FoonLudum Dare ExplorerLD57 → Only Rogue Down Clicker #skinedition

Only Rogue Down Clicker #skinedition

By caerind, Alexis Brochec and Samerano

View on ldjam.com

CategoryRankScoreCount
Overall6973.1521
Fun6493.0521
Innovation6742.8621
Theme5813.4221
Graphics1
Audio1
Humor3083.1320
Mood7982.7821

Comments

tero-pulkkinen 2025-04-08 08:53

the video didnt work...

balimaarthebassfish 2025-04-08 09:01

An interesting take on this type of game. usually youre concerned with going up :D the game ran pretty smoothly, id encourage you to next time try and do some graphics yourself. Programmer art isnt only just welcome in Ludum Dare - its actively encouraged!

ilinx 2025-04-08 11:52

Super cool, interesting concept! Impressive for a 3-day endeavour! Comme d'hab le goat

vokietislt 2025-04-08 15:03

Very good game, passed it in 300s ;D not too good. didnt even bother with hard mode tho ;D Overall one of the best games so far

apt-prose7 2025-04-09 03:00

Cool, but assembled from assets...

x2shadow 2025-04-14 05:06

An unusual idea with a combination of clicker and roguelike. There are even different abilities, but platforming seemed complicated and often it is not clear where you land. There is a time stop, but it doesn't make much sense, because time has slowed down and there is no opportunity to influence something. It's cool that there's even an option to choose a skin.

alexis-brochec 2025-04-14 08:28

@x2shadow thanks for the feedback. As you mention, we should add more importance for the slow motion part (maybe recharging the dash ability or something else). It's our firt time building a plateformer and your right we should add more info into where to go.

We will keep the skin option for later ludum.

thanks.

ty-victorson 2025-04-15 09:26

This was really fun, it was like the opposite of only up and combining it with a clicker was an interesting twist! I managed to pull 3rd on normal as of my comment (I'm _ty)! I didn't really feel that the time slow helped me out too much I rather opted to use the dash and double jump more, I would have liked to see maybe some UI to show when your abilities are charged and how long they lasted for in the case of the time stop, but that's just cosmetic stuff not totally essential. Overall great work!

eugenik 2025-04-15 11:18

Nice entry with great graphics

oter 2025-04-20 15:45

I couldn't find a mouse sens slider, which I know it's a jam so there isn't always time, but was sad that you had other sliders/options but not that one. Couldn't play much before I got a headache, but my feedback from what I did play: I wish it was clearer what we could land on and what the limit for fall damage was. It seemed like you had to take the prescribed path and skipping even one stone would kill you, even if it was just barely past the fall damage range. If you guys keep working on this or do something like it again, I'd like it if blocks appeared when you're able to land on them or else were a different color or shader when out of range.

Also almost forgot--may be user error, but I had to run around the starting area for a solid minute before actually being able to play. I figured out about buying the life upgrade but couldn't figure out the generator thing. I just went around clicking on stuff (especially the place where it said "CLICK") and eventually the path opened but I have no idea how. But again, I can't be too critical because in a jam any sort of tutorial at all is an accomplishment, and I know that's just what you guys were trying to do.

alexis-brochec 2025-04-22 16:25

@oter thanks for the feedback and sorry for the headache. For the fall damage we thought about it but could'nt figure how to show max distance without having to much impact on the visuals, but it's for sure something we should add (even to show the impact of the max distance fall upgrade)