lereveur 2026-10-20 14:41 ♥ 0
Unfortunately, I can't test this game, as Itch is asking me a password to reach the entry page 😅
Foon → Ludum Dare Explorer → LD60 → Proper Cannoning
By hunttis, mikropiru, eloraju, miigii and creatan
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 16 | |||||
| Fun | 16 | |||||
| Innovation | 16 | |||||
| Theme | 16 | |||||
| Graphics | 16 | |||||
| Audio | 15 | |||||
| Humor | 15 | |||||
| Mood | 16 | |||||
Unfortunately, I can't test this game, as Itch is asking me a password to reach the entry page 😅
password protected game?
Requires password :(
@lereveur, @mackain, @zabrat, thanks for letting us know! The page no longer requires a password, so now it's playable. (And hopefully worth the wait...)
Also, a small addition to the controls: you can fine-tune the cannon angle with the SHIFT pressed down while using the arrow keys. It's not _that_ big of a change, and we'll probably make the effect bigger in a post-jam build.
It’s actually really cool—you get used to the weapon quickly and get a feel for how to aim and shoot accurately. Wishing the whole team a speedy recovery! 🤒
Super unlucky with your team (and yourself) falling sick! I've had that happen in a jam before and it does make things very hard. I have to say, even though it's unfinished, you've got the makings of a really fun little game here. I still got a lot of enjoyment out of it. Allowing more fine adjustment with shift was an absolute game changer. Also... I'm sorry to all the birds. They didn't deserve that. Good effort despite the adversity!
you wrap something by the end of the jam anyway, well done! the cannonball destroying the floor is very satisfying; Then I think the timings to reload, to reach the power, and the accuracy to end the game require ajustements to improve the fun
The enemy AI is definitely a big issue. Enemies often get stuck on tiny bits of geometry that are barely even visible. It's really frustrating :(
Shame you had sickness, the core of the game is great, I could see this being really fun with powerups and different enemies
Enemies get stuck and it's a bit too fidgety to get the cannon to him them. I missed the shift thing so it was harder for me than it should have been. Also my cannon balls sometimes just moved enemies around instead of killing them (especially for the birds) But I like how the cannonballs go through the terrain.
I managed to gather all the little guys in one spot, but somehow I STILL CAN'T HIT ANY OF THEM ðŸ˜
Bummer about falling sick. I had to restart a few times for the input to work. Though eventually got it. Charging the cannon based on numbers felt super finnicky couldn't get a feel for charge time and arcs but always fun to see terrain being destroyed
I was struggling to hit accurately to far distance. That slowed the game a bit. I was also noticing some collision issues with the lemmings and birds. Or maybe those were just tough individuals.
Sickness aside, well done team.
Cool idea, as others say the baddies get stuck in a pit and the power ramps up way too quickly to get any kind of precision needed at distance, I could get the power to say the nearest 100, but the difference between 600 and 700 was huge.
Thank you everyone for the feedback! Yeah, we're aware of the issues but couldn't fix those in time...
I think we should make the cannon angle fine-tuning modifier (i.e. shift) stronger so that the cannon would turn even slower when using it. I also tried adjusting the charging speed back and forth, but ended up with its current value thinking it gives a good challenge and feel of chaos (when the enemy is moving in so slowly that it's otherwise too easy). 😄 I think there's quite a lot of adjusting to be done still for the post-jam build.
It's a cool idea but gets a bit boring fast.
The charge ramp is a bit too fast to be handled with accuracy, but I still managed to beat all the waves the game bring to me, I don't know if that's the end or if the waves stopped for another reason. I have no doubt you guys would have made something better if it was not for the unfortunate flu issue, but, hey, you managed to make something playable, if not as polished and balanced as you intended. So, good job for that anyways! Screenshot 2026-10-25 at 17-33-34 Ludum Dare 60 by hunttis.png
Sorry to hear about your illnesses! The gameplay is quite satisfying, I liked trying to figure out the angles to hit the people and birds, then dig out the terrain - The birds were a bit more fun than the people for me because they were less likely to get stuck on terrain, so there was time pressure to hit them. When the people got stuck it felt more fiddly to try and get them.
satisfying gameplay, I liked the moving enemies and the birds both! it was fun trying to get the right angle and power to destroy them both. I found a good strategy and making a big hole in the middle for the ground enemy to fall in!
Obviously some room for improvement, but I think this has potential. The canon physics feel pretty good, and the fact that the terrain is destructible is pretty cool. I did run into similar issues as others: the enemies getting stuck on the terrain, and then having to spend 10 minutes to try to clear them out. Turning that into a feature might be interesting - have the enemies die if they don't reach you in a certain amount of time, and breaking up the terrain to slow them down. I think you could probably speed up the enemies as well, to make it a bit more hectic.
A bit biased because I'm a sucker for the classic tank games, but I thoroughly enjoyed it. I definitely know frustrating getting sick during LD is. Still did a great job though!