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
Foon → Ludum Dare Explorer → LD60 → Old Techniques: The Last Master
By denissobolev, paulsams, mirka-chan and greedy-merchant
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 26 | |||||
| Fun | 26 | |||||
| Innovation | 25 | |||||
| Theme | 25 | |||||
| Graphics | 25 | |||||
| Audio | 25 | |||||
| Humor | 23 | |||||
| Mood | 25 | |||||
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
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!
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!
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".
Sorry accidentally pressed publish twice, now I can't delete this comment :)
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
This was so fun! Incredibly innovative and awesome atmosphere. Great job.
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!
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
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!
It's just so cool-like, beyond belief! There's really nothing to say here - you just have to play it!
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
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!
@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.
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
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!
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.
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.
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!
Good graphics, good animations. Excellent combo mechanics. Enemies are challenging, but not overly so. I enjoyed it.
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!
paulsams was cooking with this one 🔥