jk5000 2025-10-06 06:51
I don't really understand the gameplay, but I love the games visuals.
Foon → Ludum Dare Explorer → LD58 → What is to be done?
By aou
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 69 | 3.60 | 22 | |
| Fun | 60 | 3.55 | 21 | |
| Innovation | 57 | 3.63 | 21 | |
| Theme | 177 | 3.07 | 21 | |
| Graphics | 14 | 4.32 | 22 | |
| Audio | 127 | 2.92 | 22 | |
| Humor | 85 | 3.08 | 19 | |
| Mood | 11 | 4.28 | 21 |
I don't really understand the gameplay, but I love the games visuals.
Incredible art direction, punchy sounds. As with any other, will benefit from more scaffolding. Lenin would be proud
@homoludens thank you! he stole the name, so i stole the name. its a good name.
Your graphics immediately caught my attention. I got a lot of ENA vibes from your game and I liked that!
It was a bit difficult for me so I stopped after my fifth death. I could only talk to characters when dropping something so my prepared double-bomb:tm: wouldn't work out :(
Also confused on why some enemies only attack you after you talk to them, but I don't think that there is such a thing as logical reasoning in absurd games so it's fine by me Great entry!
The art was an instant draw! It reminded me of Cruelty squad so I had to try it! And the gameplay was just as good. I really liked having to balance different weapons and items. Do I use double flight to explore or bring a weapon to fight enemies. Great game!
Great game! It’s not entirely clear what you’re supposed to do, but that graphics style - wow! I’ve always admired people who can pull off that punkish lo-fi aesthetic. Congratulations!
Nice graphics, but a bit of a stretch on the theme. And I got confused with the controls during 'using' and navigating. But I'm bad at these multi-input games. I rather use one kind : mouse OR keyboard not the AND :D
As others mentioned, cool and unique art direction. Once I discovered some items give you abilities like jumping higher it made some sense and I could see what you were going for. Fist, I would highly recommend a checkpoint system - I gave up because I got tired of redoing things I already did. I think it would have helped to gate the player in a few safe rooms before letting them out into the world - give them the jump items or some other type of item based ability keys - once they've had a chance to understand that certain items give them key abilities, then open it up more open exploration.
Great job overall! Congrats!
Interesting! I like the design of holding one item in each hand and having the buttons control one hand each. The damage overlay was pretty cool too!
ilove this dream code vibe !!!
So cool bro! I found the truth in 666 seconds! I think if you add even more Easter eggs and mechanics to this game, it will be a masterpiece. Thanks for the experience!
The art style is definitely a big draw to your game! The vibes are very trippy and match the esoteric nature of both the theme of the game and the offbeat gameplay itself. Sadly, I could only find 4 of the 5 organs and a "Truth" that I couldn't seem to use, so I couldn't finish the game. My only complaint comes from how you pick things up and hold them. It's understandable that Q and E map onto left and right mouse respectively, but I use E as main pickup but LEFT mouse as main action, so there's a bit of a disconnect there.
@ismael-rodriguez thank you! i too often make my games too difficult yes, i think the combat system being very flimsy is the cause of this. the safe room idea is what i tried to do in the room you start off in, but i can see how it might fail like that
@niterich thank you! yes, i felt this disconnect with the controls as well due to experiences in other games, but i didnt really know how to fix it. maybe something like shift+Q/E to use, but that also has its downsides
@aou I would start by trying the left and right mouse buttons to pick up objects directly, cutting out the middleman of Q and E altogether.
Ultimately, I would question whether the objects would need to be held at all: maybe I played the game wrong, but on a purely mechanical level, I never felt the need to hold onto and juggle multiple items the whole game. Burgers could be eaten right away when you walk over them (because why else would you be heading towards a burger?) and the jump objects can be permanent upgrades to your jumping abilities. That just leaves the organs and the weapons, both of which could be equipped by just walking over them as well.
But thinking it over, the current slightly-awkward control scheme *does* help build the atmosphere of an off-kilter world a little bit more, so smoothing out that confusion might end up lessening the experience.
This visual effect makes me dizzy, but it's really cool.
I didn't figure out how to pass the Wall.. bomb only kills my and the knife seems not doing damagement...
Cool graphic though, is there a name for such looking art direction? I've seen serveral games like this but never know what it is called
My eyes hurt, but I loved it!
groovy game! thanks!.
Hella cool! This art and crunchy style of game are great, nicely done!
Very unusual LSD-style visuals! Looks super cool. I lost my eyes and skin :)
Wow awesome art direction, dreamlike and ominous. Did NOT expect item progression but was very pleasantly surprised to see areas locked off by certain items. I loved the NPC's dialogue, even though they might seem random adds a lot to the whole experience! Butterfly is kinda OP but insanely fun, managed to fly through the whole game after getting it. Would love to see more polished combat as evading the ennemies seemed like the winning strategy here :)
woah woah cool cool. can't really figure how to progress the game but really impressive overall. impeccable style. AND THIS IS COMPO???