Foon → Ludum Dare Explorer → Users → Kris with a K
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Another Time or Place | compo | 619 | 2.38 | 4.29 | 4.50 | 36 | ||||||
| 2014 | 29 | Beneath the Surface | Rain Dance | jam | 651 | 2.65 | 2.10 | 2.97 | 1.93 | 2.70 | 1.95 | 2.17 | 2.37 | 62 |
The death and destruction that occurs when cars are involved is... very amusing.
Not being able to control your potato-gathering movement is really, really annoying. Other than that, it was good.
I can't run this game due to the fact that it runs in the HiDef graphics profile. My PC can only handle Reach. I'd change it myself - it's just a tick box in the properties - but I only have VS2010. I guess I'll download 2012 or whatever tomorrow but I'm too tired right now.
Interesting idea! It's not the most fun but it's pretty good for 48 minutes. I think the biggest problem is the randomly-generated numbers, it's much easier to be accurate in a lower scale.
I wasn't impressed at first, then the gravity flipped and things got interesting...
however it's not enough to save it, there were a few problems
-on the first level with the water, how the pod ejects you much more forcefully to boost you up doesn't make sense, and is frankly quite unintuitive and frustrating
-the sound is pretty grating and repetitive
-personally I didn't like the art, but I guess that's just me
-there was some significant lag (granted, my PC is very old), and I personally felt that your player character moved far too slowly
still, it was fairly engaging, so nice job
Execution fell flat. The super sped up level was ridiculously difficult due to the controls, and the super slow one was rather dull.
Also, the mouse wasn't locked to the window which was a problem.
Nice, this is the type of game I wanted to see more of - insertive time travel. Balance is kind of off, but big surprise there.
Instead of using esc to exit the level and mouse for the main menu, you should have stuck with one input type (or both).
like others have said, it's got style but the controls, physics, and general like of polish (animations not playing properly, for instance) are a pretty big turn off. I only got to the third level once before I quit, didn't want to go through those sky platforms again.
Big problem: Turning without applying thrust should not change your direction of movement. Your momentum should remain the same. Movement like you have it doesn't feel natural for a space game.
Other than that, really good. Like others have said very polished and fun. Haven't finished it but I'll try to tomorrow.
Playing the post compo version - well obviously you know what I'm gonna say, looks/sounds beautiful. Don't even really mind that there wasn't a goal, but I wish it was easier to navigate. Very difficult to move straight up/down and I didn't even realize you could fly for a long time.
The good:
It's fun as hell, super polished, looks beautiful. All in 24 hours. Nicely done, definitely one of the better LD games I've ever played.
I would really like to see it turned into some kind of open-world exploration game, or given a time trial mode. Totally opposite directions I know, but they both sound fun. Just swimming around in the wide-open levels was hella fun.
The bad:
Music is incredibly repetitive and annoying, SFX are loud and grating. Everything else is great.
Running commentary:
L8 is lovely, lots of wide open spaces to just explore and just have fun with some real momentum.
L12 was less impressive, didn't feel like the jumps strung together well.
L14 was good, feels the most skillful so far (vs being easy or just memorization).
Same w/ 15... damn that was actually kinda hard to get all the collectables.
16... kind of an annoying level, feels more luck based.
17... too easy, basically the same as the one where you have to weave up/down but less fun.
18 - like the concept and it was fun, but I think your controls are a little slippery for it
19 - quality
20 - like 12, I feel this one is close to being good but not there. For instance, if the rightmost platform was moved 1 tile to the left, you could jump straight into it from leaping into the cube on at the same height from the platform below. That would be easier than how it is, which maybe you don't want, but it would also flow a lot better, and there are other ways to make it hard.
21 - like this one - I died a lot, but there was never a break in the action where I was just sitting there after a jump didn't allow me to make the next one w/o waiting.
22 - solid, nice flow on the left
23 - hard, reminds me of 16
25 - hard, but I dig it
26 - same.
28 - fuck this level, too hard. Didn't beat it.
29 - Like the design.
This is basically the game I wanted to make, but good ;n;
It was really laggy for me which is a problem. Also incredibly hard, and not /entirely/ in a good way. Learning you could launch enemies into others to kill them helped a lot, that was a nice touch, made it much more challenging.
More open areas or smarter enemies would probably be better, it basically turned into shoot and scoot once you killed a few enemies.
Solid entry
Barely beat it. Probably one of the sillier LD games I've played. It was fun, seemed a bit unfair that you could totally miss the coffin through no fault of your own though.
The moving water line and bullets that are divided into above/under water are interesting but the game just didn't keep my interest for very long. Couldn't tell you why, other than that it was really easy.
The puzzles were really easy and honestly don't even really deserve the name - especially with the terminals and the owls flat-out telling you what to do. I think it has potential, but you'd have to use the different animals in concert, instead of a bunch of them all clumped together doing the same thing, to make it interesting.
Also the controls/hitboxes, but you already know that.
Graphics look great obviously.
The relative intelligence of the enemies (climbing ladders/jumping) was much appreciated, but overall whether you won or lost depended a lot on the level that was generated, which was frustrating. I think you might have done better with a top-down viewpoint or some kind of extra objective.
