jim-jagers 2025-04-07 20:09
Very fun, graphics are a little lackluster but the gameplay is great, i would love to see this be turned into a full game in the future with more upgrades, enemies and terrain
Foon → Ludum Dare Explorer → LD57 → Game Graveyard
By kateryna, antagonistbob, Gorathon and Duality
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 829 | 2.77 | 24 | |
| Fun | 792 | 2.65 | 24 | |
| Innovation | 713 | 2.77 | 24 | |
| Theme | 843 | 2.34 | 24 | |
| Graphics | 772 | 2.47 | 24 | |
| Audio | 512 | 2.82 | 22 | |
| Humor | 663 | 2.07 | 21 | |
| Mood | 834 | 2.56 | 24 |
Very fun, graphics are a little lackluster but the gameplay is great, i would love to see this be turned into a full game in the future with more upgrades, enemies and terrain
The enemy spawning seems a bit too unrefined. You will have enemies spawn in your way, and they are extremely hard to dodge. I had some fun with it, kudos!
very vibe game, with cool graphics and sound
Cute little game. Music and sounds are pretty nice! Art is okay but environments are very plain and repetitive. Gameplay is very difficult at first until you get a couple powerups, and then it just becomes a bit boring and there's too much distance between the pickups, and you're mostly going towards them in a straight line. Some enemy spawns were very annoying. Another easy improvement for game feel is to just make the hurtbox on the character smaller than the sprite. As it is now it's so easy to bump into things you didn't even think you were touching! Overall, could use with some polish and smarter enemies!
I did it! :D I really like, that every upgrade also has a catch. So the Player has some control over the way the game gets harder.
Nice one, have a duck :duck:
good idea and mechanics, i like it
Really liked the upgrade cards with drawbacks, made the game very interesting! Felt like level 2 was a bit big, even with movement speed upgrades. Good challenge though, I enjoyed it :)
Pretty cool mechanics and game, movement being sticky is a bit weird and can catch you off guard, especially since walls damage you
Cool idea, but i feel like the controls are a little awkward and the game is overall quite punishing. Keep making games tho there's potential here!
Ghosts spawned on top of me a couple times, and often spawned right in front of me, made it almost impossible to dodge in those cases.
We shall run in the Cloud forever, poofy and clean.
My main crit I think is that either picking up the boxes stops the player or else make it possible to select the roguelike traits without using the mouse. The number one way I was taking damage was from clicking something and then darting my hands back to the keyboard.
Nice gameplay: interesting and kinda unusual. Theme coverage and atmosphere are not too great IMO, but great job nonetheless
This was pretty fun. I think I was starting to get good at it but the hitboxes feel really punishing, and not being able to stop makes precise maneuvering kind of tricky. The tradeoffs from the powerups make the decisions interesting -- it makes me want to take slightly more speed than I'm comfortable with so I can afford to spend some later.
Small bit of advice: Getting hit doesn't feel like it has enough impact. The sound effect is kind of soft and there's not a lot of visual reaction. Making it pop a bit more would add a nice bit of polish.
The idea is good but it may need rebalancing cause aside of having too many walls, the lack of ability to get rid of enemies makes it hard to survive and get the fun of this game. However, this game seems to have extra depths in it. After game over menu pops out, it is possible to resume playing and finish the game.
At first I thought it was just a classic "collect things while avoiding enemies" type of a game but after collecting the first pickup and seeing that there was more to the game than I had initially assumed I got a little excited. As a concept it's alright but due to the fact that there is only so many different upgrades/downgrades and only one type of an enemy ended up playing only a few runs.
I also ended up discovering a bug, if you had regeneration and collected a new powerup you could just wait to heal completely before moving on as the 15 second timer didn't seem to stop while everything else was paused.
Anyways, this is a pretty nice submission for a jam and I liked the art style!
This was an interesting entry. I like the movement method and art, but some of the balancing on world generation and enemy speed could use a second-pass. Having the enemies move faster than the player by default can feel very punishing if you spec into builds that lower your speed, and the phase mechanic can feel really janky since players can get hit if the timer runs out just as a player is leaving a wall. However, that said, building a roguelike for a game jam is incredibly impressive, much less one that is as fully-fledged and fun as this one! I know I laid the critique on pretty heavy here, but I really did have a good time playing. Well done, and congrats!