bakwards 2014-08-25 10:00
I got stuck when trying to move past day three, but I probably did something wrong - my fuses were maxed out to about 700%... which didn't seem like a good idea
Foon → Ludum Dare Explorer → LD30 → Fusebox
By empyrealhell
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 62 | ||
| Theme | 198 | 3.74 | ||
| Innovation | 224 | 3.60 | ||
| Graphics | 795 | 2.73 | ||
| Overall | 829 | 2.94 | ||
| Humor | 860 | 1.84 | ||
| Mood | 1005 | 2.36 | ||
| Fun | 1133 | 2.10 |
I got stuck when trying to move past day three, but I probably did something wrong - my fuses were maxed out to about 700%... which didn't seem like a good idea
I got do day 22! Nevermind how many petitioners were sitting on fuse-less boxes...
Definitely an interesting concept, should this grow beyond a 48 hour jam, I'd like to see perhaps an advanced sort feature that lets me sort by qualities I am interested in like planet mass or pollution percentages.
Points for awesome planet names like: Kooshley, Blooble, Auwe (where my Hawaiians at?), and no joke Flay It (if you were wondering, yes, they were an angry people).
Very innovative. A unique, if literal, take on the theme. I'm impressed with how much detail you got into the game in 48 hours! Very nice work there.
I made it to day 6 but I'm still having trouble figuring out what I'm doing. I'd keep playing and learning if I had an on-screen legend of what things mean or some kind of integrated help to get me going. Neat idea so consider those if you keep going with it.
Really hard to understand what I was doing at first. A lot of information, and a lot to keep track of, but overall really good.
Takes a minute to grok your head and then it's like "Oh, ok!" Neat concept. If you take it further, maybe slowly ramp up the number of planets and fuses available so it's not info overload.
Not my kind of game but impressive for a 48h hour. I think that the game could be more simple (or i'm simply too tired). I think that the game could be more "fun" with less values to watch but it will be more for players like me.
The game is pretty neat, and could be better in my opinion with an all in one GUI maybe with a solar-system like look, and a visual for the fuse, and the grid, it will make the game more appealling.
Maybe visual indication instead of percent, who can frighten people like me! ;)
Not my kind of game but impressive for a 48h hour. I think that the game could be more simple (or i'm simply too tired). I think that the game could be more "fun" with less values to watch but it will be more for players like me.
But perfect for the theme!
The game is pretty neat, and could be better in my opinion with an all in one GUI maybe with a solar-system like look, and a visual for the fuse, and the grid, it will make the game more appealling.
Maybe visual indication instead of percent, who can frighten people like me! ;)
Cool design, and a neat take on the "management sim" genre. The interface was a bit hard to follow, and the consequences of my actions could have been tutorialized more, but for 48 hours that was a really fun, unique approach to the theme.
I had very little idea what was going on, but I can see that there was a lot of depth and room for figuring out strategy! Very cool.
It looks like this is well-made (I did not notice bugs) and there are a lot of factors involved. I made a similar but much simpler game and I know even that took a while to try to balance, so I don't envy the process of balancing this!
I never really understood how the different planets balanced in the fuseboxes though. Sometimes numbers would shoot into the 400-500% range without an obvious reason.
Very interesting concept but fairly comylicated to get into, so many parameters and planets, it is a bit slow to get to know how to do what and why...
I had to keep scrolling up and down, which was annoying, and the game was a tad complicated. Otherwise a fun game, though, the take on the theme was good.
Interesting concept! Really grat work for 48 hours!
Great concept, wonderful work on the menu system (I know those things are hard!). I agree with others: the complexity hits you in the face and is hard to keep up with. Potentially, unlocking more and more resources / ailments as the days progress (serving as "levels" and a reason to re-jigger fuseboxes) might improve the game.
Not bad, just a little confusing. Fits the theme well though.