Foon → Ludum Dare Explorer → Users → 01FE7E
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Malevich in Budapest | jam | 1058 | 3.22 | 3.00 | 3.13 | 2.90 | 3.75 | 2.65 | 3.29 | ||
| 2018 | 43 | Sacrifices must be made | Worthless Robots Fight | compo | 345 | 3.15 | 2.94 | 3.28 | 2.94 | 2.94 | 1.79 | 2.50 |
This such cool idea. And that they die when scoring is a great mechanic.
First some critque: The controls are clumsy sometimes. The start is boring or rather it takes too long till you fight harder enemies.
Everything else: The sound is good. The music is amazing. The gameplay is simplistic but still you made a tutorial. And I love the graphics (the great artstyle, parallax background, particle effects). It feels amazing playing this game. The bullets are big, the screen shakes when you hit something and combo counter pulsates.
Great Game <3
I like the music.
So the graphics and atmosphere are great. You know what you are doing. But the gameplay isnt fun at all. It is so annoying when you bump into a wall, drop the skull and it falls all the way down so you have to start over again.
Once you aimed the cannon correctly there isnt really anything to do than running back and forth to get new soldier. I think the concept has potential, so here are some of my ideas:
Make the destruction physic based (so instead of having a health counter, the walls are made of bricks that can be destroyed or blasted around)
Make it possible to shoot more objects (i.e. the bricks of the wall)
(i know this is only a jam game, so this is a bit stupid)
The levels get a bit repetitive after all mechanics are introduced. The graphics are great and the game feels polished.
really funny game. great voiceover btw
there isnt really anything happening. do the cratures do anything?
Interesting addition to the vampire survivor genre, although the meteor time limit didn't support the "scaling out of control"-type gameplay. Also great visual art.
@ramelio thanks, i'm quite happy with that
@borchezz Thanks, i agree! Chapter 2 is also is my favourite one.
@oddballdave Thanks, i think Chapter 2 is the most promising one. Although getting the level generation to work was a bit too much for me :)
@mar3k You are right, Malevich wouldn't have rounded the corners.
@cslupius Hey, thanks! I, for example, think the placement of the platforms in Chapter 2 needs some work, but i'm not sure if that is what you mean by UX. Could you elaborate?
@cslupius thanks for clarifying. Interesting what you said about Chapter 2, @jlv mentioned something similar, but there isn't anything going on behind the scenes (slowing the jump down or something). Maybe the controls are misleading...
My experience was that the beginning was bit slow, but then i scaled like crazy until the game crashed. The game is a nice compressed variation on Vampire Survivors. The wave structure and randomized rerollable shop are intresting additions, although i'm not sure if they serve the core concept of the game. Enjoyed playing it :)
I think the physics could should be more floaty (the spaceship steers more like a tank) and there isn't any reason not to hold Space/A all of the time. I like that it is such a short, simple and fun game, perfect length for a jam. Also the music is a bop.
The music selection is perfect, really enhances the mood. I think you should respawn with all upgrades though.
Looks great! Searching where the next parcel spawned is a bit tedious...
Really creative experimental little game! The blue spheres are redundent, right? The player can't control if he collects them anyway.
Quite difficult. I like how chaotic the purple spell is.
Great twist on the TD genre! I thought my one warrior + priests combo was overpowered until this bomb guys destroyed me :smile: Made it to 350 secs with that.
Some more thougths: - Because all enemies move towards one target (the gate), it seems to be always best to place them next to the gate. Therefore there isn't going alot of strategy into placing the towers. - I think the gate shouldn't have HP. One enmey getting through should be game over, because ,unlike other TD games, here towers also get attacked and destroyed by enemies. The only real game over state is all towers being destroyed (the gates HP doesn't play any role). - The enemy variety is awesome (for example the bomb enemy countering my one warrior strategy)
It's reversed Angry Birds. Cool creative concept. I think it would be nice if the physics would be simulated during building phase.
Pleasant game. With the calm vibes coming from the pixel art and music i expected gameplay, that supported the mood more by maybe being more of the "interacting with the environment" type other than the typical "highscore and game over" type. Thank you for your entry :)
Hi, really enjoyed your game and shout-out to your dad! Maybe this could use more chaos, more explosions, more ways the arena changes.
I like the concept and the way the pieces move is an intresting twist on the bullet hell genre. Overall the game plays more like a puzzle game, which, i think, the graphics and audio should reflect more. It is really hard to undestand, what is happening, because every turn everything happens at once. Perhaps animations that show the changes between the two turns would help.
Looks and sounds great, gameplay is solid. I think some feedback (animation, particle effect or something) on hitting an enemy would give a better game feel. All in all pretty good game.
Cute small game. Reminds me of a WarioWare-style type of minigame. Also smart how you prevented the player from just spam clicking.
The 3D pixelated graphics are great, but the auto turret seems unaffordable.