Sofa Kingdom: Change of Thrones by LandoSystems 2019-04-30T03:04:57Z
The character art is pretty neat. The music is pretty great too.
Foon → Ludum Dare Explorer → Users → Aditya Kumar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Deep Dungeon Tactics | jam | 556 | 3.73 | 3.71 | 3.18 | 3.66 | 4.00 | 3.69 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Recoil BR | jam | 2.00 | 2.00 | 3.00 | 2.00 | 3.00 | 3.00 | 1.00 | 2.00 | |
| 2020 | 46 | Keep it alive | 👥 | The Dragon's Curse | jam | 875 | 3.63 | 3.26 | 3.16 | 3.54 | 3.97 | 3.31 | 3.87 | |
| 2019 | 44 | Your life is currency | 👥 | Hemomancers | jam | 517 | 3.48 | 3.07 | 3.61 | 4.00 | 2.85 | 2.15 | 2.45 | 2.81 |
The character art is pretty neat. The music is pretty great too.
That was awesome! The level of polish in the art and UI was insane. The music was solid. I loved the pseudo-rougelike/puzzle style enemy movement. The fact that there's progression on top is just icing on the cake. This is a great game, let alone dare entry
This game is really great! I love the camera, the music, and the drifting feels really satisfying. Making the menus part of the phone app was a nice touch, I'm impressed you had time for it. I wouldnv'e liked to see the theme explored a little more fully, here the viewers basically acted as life, but you couldn't really spend them on things, so the currency element more just acted as a score as opposed to being currency. Overall, really great game!
I loved the use of lighting, and merging time money and health all into 1 was a really good actualization of this theme. I agree with previous comments that were wishing for items, I think with some more interesting mechanics that work with the whole "life is ammo and timer and currency" idea , this game could be really interesting.
The game is really well executed on the theme and graphics. The animations make the combat feel very visceral. The items are also really well designed. That being said I'd like more depth to the combat. As it stands it's pretty much just move and shoot, and there's insufficient tactical depth to keep me entertained past one playthrough. Really nice concept though!
I like the concept. The stock market theme seems to be pretty common this dare, but I think you realized it best with the buy and sell of body parts. I think more visualization into the value and trends of the different parts might help make more interesting decisions
I like the mad max aesthetic, and it really has a lot of potential with this them. That being said I would have liked to see you do more with it. Currently the game is strictly moving and shooting, mechanical skill with no strategy necessarily. I think you could incorporate some more mechanics that force the player to make more interesting decisions
These rotoscoped (?) animations are super slick. The music is pretty great and fun to tap along with as well!
This game Oozes polish, features an innovative mechanic, has plenty of content, wonderful art, nice sound effects, and was a compo game (as opposed to a jam game). How did you do it? This is insane
Great game! The black and white color scheme only accented by the fire really sells the mood. The subtle things like the flickering of the light really add to it as well. The resource gathering mechanic feels a lot like unrailed, but you hit a completely different tone with it
Great tribute to a great mathematician. The clean UI is really nice. The puzzles are engaging. the B/S notation is a little tricky to wrap my head around, but you circumvent this by highlighting cells on mouse over. Well done!
I really like the clean aesthetic, and the adaptation of a classic game the really fits the "staying alive theme." The thickness of the worm makes it kind of hard to tell where your head actually is and if you're going to collide with something.
Quite difficult but the music is great. I really like the post-processing effects on the sprites. It really adds to the aesthetic. My only feedback was that the game and beat feel really weighty, so the projectiles feel out of place with their relative weightlessness. Other than that, great job!
It reminds me of the old Infinity Blade games on iOS. Very impressive given the time constraints
The atmosphere of this game is incredible! The sounds are fantastic, the visuals draw the player in, the mechanics reinforce the relaxed yet ominous feeling, and the little pieces of dialogue carry a surprising amount of character. Well done!
Really nice sound design and very cohesive visual aesthetic. Short and enjoyable!
Somehow you've managed to make a puzzle game that still feels like a dungeon crawler. You've taken the fun party management feel of RPGs and layered it on top of a slick puzzle game. I would buy this game if I found it on the app store
I love this twist on Frogger, plus the "why did the chicken cross the road" joke. I had difficulty getting the chicken to go where I wanted, but I suppose that is the point. The chicken also went straight home on its own when the farmer committed suicide.
Great text adventure. Really takes me back to those old choose-your-own-adventure books. My team attempted something similar, but we ended up with a very different sort of game. I liked the atmospheric music, and the interpretation of the theme is quite profound
@trigueiro The FTL similarity was not a coincidence. We drew inspiration from a lot of games, including FTL, renowned explorers, the yawhg, and even a DnD campaign I used to run.
