Foon → Ludum Dare Explorer → Users → ade
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Spellunker | jam | 667 | 3.65 | 3.50 | 3.06 | 3.86 | 4.08 | 3.57 | 3.31 | 3.54 |
Nice fresh approach to madlibs; got to ask my uncle if "Night" is his wifi password, because I want to connect my laptop to it, for which he promptly asked me if I'm high. Then I told him a restaurant nearby doesn't serve his favorite Cat, which was perfectly fine. 10/10 would vibe to aesthetics again
Thanks to everyone for comments and support, we appreciate the feedback! @paulloz , thanks for pointing out the keyboard control instead of mouse bit for the menu buttons, it slipped our minds, but we'll definitely throw it in the next version! Also, we wanted to improve the variety, but the time constraints of the jam were pretty tough for the project, so it ended up being what it is. The work's not yet over, though, as we want to continue working on it!
@jakubbala , the dungeon is, in fact, semi-auto generated from premade prefabs/chunks, including bits from which the "islands" are made, wall parts for the sides of the map, and things like the ceiling or the side-rooms with the Doors to go home; decorations for both the "islands" and the background are randomly spawned on top of that, and then the enemies. As the player progresses, new sections are being generated on the fly, so technically it's an endless cave. Thanks for appreciating the work!
@the-neon-shark, thanks a lot for the elaborate comment! We agree with your points, and most of it was (and still is) in the to-do list along the way, but the time constraints sadly limited the outcome. Still, we do intend to continue improving the project post-Ludum Dare, and we hope to include better combat, tighter controls, more magic (currently there's only two spells, one of which is passive), and especially, fixing the collision detection and issues related to it. Thanks for taking the time with all this!
Fun stuff, simple but well executed, the only issue was the lack of variety in enemies in any way (or maybe I just didn't get far enough, if so, my bad), but that's understandable when making a game from scratch in 3 days; Overall, for a LD project, feels nice - and the idea was genuinely original, so kudos for that!
Absolutely bizarre, in a.. good way, I think. The fact that the track was never just flat was a nice twist (no pun intended), made a fairly basic concept more entertaining.
Cool mood, great audio, but the player character's sprite (and hitbox) is way too large for the type of game you're going for, especially with this level design. Also, your character sprite blends in with the climbing rope way too much for the amount of climbing-rope-related enemy-dodging you need to perform past stage 2. Overall a cool concept that might get better with some level polish and difficulty adjustments (at least give us a checkpoint halfway through a stage, this won't hurt a modern computer's memory too much, I promise), since currently, it's a bit too frustrating. Really good effort for a game jam, though, and definitely on topic!