Foon → Ludum Dare Explorer → Users → 5T4MP5
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | KEYBOARD WARS: SUPER SNOWMAN TUG-O-WAR EDITION | compo | 975 | 2.76 | 3.03 | 3.06 | 3.59 | 2.39 | 2.34 | 3.07 | 2.84 | 57 | |
| 2014 | 30 | Connected Worlds | Vibrastones | compo | 816 | 2.95 | 2.86 | 4.03 | 3.17 | 2.09 | 2.47 | 1.82 | 2.70 | 71 | |
| 2014 | 29 | Beneath the Surface | Doug: The Endless Digger | compo | 1099 | 2.56 | 3.03 | 2.85 | 3.27 | 1.63 | 2.41 | 3.00 | 2.56 | 62 |
I dig the idea. Some technical issues (it's a game jam, so not exactly a big deal), like not dropping down when standing over empty space. I also would like to have seen the bullet spawn a little earlier so you could dig more easily through rock right near you. Neat idea, and a cool simple look. Nice work.
I enjoyed the game. The controls felt good, and the collision is just forgiving enough to make me feel capable very quickly. (it seemed like I could get away with some collision with tails). I assume you are making your connection to the theme through the use of the worms. That would be my one criticism. The worms, being as abstracted (artwise) as they are, didn't really hit the theme for me. Otherwise, this was a really fun play.
Really nice atmosphere. The small animations you placed on the player really did a lot for it. I found myself quite engaged given that the mechanics are minimal. It was a good choice to go for a less specific story, and convey the feeling of discovering something away from home, and then returning. Good use of the theme as well.
The limited ammo worked really well to enforce the stealth aspect of the game. Crouching felt like it was just effective enough to keep the game interesting. Well done.
This was an interesting idea, and well executed. It has a Papers Please like tone, and I like the balance. It seemed like everything went to hell just as I was getting to the end. Well done!
He did...but he was pleased.
micdoodle, there are some issues with the collision on the rocks. Instances where you could wear one like a hat with nothing happening, and once or twice I got killed being near one. TBH didn't get to spend as much time ironing this thing out as I would have liked. I am still relatively new to unity, so a good amount of my time was spent fixing more critical bugs. Team Purple Dolphins, I will go ahead and do that. Thanks for checking it out.
Kong link now for the web version.
cudebear thanks for the feedback. I am frankly with you on every point. The random death actually has to do with the rocks. The idea was for the rocks to trigger death if they collided with your head at a certain y velocity. The detection on it is pretty jacked, and it seems from the feedback that it isn't at all well communicated. I plan on spending the next few weeks making it work and posting it to Kong. Thanks again.
I seem to agree with a few other commenters. The mechanic is interesting, but the game doesn't go further than that. I would say this is a really good prototype, and I would be interested to see the idea developed out into a larger system (types of plants with strengths/resistances and weaknesses, etc...) Nice work.
The core idea of using the radar to detect the ores is interesting, and applies the theme really well. While a cool down on the radar seems like a good idea, it would be far less frustrating to deal with if it was shorter. Also, some element to add more difficulty would be great. I understand making enemy AI tougher to deal with in 48 hours isn't really reasonable. But, I wanted to make the note, because I think the core idea is strong
The slowly increasing speed of the iceberg works nicely against the time pressure to score as much as possible before you melt. The momentum of the game picks up nicely. Well done.
This is a really clever use of the theme. I won't disagree with other people, that I would have liked to have seen a bit more. Showing an enemy (surfacing the code for their movement, collision, etc...) would have been really neat. Either way, cool idea, well executed.
The attack felt good. The jump was a little weird to figure out, but aside from a couple of spots the level felt good. Nice work.
Enjoyed the art and general mood of the game. Got stuck after a bit, but I'll probably come back to check on what I am missing. Well done.
Some way to aim the projectile shots would be nice, but otherwise I really liked this. Good interpretation of the theme, and both characters were fun to play with. Also, the red player character's AOE feels pretty good to execute.
Your core mechanics (navigating, shooting) feel really good. Some kind of a goal would really make this feel more complete. Even something arbitrary can tie the experience together well. Also, I really dig the music. It's simple, but works really well for the mood of the game.
I like the mechanic. I have to agree with other commenters; this would be a lot of fun with some additional polish and some tougher levels. Well done.
Overall I really liked it, but the controls are an issue. Mapping W to the world switch is really confusing, being that it's the up key and you are using A and D for lateral movement. Jumping with D + Space is fine, but I kept expecting to be able to use W as well. Perhaps that should have been on the right hand somewhere. Otherwise, good art, really good sound, and the gameplay feels really good for the most part. Just the control mapping makes it feel more frustrating than it should. Enjoyed it a lot on the whole. Well done.
Great look and sounds. Really interesting concept, and a great turn on the theme.
I really like the concept. It the obscure nature of the way the numbers change does a great job of making the machine feel "other worldly". Well done!
It was interesting to play. Seems like there is a lot of room for development from your core mechanics. Blends exploration with tough, skill based gameplay really well.
On its face, an asteroids style space shooter with some exploration and item (key) collection is a cool idea. However, as mentioned before the sound looping in the background isn't doing the game any favors. The screen shake really needs to be polished. It goes past the point of "juice", and really just makes it hard to orient your self on the screen. Enemies pass through walls. The movement physics don't feel great against enemies who can move more easily than you. Dogfighting doesn't feel great. I might tune the enemies to work better with the player's capabilities. It's a nice attempt. Definitely don't stop trying, but I think there are some lessons you can definitely learn from what didn't work here. Best of luck on your next project and/or Ludum Dare!