@joamd The map is the Delauney triangulation of a 2d point cloud generated by Poisson disk sampling. I kind of regret generating the map this way though. I explained why in our postmortem [here](https://ldjam.com/events/ludum-dare/46/the-dragons-curse/the-dragons-curse-ld46-postmortem)
Hilarious! the vo is great and matches the sense of humor really well. I like the blob SFX as well
Takes the theme to its logical conclusion. I wish there was more interactivity though. More types of projectiles, more actions I could take, wider range of kingly behaviors. Either that, or something to add a sense of progress. Tight now it feels a little monotonous. For you first jam, it's a solid entry though. Hope to see you in the next one!
I'm horrible at racing games, so take this with a grain of salt, but I had difficulty adjusting to the controls. Mostly that "W" mad my character goes left. But I loved the interpretation of the theme and the audio
Fun little puzzle game. Very clever mechanic. The soundtrack keeps the mood up. The game's actually quite challenging, but once you puzzle through a level it's very satisfying. Well done!
Fun game. Dragging objects around and knocking them into people is satisfying. The bombs even more so. Great use of the concept, and a lot of potential to the idea. The pacing is a little slow though and the hero a little too dumb for it to reach it's full potential here though
For a simple game it's surprisingly fun to weave back and forth. The graphics hep, and the polish is quite nice (I'm talking about the damage messages). I get some pretty serious pop in with the asteroids, which makes the game a little harder
The mood of this game, from visuals to music are fantastic. The tutorial is very nicely done. Beginnings of a great experience.
P.S. the rules do explicitly allow bugfixes after the time limit, though I understand wanting to stay true to the spirit of the jam
Overall a surprisingly fun little game. Clicking and watching the bock zoom over is satisfying, level of challenge is about right. Art is simple but clean. Soundtrack is solid.
The stress of having to balance the two tasks plus the atmospheric darkening at the edges of the screen really sells the mood for this game. After a while the task started to get repetitive (and even easier as I got used to it). I can't tell if this is a flaw or you just driving the point home even harder. Either way, well done!
It's a great introduction to thinking about problem solving procedurally. As a puzzle game on its own, it has a lot of merit as well. I do struggle to see how it can be extended to teach more beyond the simplest loops, but perhaps that is my lack of imagination. What you have here so far is great
Love the gameboy aesthetic and the audio. As others have said the polish on this game is super impressive. Normally I try to offer some point of improvement in my comments but I don't have one here. You had a pretty clear design objective and you accomplished it extremely well. Nice job!
You've got the base for an interesting plaformer here. Being able to deform the terrain could lead to interesting gameplay. I got to one point where I was trying to climb up and was digging out some stairs but I mined too much and effectively walled off the area I was trying to get to. Expanding on that situation by making you have to clever about where you dig could make for a fun game! I'm curious to see what you would have made if you didn't run out of time
I love the art, the innovation, and the amazing amount of content. The game is frustrating just like "getting over it", but I feel like that's intentional. The polish is beautiful too
The ambience is so great! The music, plus the color scheme plus the scrolls for the notes, I got immersed in this game before I realized it. The 3d rotation mechanic is super neat and looks beautiful when you activate it. The player character looks a little incongruous with the rest of the style, but not jarringly so. I also wish the minimap was more useful, I got lost before I finished the game, but I'm bookmarking to come back later
I like the crypt of the necrodancer vibes! Rhythm + dungeon crawler is a fun combo. Given the emphasis on rhythm, I would have liked a more varied soundtrack. The gameplay also got a little monotonous after a few rooms (though the challenge was well paced). The time constraints of the jam probably kept you from showing this idea's full potential, but it's a great beginning nonetheless
I love the combination puzzle/base building mechanic! you pull a lot of depth out of just having 3 building types too! The UI is clean, and the overall game theme is appealing. The music fits the calm atmosphere of the game great! This is one of those games where I can't come up with any clear points of improvement
The audio and mood are beautifully and masterfully put together. The game also really captures the feeling of loneliness being out in space. The graphics and narration reinforce everything beautifully. My only issue is I was missing having some feedback about what I'm doing and if I'm on the right track for long stretches of time. I don't know if it's possible to fix this without compromising the atmosphere (or maybe it was the point), but it did impede my enjoyment of the game somewhat!
Overall great entry!
@cryptomnesic We actually did a lot of playtesting, but most of it was done by seasoned turn-based strategy gamers, so I guess we failed to optimize for the general audience xD. We pushed a balance patch, hopefully that fixes it a little. Thanks for giving our game a shot!
@juliofesch @pandepic yeah, we really should have taken general difficulty into account beforehand, glad you liked what you saw so far!
@ohmikron you say cheesy, I say "tactical" :laughing: . But we seriously do appreciate the feedback. And you're right about selecting characters. The UI took a lot of iterations and we still didn't get it quite where we'd like to.