Nice touch that if you backed up while shooting you didn't change your aim (though I forgot it a lot).
Decent graphics and SFX too.
Crashed when I beat myself from the future... what happened? Don't really feel like going through it again.
Anyways, nice entry. Typing games aren't my thing but it was funny.
S'okay. Enemies are too slow moving and tough to be interesting; it's just a slug fest.
Mouse was way too sensitive and the hitboxes felt off... like the idea of mining to gain the ability to mine more rather than some other resource though, it's an interesting take on the minecraft genre. Seems like it would be really hard to use it to it's full extent though, and require very carefully designed levels.
Well you weren't kidding about it ending suddenly...
It definitely has potential, but would need more interesting+challenging abilities/robots than just "charge battery, get stuff, repeat".
It's okay.
Controls were confusing at first, but easy enough to figure out. The main menu was kinda unresponsive.
There's just not that much to figure out. Build a tower, then a bunch of fishing huts, then two more towers and upgrade your towers whenever you get enough money.
Beautiful art obviously, but without a win/lose condition there's not much reason to play.
Character felt basically invincible which didn't give me much incentive to try hard. Also, bunched up enemies all died from a single bullet.
Individually the sprites are nice, but it's hard to tell what's what as everything (objectives, loot, enemies, terrain) all blends together. I like the PC sprite a lot though, he's rad.
You were definitely right in your post mortem about it being too hard.. got stuck on the third level (w/ the balls). Really cool though.
Solid game, puts mine to shame. The balance of the weapons/their drop rates seems a little off, and I got the same bug as popogames. Still it was fun.
Fun game, but I literally had to /try/ to die. Definitely too easy. I like that you made it so you had to tap instead of just holding keys to change direction. I don't know why but I did. Increasing your rotation speed when you were boosting would have made it more viable.
Unfortunately it was too laggy for me to really play
Okay, this is pretty solid, but there are some problems.
The overly-slick controls, tight spaces, and high enemy RoF meant it was pretty much impossible to dodge their shots and it basically turned into a slugfest. You couldn't even play peek-a-boo behind doors because they would shoot regardless of what was in the way. Sounds often played delayed or not at all. The scenery was repetitive and easy to get lost in. Locked doors weren't color-coded to their keys.
Despite that it was still one of the more fun entries I've played.
First scare made me jump, after that they just started to get annoying. I like the hexy voxels, gutsy to go after that and they turned out looking really cool.
Graphics would have been much better if you had been more consistent - the basic tiles were blocky and pixelated, but then the hands where smooth and cell shaded? Etc.
Overall it kind of lacks the feeling of going fast. Not really sure what, but that's essential to a racing game.
Don't have someone to play it with but I like the idea of a mine-only RTS game. It seems like it would be really easy to just watch your opponent's miners on the map and tell where their mines are, though. Also, the fact that you can die from your own mines bugs me.
Good:
-Interesting, fun concept
-Music/colors work well - not the most impressive but they don't grate
Bad (like I said in IRC):
-Kind of confusing to tell how the mechanics work, and what's happening on the other side of the polygon
3/5 overall, which is code for "I don't think this is that good but it be if you continued to work on it"
Really wanted this to be good but the controls were so difficult. On top of that, the enemies and environments didn't really do/go anywhere interesting, even if they looked great. A flat plain that you can't even jump across? Meh. Would have preferred more lighting too, so I could make out the details better.
I played this near the start but forget to rate it. Wanted to before I lost my chance so I'm going off of memory. Really fun, the weapons, objects, and visual enemy design is interesting. Problems include a lack of balance, weird physics, and stupid enemies. Definitely would play a post compo version. Very solid game.
Wow. This is far from the best game I've played this LD but it's definitely one of the more interesting ones. I think if you worked on it some more it could be really fun. The mechanics were a bit uninteresting, but challenging, and the atmosphere was obv. great.
One question, is it unwinnable?
Controls were pretty sketchy - like trying to jump while walking down a slope. I like that you could solve some of the problems in different ways depending on your preference. Looks great obviously. Way too short and hard, especially since most of that difficulty came from the controls.
Looks good as everyone has pointed out, but honestly it wasn't all that fun (which disappointed me because I thought it would be from the screenshots/description).
First of all it was really hard to navigate. Not only did the camera lag significantly behind the player, there also wasn't any clear distinction between what was a floor tile vs. wall tile, since there wasn't any perspective (except on the decorative items) or consistent color-coding.
As for combat, it was alright but the hitboxes just felt way off and the enemies weren't that interesting. The boss was better, though (but when he killed me, I didn't bother to try again).
Also, I liked the minimalist music, it fit well. The SFX for attacks didn't mesh well with it though.
Lack of variable jumping and properly timed gaps really ruins this.
Unfortunately, it crashed my browser 3 times when I tried to play it, always after engaging with a monster.
From what I saw though, the graphics looked nice and the rock music was awesome. Not sure about the gameplay but I definitely /want/ it to be fun ;P
Controls are insanely hard to use. I overshot everything I tried to hit. I like the use of the light, though.
