FoonLudum Dare ExplorerLD11 → MinMo LD11

MinMo LD11

By hybridmind

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CategoryRankScoreCount
Innovation153.5922
Overall323.0522
Theme333.7322
Fun462.4522
Audio83.7020
Polish273.0522
Graphics412.7322
Food103.5917
Journal123.6316
Technical422.5317
Humor4

Comments

jolle

Feels too random. Might have to wait a lot at some platforms, and sometimes get in situations where can't survive.

Surrealix

Really great idea, and the implementation isn't too bad. The music/background generated by the platforms is a fun idea, but the movement of them seemed a little too random. I spent a long time just waiting around, which wasn't all that fun. A jump button for when I've got 2mm to move up would be really helpful there. Lovely minimalist graphics, and the transform between min & mo looked nice.

saluk

A little too much waiting, but it's very minimal, and I liked the concept a lot. Just needs some balancing.

phren

Very well made, real attention to detail on the flowers etc. :) I noticed I was "waiting" quite a lot while playing the game, which wasn't all that fun. The sounds were a bit annoying, but they were great for the atmosphere, and I give you an A for effort on those. Overall a pretty nice game. :P

Devon

Not only did we have the same death bug, but our sfxr death sounds are very similar as well! and both are loud and annoying...

I like the piano loop thing, very hypnotic with the changing colors. Great mood and style. The little things (grass, subtle color changes, and transformation animations) and variety of sounds really added to the experience.

I agree about the waiting. Too much randomness (also a problem with my game ;)) but that's what happens when you're trying to get done in time!

Wiering

Interesting idea, but you have to wait too much, and that makes it less fun. I liked the music though.

mikeware

I like the style of the game a lot. I just feel like I need a jump button... And maybe pillars that I'm next to should move more than the others so I won't have to wait as long. Or at least with jump, if the pillar is a pixel or two taller, I'd be good to go.

pekuja

Too much time was spent waiting for the pillars to move. Crushing enemies wasn't really as fun as I'd hope it to be. It was also ridiculous when the next pillar was just a couple of pixels taller, but the worm couldn't climb on it.

SethR

Clean and smooth. Agree with the others about the waiting. The audio/platform movement relation was strangely hypnotic.

GBGames

I liked how hypnotic it was to listen to the rising and falling of the towers. It was a very peaceful game to play. Even getting killed by the enemy was a very smooth sounding death. That is, it wasn't a jarring way to take you out of the game, which is the opposite of how my game was.

If you think about it in this way, then the waiting was a very meditative experience, but otherwise, patience is a virtue that takes too long. B-)

drZool

Too slow

keeyai

Cool idea, but give me jump! I want more control, especially if I have to wait around for platforms. Also, why isn't mo a toggle? I died three times because the red snake on lvl 1 would pass over, bounce back, and be on my when I un-mo, and that was that. 3 times of that plus all the waiting around and I quit.

jlnr

Woah, definitely a very interesting entry with a lot of polish in unexpected places. Love the flowers. I think all of the graphics would have looked a bit cleaner (yet still minimal) with a more vector/antialiased look.
Very hypnotic soundscape, and one that still suits the theme well. Give it some really ambient background sounds and stereo for the rest of the sound effects (flowers, landing) and I'd play it just for that!
As others have said, gameplay suffers a bit from the randomness, and I also wasn't that good at crushing enemies. Should be easy to fix though :)

philhassey

I thought the music was sort of interesting. The moving bars were cool, but sometimes frustrating.

Hamumu

The random raising and lowering is dumb, because it makes your progress completely random. I also got killed by randomness - 2 S's were on me, I mo'd out on them, and they walked past, but when I changed back automatically, they were on me again since they had bounced off a wall.

The whole randomness thing totally ruins it. There really is no game because of that. If it weren't that way, it could really be something interesting. I liked the sounds the background made, and the changing back and forth (and using the changing to squish guys), although I really should've been able to stay Mo as long as I wanted... that would solve the unfair kills part.

pansapiens

Cute game, very nice sound. Graphics are clean and suitibly minimal. Something about the gameplay needs a tweak, to make it faster or give the user more 'control' (maybe tunnels through the sliding blocks, and more enemies ?). It's a slick little package, and a wonderful achievment for 48 hours, but in the current state wouldn't keep me coming back for more. I couldn't crush enemies from above as Mo, but I maybe I wasn't doing it right.

Dathgale

Extremely tedious waiting for the columns to move. There's no strategy in the game either-- just stay next to the walls and turn mo whenever a red snake is about to touch you. If there were a timer and you had some control over the columns, or if the red snakes were more intelligent and made it so you could die from something other than carelessness, then the game could be more interesting.

And the red snakes need a squishing animation for when you fall on them.

jovoc

i don't have a long enough attention span for this. Still, the game worked well and the concept was really neat, it would be cool to see a platformer with better controls where the level randomly changed like that.