be nice to choose the angle at which I set an object down, but at the very least a preview of where an object is going to land before I place it down would be amazing.
- Pretty much all the text is either too small and in the wrong place. As a player my eyes are at the center of the screen, but the tutorial was this tiny thing in the bottom left corner, so I read that first. While I was reading the tutorial I saw big letters at the center (good!) but they went by too quickly for me to read them. Then all of the "plot" dialogue was at the very top of the screen (again, my eyes are at the center). I think it really is as simple as moving more text more towards the center of the screen.
Your game is good, and I think it could be great!
This is a really cool idea but I think it needs a bit more time to refine. I have a few notes you might consider for a post jam build, if you choose to do one:
- I think you throw too much at the player at once. You go from introducing the central mechanic, to introducing the angle-locking platforms (which is a neat idea btw!). But the next part was a skill check that depended on your knowledge of the difference between a black wall and a red walls, and required you to reason about controlling two robots at once accomplishing disparate tasks.
- It's unclear (to me at least) what direction a robot is facing when I'm not controlling it. Maybe the face should have a distinct shape that's clearly visible from all angles?
- (A bit more niche): the screenshots look a lot better (in terms of the screen layout) than it did when I played. I'm on a 4K screen so that probably had something to do with it. Unity lets you test in different resolutions in the editor so this seems like something that you could look into.
- Tiny nit: "Escape" is an odd choice of button to proceed from the main menu
I hope that's helpful!
Awesome submission! I like how half the time a level felt hard because I was making hard on myself. It felt slightly inconsistent whether or not modding the cabinet reset the level or not (I feel like it was supposed to always reset). I think clearer feedback for that could be for the screen to go static (or turn off) when you're modding the cabinet. Small feedback on an otherwise excellent game though
Nice, a one-button game! I have a special fascination with one-button games because I'm always amazed at how much variety you can get out of a single input.
Something to consider if you do a post-jam build: What if hitting rocks wasn't an instant game over? What if you instead got some invulnerability frames and lost a bit of "heart" instead? Each side could have their own independent invulnerability frame timer so getting hit twice at the same time hurts more than just one person getting hit.
Lots of really cool ideas here! The core concept is super interesting and I felt like a genius in "Mind the Pit" because each jump just flowed fluidly into the next. There were a few things that didn't quite connect for me, namely it felt ambiguous what did and did not contribute to sewing a tear shut. Also out of curiosity: why Shift? It felt really unnatural to me that shift was the button to swap sides.