Foon → Ludum Dare Explorer → LD60 → Old Techniques: The Last Master

Old Techniques: The Last Master

By denissobolev, paulsams, mirka-chan and greedy-merchant

Percentile
CategoryRankScoreCountLD60Ever
Overall26
Fun26
Innovation25
Theme25
Graphics25
Audio25
Humor23
Mood25

Comments

smerdyaisaurus 2026-10-20 11:09 ♥ 2

Look, i really like the idea of the game, but it feels really clunky, tho its still fun i cannot tell that it was a unpainful experience

iris3dart 2026-10-20 14:14 ♥ 2

Really cool idea! The art and atmosphere looks amazing, I was having a hard time using the crouch feature. It felt like I was still getting damage. Overall a nice game!

pete-valeo 2026-10-21 17:49 ♥ 2

Very, very cool! I've never seen a timeline editor used as an interface for a brawler before - incredibly neat choice. The polish in terms of the gameplay feel kept it from being more fun, but in terms of the idea, mechanics, and execution it was exceptional. Thematically I loved the notion of a human being considered "old technology" vis-a-vis robots and AI - a nice inversion of the obvious choice for how to interpret the jam theme. The audio and sounds were very well-matched to the game, and they blended well.

Again, it's a bit of a bummer that the "feel" wasn't as well-tuned as it might have been, because otherwise this is one of the more impressive jam entries I've seen in a lot of ways. That said, our game suffers from a similar "if only we had a couple more hours" in terms of feel, and honestly that seems to be the rule rather than the exception for most jam games, so I can't fault you for it too much.

All that being said, this is a great entry with a lot of polish in the look-and-feel and overall vibe - job very well done!

iluvatar 2026-10-21 17:51 ♥ 2

Man, this is definitely the best game I've played so far! At first the movement and fighting was a bit slow, but it's quite easy to get used to the pace. I ABSOLUTE LOVE the preparation and the fact that you can create amazing combo combinations! The art, storytelling, music and sounds are so good and create this great atmosphere.

PS: My most favorite was "GRAB + YEEEEEEET". I enjoyed throwing the robots on other robots and making them fall haha. It was genuinely so cool and I wish more video games in general had these types of physics and "exploits".

iluvatar 2026-10-21 17:51 ♥ 2

Sorry accidentally pressed publish twice, now I can't delete this comment :)

mem0 2026-10-21 22:44 ♥ 0

Cool graphics and atmosphere! The combo timeline editor is a really fun idea, though I just stacked every action on it and brute-forced it

kedikat 2026-10-21 22:50 ♥ 0

This was so fun! Incredibly innovative and awesome atmosphere. Great job.

freamdev 2026-10-22 08:01 ♥ 1

This is some incredibly innovative way to use a timeline editor, and I would like to read a writeup about how you configured up the animations to work together regardless of the combo. Good job!

lastyw 2026-10-22 08:21 ♥ 1

Interesting idea! But i didnt see how it is connected to the Theme. Robot seemt a bit too long to defeat, and vulnerabl parts of enemies(I know there is this thing) semt not obvious to get. But certainly interesting idea, and I like the design of chars

mr-kvinter 2026-10-22 16:34 ♥ 1

Interesting combo mechanics!

It seems like short combos end up being more effective than long ones, but I really liked the combat physics and how the robots were sent flying by my hits!

Good job!

gamescodedogs 2026-10-22 18:11 ♥ 1

It's just so cool-like, beyond belief! There's really nothing to say here - you just have to play it!

stefan-b 2026-10-22 19:25 ♥ 0

interesting concept, felt a bit clunky and for me the most effective seemed to be to put as much "attack" into as shot time as possible to have maximum dps

rucksack 2026-10-22 19:40 ♥ 1

The combo building works really well, I had fun trying out a few options, especially the flip and throwing. Might need a bit of balancing though.

The story is nice, it fits the theme in my opinion. It's also a good length, it doesn't feel unfinished or dragged out. It feels like you actually were able to finish what you planned, which is not too common for a game jam :D

The movement feels a bit clunky though, and there were some really buggy earrapy sounds, maybe the grenades in the end?

All in all great game, congrats!

paulsams 2026-10-22 19:40 ♥ 1

@stefan-b Min-maxing is also a strategy. We didn’t want to ban it, because the goal can also be to find a combo that deals the maximum amount of damage. And you can also create a fun combo + some damage. Or a combo that hits them on the head, throw an enemy at other enemies, etc.

pkenney 2026-10-23 13:54 ♥ 1

Niiice, cool core idea with the editor, and some nice battle scenes.

I played to the end... standing on top of a pile of robots looking backward to the past

robot-pile.png

My 4 slots were: duck ground attack; jumping attack, grab/turn/throw, and bunch-of-hits. I really didn't use that last one much, but the other three were all really useful in different situations. I thought you did well with the enemy designs, which created interesting tactics decisions, and different situations called for different attacks, and there was more than one way to solve a problem.

The final battle was exactly the right difficulty. And the locked door was important, because previous battles I could jump-sprint past, but the final battle forced me to buckle down and really engage with the game's combat. Until about halfway through the final battle I thought the shield enemies were invincible. And I had not been forced to see the depth of the tactics.

Game probably a missed opportunity to present me with an ethical dilemma at the end. Would I choose to annihilate all sentience or get revenge? What would an AI promise me to save its life, and would I believe it?

Anyway this game's core idea is cool, and I wonder where it could go if you refined some of the feling/flow of combat, and to creatied more difficult tradeoffs in the combo-design system.

Nice entry!

richard8 2026-10-23 14:03 ♥ 1

Really cool and innovative game! The timeline-based combo system is unique and fun, with satisfying combat physics, awesome art, and a great atmosphere. The story fits the theme nicely, too. The movement and combat can feel a bit clunky, and some mechanics could use better balancing, but overall, it’s a very creative and memorable experience. Great job! *Also the grenade sound is a *BIT too loud.

divarium 2026-10-23 14:51 ♥ 1

Interesting take on the beat them all genre. I did not grasp the need to make combos against maping specific one shot moves to each keys. But it was fun. I kind of leroy-jenkinsed my way throug at one point.

rend 2026-10-23 20:06 ♥ 1

That's a really clever mechanic and your art style is one of a kind, that makes your entry stand out as pretty unique. The difficulty was may be a bit too stiff and the first enemies could use less life to get the flow going. But the combo timeline editor is a genuinely cool idea!

myokka 2026-10-24 15:25 ♥ 1

Good graphics, good animations. Excellent combo mechanics. Enemies are challenging, but not overly so. I enjoyed it.

captandrey 2026-10-26 13:59 ♥ 2

Wow, really cool idea! I was surprised that I could pull off not only silly combos like crouch and kick three times, but also crazy stuff like jump + roll + kick after a grab. The level design was also good and fitting. Well done!

kolba8088 2026-10-27 11:47 ♥ 1

paulsams was cooking with this one 🔥