Foon → Ludum Dare Explorer → Users → Adam Wilks
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Adam Wilks' Ant Colony | compo | 824 | 2.77 | 2.38 | 2.97 | 3.50 | 2.61 | 1.39 | 1.84 | 2.61 |
Very polished for a jam game. Controls felt solid. Music felt solid. I liked the tension of getting back before your oxygen ran out.
I don't think it's hard to understand or that you needed a tutorial. I don't think you get anything with the grid based movement rather than continuous movement. Good job!
Very interesting game. Coincidentally I also made an ant colony game for the compo, but I think you were able to put more game mechanics in the allotted time. Interesting to see the different ways it can be done. I had the player controlling the individual ants, but I think controlling the general shape of the colony without controlling individual units allows the player to be less overwhelmed. This is something I struggled with in my own game.
I also liked that your game had an interesting resource management and combat component. It gave the game direction.
Really liked the graphical style. Great job overall!
As other commenters have noted, this is insanely polished for a compo game. Sound design is top notch. All the interfaces stuff looks super sleek and intuitive. I especially like the work you did on the skill tree. Combat feels kind of tacked on, but I can't believe you fleshed it out as much as you did in the alloted time. Great job overall!
Interesting game. I enjoy these types of walk 2d puzzle games. You did a good job introducing the mechanics slowly, so that the player would learn how to play as they played instead of needing an explicit tutorial.
Thanks for playing @pixelportalz. I built it on linux, so in some sense the linux version is the canonical version.
Thanks for checking it out @hruhf. Ya I kind of had my head down implementing stuff for most of the 48 hours and didn't really have time to design goals. If I do this again I'd probably try somethig with a smaller scope, so I have more time to tighten the design.
Sorry to hear about the negative experience @ripter. The ant should start moving right away, I don't think there's a delay. Tunneling takes a little longer. Thanks for the feedback on the right clicking, I should've taken accessibility into account more. I could've added in alternate controls, but it's hard to test extensively in 48 hours.
Really great pixel graphics. I loved the fish. I also thought the sounds effects for getting hit by the fish really brought me into the world.
Interesting start. The harpoon seemed to shot well.
Feels polished, but I I think the game needs more unique elements. There wasn't much in the gamelplay distinguishing this from other platformers. The aethsetic was very polished though.
Very polished game.
I noticed that you can just scam enemies at the corner of a wall by exploiting their movement.
I felt like the game needed something to distinguish itself.