Foon → Ludum Dare Explorer → Users → Ackbad
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | Ruins Runner | compo | 328 | 2.90 | 2.89 | 2.47 | 2.81 | 3.10 | 2.84 |
It's fun. The whirring sound in the background was kind of jarring as it would cut in and out as you started and stopped moving. I liked the concept though and other then the one issue the audio was great.
It's fun, but there were some minor issues. I struggles to see my shots, and there was at least one block that who's placement didn't match it's expected location. I also wan't sure at first what to do with the blocks, it might help to lock the next level button until every block has been placed or discarded. Finally enemies do far to much damage. I frequently found myself one-shot even with 20+ health.
Fun game with a neat twist. It definitely left me wanting to play a more fully fleshed out version. It might be worth considering adding some kind of visual indicator as to if an enemy can hit you or not based on where they are on the belt. I'm not sure if it would improve things but at least as part of a tutorial it could help reduce player confusion as they get use to the mechanics.
Quite fun, everything comes together very well. I do wish there were faster enemies though as I never really felt threatened and the speed upgrades never seemed to do much. I'm also not a huge fan of enemies spawning from the center even if it was well telegraphed.
It needs a basic AI to play against to better understand how the game plays, even if all the AI dose is random moves.
It was a neat idea that was fairly fun. I understand the reason for the fixed jump velocity, but it felt frustrating. Also the fact that your jump behavior is very fixed but you control bouncing off walls was counter-intuitive.
The game play was a bit basic but the aesthetics are excellent. Also the sfx from moving up in the first level only playes in one ear unlike every other sound in the game. Also maybe start the first level with a wide open space so the player has a chance to get use to moving before encountering any obstetricals.
By far the best game I've seen this jam. I hope you guys go on to make a full length game out of this.
It's cool but the limited inventory feels odd. Either items should have different values so you can risk dropping some to find something better later or your goal should be to collect as much as possible before escaping. It's the kind of game that encourages you to explore and having different valued items to find would be an easy way to encourage more exploration without having to add a lot of complicated content.
Generally quite fun with a lot of potential if more content is added. The base station needs some kind of self defense though as otherwise letting even one enemy though quickly leads to them snowballing as you are forced to move a ship to a bad position. Also the sips being transparent is very bad. It is very had to see where they spawn or where they are before you add a fighter to them. Making enemy and fighter stats visible would be nice as well.
Quite fun, and with enough variation that it's fun to replay. I do wish however there was a bit more done to discourage the player from just moving back and fourth on two safe squares early in the game.
A nice simple puzzle game. Controlling with wsad and arrow keys took a bit of getting use to. Maybe consider allowing q and e to rotate as well?
Maybe shrink space faster so the player realizes quickly what's going on? Otherwise it feels like it's just an astroids clone.
Needs a bit more communication on what the enemy did (or will do), and the ultimate weapon felt like it led to a lot of unfair deaths, but I enjoyed it quite a bit regardless.
Quite fun. It's simple but well executed and well polished.
Very cool game with a lot of room to expand as well. I quite enjoy assembling a custom ship even with the limited options available, if the game were expanded I could see my self spending a lot of time playing it. It was kind of easy to get stuck in the walls though. The right wall was the easiest but it happened with the top wall as well.
I like the concept but it feels a bit slow for what is essentially a bullet hell where you don't shoot back. Also the fact that you can kind of maneuver the ship with your mouse threw me off for a bit before I saw you could use WSAD.
Very nice. It's a fresh take on the block pushing puzzle. I got stuck on the 4th level but otherwise enjoyed the idea very much. I just wish there were even basic sound effects.
It's a neat concept, but picking up objects felt unreliable. There was a but where you could jump up into the bottom of a block that is resting in place and get squished, and the fact that your jump is low enough that you can get stuck in a hole defeats the purpose of the puzzle. In a game like this you shouldn't need to re-start because you missed a jump.
Needs controls posted somewhere, even if it's just in the description.