Thanks for playing EdibleToaster, was it a problem with the controls or some kind of bug?
Bushmango: glad to hear it!
MunkeeBacon: Thanks. Happy to hear graphics didn't grate.
tuxxilla: Yeah, I made some mistakes with the combat system. I'm still working on it and it's improving.
jomomomo: Sadly can't on the web version; it's made in XNA which can't be run in browser. :/
pumpkin: I was hoping to have a vague plot that would tie into the theme, ran out of time.
mimic: Thanks for trying, it's probably because you don't have the XNA redistributable but I'm not entirely sure how that works. I'll edit in a warning though.
Makai: I sure did and I couldn't be more proud! *^v^*
Makai: The weapons, release space to charge with your Katana, hold space to charge up your cannon and then you use that till you run out of power. It's confusing, I know.
mjrevel: Sorry about that :/
howieV: Hey thanks for installing it just for me. It is pretty hard, glad you liked the graphics though.
dalbinblue: Yeah, I didn't mean to make the cannon/mines the only viable option but that's how it turned out... anyways, thanks, hopefully the post-compo version will be better.
The incredibly slow pace of everything - from moving, to mining, to even selling your inventory (but worst of all, sitting through all the instructions) really killed my ability to enjoy this game.
Having a top-down perspective as opposed to Motherlode's side-view was a good choice to help differentiate yourself, but you lost the fun of falling/flying and didn't gain a whole lot. Should have taken advantage of it more.
Actually decent graphics, the mismatched pixel size of particles and stuff kind of blemished that though.
Yeah it's not actually funny, and semi decent graphics can't make up for that.
Sorry to be so harsh but it's bugging me to see all this ridiculous praise.
I lost most my lives on stage 7 - are the big bots immune to normal shots on that one? Little unfair to switch things up like that w/ no warning. When I finally made it through stage 9 did me in.
Nice complete entry, the chiptunes are really catchy.
Killed about 300 beats over two lives.
I really like the spells and atmosphere and the mechanics are pretty simple but still fun. Nice entry.
Appreciate the touch of hiding the score when you're in the top right and the music was really chunky. Controls need to be more responsive, tho.
Some interesting effects with the gravity but it's fun!
I like the style, but twice I got stuck - once on the bottom edge, and once just above the top. It was fun until then, tho.
+ Very good style on the graphics; shader was pretty heavy, but it looked good, the architecture was well done, and the use of color was striking
+ Game was fun, complete, and beatable; I even hesitated before going through the gate, worried something bad might happen, so nice mood
+ Good tunes
- Collect-a-thon is pretty weak as a main mechanic (but I understand you had limited time)
Nice entry! I enjoyed playing it.
Couldn't really run it on my PC due to graphics :/ looks interesting tho!
Man that first ghost at the top of the stairs legit scared me. Good entry, the enemies were creative and the tension was real.
I accidentally press escape and quit D: I would recommend changing it so that isn't an insta-close...
Regardless I like the setup of the 3 operators and the extraction options. I didn't get to see much of how it's balanced but I will say it's way too slow paced for my liking. Nice job getting it all running, tho.
I would be interested to know your thoughts on what kind of backstory could produce this scenario, and why people would react like this. The word choice is, honestly, too heavy in my opinion. It takes me out of it; I don't think people would really talk like that, but then, things like Mad Max and the Handmaiden can get away with phrasings just as ridiculous. I'm not sure what the difference is - tbh maybe I'm just uncomfortable with the subject matter.
Strong ending for sure, tho.
For some reason this downloaded as a ".zip.part" file and when I changed the extension it couldn't decompress it. Could be just my machine or my internet, but yeah, I couldn't run it. Spritework looks really good, tho.
The rotation controls didn't work for me - they didn't seem to affect my facing at all. Additionally, going down (Q) only seemed to work for the initial burst, not holding it.
What I heard of the voiceover was a little funny, and a little poignant. Even tho I couldn't make it back, I hope his cat does.
I beat it one level after upgrading my magic laser to triple beam. Glad I was able to use it in all it's splendor.
Beat the first level - looks like that's the only one?
Props for putting an entire working TBS together. There isn't much strategy to be sure. I couldn't save one of my scientists tho, so maybe that's just my excuse..
Yeah, I died a couple times and quit playing. Cool atmosphere, tho.
Yeah, it's unfinished unfortunately! I do not want to waste anyone's time!
Thanks to all of you for trying it anyways, glad the art is appreciated!
Falkreon, I'm thinking about making a post compo version! We'll see, I have another project going on but I do want to take this somewhere.
Viperfish, awesome hahah! Try putting in a "T" somewhere, an unfinished feature.. (that hopefully won't cause any crashes)
I really want to like this for the sweet neon colors and bumpin' tunes, but using the arrow keys to change your viewpoint, along with getting knocked all over the place, makes it really difficult. I got two checkpoints and then blasted into a corner where I was stuck.
It could be a lot of fun as some kind of cyberpunk message runner game but it's basically impossible to play right now. Sweet soundtrack tho, foreal.
Re-commenting to rate