Foon → Ludum Dare Explorer → Users → Finestep
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Asteroid Panic | compo | 421 | 3.31 | 3.46 | 2.88 | 4.00 | 2.73 | 2.48 | 2.50 | 3.29 | 50 |
I like how the crab crabs about and the creativity in designing around two controls. Zoom left puzzles feeling rather trial-n-errory for me.
Scorched: what you are referring to as white noise, is in fact, pink.
nerf stairs
Very solid. The visuals are a reward in themselves.
159 vehicles was enough to bring the game to sub-1-fps
Very interesting; initially I found the controls to be inverted.
The difficulty ramps up way too fast, you essentially lose the moment the first ship hits the hole.
A simple game but very nicely executed. Firefox exhibited some strange behaviour during the zoom/newgame.
Pretty good as far as a walking simulator goes, but still, it's a walking simulator. I found myself playing only to see if something happens. If it does, it takes too much walking to get there (for me.)
Mouse was extremely sensitive for me, and I think you lose some effort in the button-dragging-yarn effect because the yarn overlaps so much.
The environment was fun, though.
The visuals and idea are cute, but gameplay suffers due to the controls.
And yes, island grow effect was rather... violent.
A cute idea but hard to effectively play because of so much going on and your limited interaction. Good visuals.
Oh, additionally, you should look into how you load your game; completely freezes firefox for me on newgame.
An interesting mechanic, but using it effectively seems very hard. Otherwise, the game is looking a bit plain.
Sounds seemed rather loud
looks like http// and nothing more, now
The asteroid was an... interesting design choice.
A good start but too ambitious. Ship controls badly and there is not much a of a game here.
Excellent game.
It takes a bit too long to start up and feels like you lose mid-way; bunny limit seems a bit low and it's easy to lose the game by trying to optimize your spending.
It's a very nice game. The design could be refined more; most levels were trivial to solve by hugging a side and spamming your attack at a slight angle. Experiment with removing the shooting mechanic altogether, even.
Tech-wise, the only thing that comes to mind is polishing the character-tile collisions: it's easy to get caught up on a corner.
I liked the game a lot.
http://i.imgur.com/UbNtqyl.png
Megalovania makes everything better.
I had trouble getting into the game; I couldn't figure out an effective strategy besides going back and forth and spamming into the masses. It feels that the game is too unresponsive to warrant an action approach, and yet too realtime to allow roguesque planning. Neither of the themes was recognizable ingame.
The confusing, shades-of-gray map visuals don't help. Quick improvements I can think of include a health bar and direction-indicating sprites for the projectiles.
Fun, but the unresponsiveness of the miner and the tendency of the fighter to foray off the green zone makes gameplay more frustrating than it need to be. The fighter should prioritize bugs near the miner, and hiding the laser charge from the player is bad.
The swarm also encountered some logistics issues and got bottlenecked into a one-at-a-time intersection by an unfortunate arrangement of asteroids.
Still, a nice game and impressive enemy counts.
The game seems technically sound, but the design is a real mess.
Ants eating strawberries to cocoon up to turn into grasshoppers?!
Videogame logic aside, the 'economy' of click larva, click fruit, click larva to fruit, click morph is exceedingly tedious to produce basic combat units.
Seems like you have a good base of a game going; you should carefully consider if this is the direction you want the game to go.