Crashing on launch for me, on Windows 7. No error, just an application has stopped working message.
I really like the audio/visual feedback. It's an interesting take on a typing game. That being said, I don't see a real link to the theme. The "Connecting games to it" angle feels like a reach. It is a really cool idea though, and I enjoyed playing.
Well you said it was buggy, so I expected a few problems. I really liked the sound, and the spotlight effect looked really good. That said, the ghosts are too passive for this to be terribly interesting. I know AI are tough as hell to do during a game jam, but a little bit more of a threat would have been nice. I like it overall.
It's really good looking, and I really liked the sound. It's simple but feels very polished. Really good application of the theme too.
I really liked the music transition. The world switching mechanic works nicely, and reminds me a bit of Quantum Conundrum. I like the trial and error approach, but some more consistent logic to how the world switches affect the levels would be cool. Very well done.
Pretty novel puzzle idea. The greyed out faces, and changing expressions make for solid feedback on your progress. Very nice
It is a simple straight forward interpretation of the theme executed well. I enjoyed it. I am not sure what notes I could offer, as it isn't something I see being expanded, but works very well for the jam.
I actually didn't mind the slow pace. It is a bit easy, but it made for a relaxing experience. A wall jump would have solved the problem with walls forming which you cannot jump over. Also, really dug the music. Well done.
This was really cool. It is a bit tough to get a handle on it, but once I got used to the controls it was very cool. I think maybe starting enemies with a single shot, then giving them the spread shot would make the curve a bit more manageable at the beginning.
This was a nice relaxing play through. I didn't really feel compelled to play to the rhythm, but it was nice that elements in the environment reacted to it. One note: it feels a bit cheap that bumping into a ceiling results in death. Because the way the buildings are set up is very similar to canabalt, I expected it to respond in the same way. It's a small note really, but it was a little annoying during my playthrough. Otherwise I thought this was quite good. Very nice look to it.
It's a very good concept for a puzzle game, that def needs some polish. Good puzzles are hard to nail in a game jam, as they usually need time to design properly (I learned that one the hard way). But this is very cool. Well done.
It was pretty easy to get through, but a cool idea. Oregon Trail in space, or FTL minus the tactical elements. My only major issue, is the travel time. Waiting between encounters doesn't really provide anything interesting. So I would either want to jump right from encounter to encounter, or have something to do as the ship pilot (avoid asteroids?). Well done.
Scored 329. Very enjoyable. The music loop is a little annoying after a while, but is reminiscent of older arcade, c64 titles. Well done.
The game concept works, but I will echo other commenters in that the enemy movement made it impossible to really strategize. A good first attempt at the compo though, and I like the look of the board.
I enjoyed the movement, and the wall jump works well. Provided just enough challenge while being completable in a short time. My only real complaints here are 1. Yeah the narration is too long, and its frustrating not being able to move. 2. This isn't really on one screen. Good game though, and nice job.
I really like the idea. It's a bit frustrating, having to more or less guess who's hints are right. However, it is frustrating in a fun way. This is a very clever application of the theme. Well done.
Really cool idea. Some of the level changes are really cool. I like the way your familiarity with the map plays against being unsure of how the level will work. Nicely done.
I have seen a couple of riffs on the "the whole game is on the main menu screen" idea, but this is the best I've played. The puzzle is clever, and the ending was quite funny. Very nice. 5/5 on theme for sure.
This was pretty fun, if a little easy. Way to rep the snowmen.
I like the basic idea, but I think it would be a lot more interesting if you could respond to the events. If, I hit an event, I would want to have a choice to make, which would determine how it affects my voyage. Maybe not enough time in the compo to get it in done, but could be like sea faring FTL.
Nicely done. It has a nice feel to it, reminiscent of Hotline Miami. Dug the music too. An ammo counter or bar would have done a lot for it. Good job over all.
TBH, I had no idea what to do. Maybe include some instructional text.
I found the controls a bit awkward feeling, but this is pretty cool. Reminds me of Bushido Blade in concept. GREAT audio.
It's cool looking, and I like this kind of tight platformer. However, the player control was a little stiff. A little more work on the movement/jumping could do a lot here, but it's really cool for a jam entry. Good music too.
This is a really cool interpretation of the theme. I like that a lot. The movement/shooting works, but I don't think the knockback really helps the game. Otherwise, I really liked this.
Movement was a bit slow for me, but this is well put together. Great use of the theme.
I liked the look of it. The shooting works ok, but on keyboard mapping shooting to WASD and movement to arrows is confusing. Movement on the left and shooting on the right is pretty standard. Sound was a bit harsh, and I couldnt get a second wave to spawn. Not bad for a few minutes, but needs polish. Good work.
The music makes it feel like the most somber game of soccer ever played. Controls are a bit slow, but it's pretty fun. I'd have either slowed the ball down, or sped up the snowman move speed. Some ability to change which snowman you control may have been good. Well done, overall.
Fun core gameplay, and the lighting looks really good. I would agree with a previous commenter that slightly faster unlocks would be cool. I dug it. Nice Job.