@picross glad you liked it! The levels are procedurally generated, yes!
It's like a less frustrating version of VVVVV! I like that the game isn't easy, but it's really easy to learn from your mistakes! I'm also really impressed by the polish and menus
Fantastic considering the time spent, I like the humorous theme. The audio really ties everything together, especially the "Oh Yeah" when you get the swab in!
The soundtrack is fantastic, The cohesive mood is so great I love the PS1 aesthetic. The water looks gorgeous. The combat is engaging, and the deck building adds a lot of depth to the game! Overall great entry!
I am very bad at this game, but I can still tell how fun it is. I love the UI aesthetic and the music. The cat's pretty funny too. the frantic pace makes the game a little hectic, but I suppose it's just meant to be a hard game :smile:
I am horrible at these sorts of precision games, but that doesn't mean I can't appreciate the little details and tight controls! I love the animations too, I just wish the game was more forgiving of my mistakes. The game has solid addictive mobile game potential though!
The main character is so cute! in fact all of the art straddles the cute/creepy line in a really appealing way. The music adds a lot to it too! The only critique I have is the controls feel a little loose. I'd prefer if the challenge came from the level design as opposed to adjusting to the character mechanics. Great overall jam game though! Super well put together!
I really like the puzzle concept, and I think your tutorial was quite well done, but it still left me a little confused. e.x. I still don't get the difference between the different types of diggers. I think introducing the mechanics one at a time might help a lot with fixing that. Maybe give a short tutorial on each building, then a few levels to let the user internalize what they've just learned?
Love the "Brothers: a tale of two sons" vibe. I also really liked your humor in doubling down on the theme so many times. The game is far too hard for me to get very far, I'd maybe take a page out of Brother's book and let me control both characters at the same time. background music is pleasant and unobtrusive. overall great entry!
I love the concept, I'm a huge fan of base building games and I like the interpretation of "deeper and deeper into the woods." You clearly also got a lot done towards what others correctly pointed out is an ambitious scope. My only gripe is that the menus don't offer much feedback. I don't know what any of the buildings are before trying them, I don't get any feedback on unit building progress, and I can't tell if the game is glitched out or not.
Critique aside, I know you didn't make the art and music, but selecting things that fit your theme still isn't easy and you did it well. This game is probably only a couple ours of UI improvements from one of my top games so far, I'd be interested to hear if you ever push out an update
Fantastic game and great level of polish! Sometimes during an LD I encounter games that I'd still consider good even if I didn't know they were mage under a time crunch. This is one of those games. The body mechanic is sufficiently fleshed out to provide interesting gameplay, sneaking around two factions adds a lot of depth to levels, and the art and music tie everything together incredibly well! I don't know if it was intentional, but the intense levels punctuated by the elevator sequences was quite funny. So overall, fantastic, one of my favorite games so far!
Great to see another turn-based tactics/dungeon crawler this jam! We had similar ideas, great minds think alike! I really like the interface of having buttons on the bottom that indicate what you can do and when everything recharges. It makes it really easy to understand my options. One thing we encountered while playtesting our game is you have to give players a lot of information if you want them to be able to strategize. but as I played through a level I got a feel for how enemies move. I'm still not sure what some of my abilities did though... Overall I loved the base idea though, it's a lot lighter and faster paced than what we ended up with and I think that works in your favor
The free form input makes it kind of hard to figure out what the princess wants to hear. I love the humorous take on the theme and novel idea though! Like another commenter said, I'd love to see this in a multiplayer setting so humans could evaluate each other's humor (Cards against humanity style)
Nice classic shoot 'em up. I really like the music, and the theme interpretation of going deeper into a trip. The pickups that change the visual style were also pretty cool. The bow characters looked a little incongruous with the rest though. The shooting also felt a little floaty (though thinking about it now, maybe that fits the theme better). Overall, solid entry!
The camera-shake, dark color scheme, pointillist style, and whispers all come together to create a fantastic mood. I also love the creative "deeper into your own subconscious" take on the theme. My only critique is that the gameplay gets a little monotonous after a bunch of orbs, I'd like to see more variety if you want to improve on this further (and it is a fantastic atmospheric base to improve on further). great jam entry though!
The game's really neat, the audio and art style mesh together to sorta create an anxious feeling. I like the cohesive eye theme with the 3d glasses portal. The stamina bar also paces the game really well. While the audio you have is good, I would like to see some more variety though!
I love narrative driven jam games, and this one is so clean. Everything from the pacing of UI animations to the subtle sound effects when you pick things up all brings together a solid experience. And that's not even counting the quality of the writing! And the clever use of mutating text for the perspective mechanic. The audio is the cherry on top!
I have rated this game before, but it's not showing up here for some reason so I'll do it again. I love everything about this game!
The innovative rappelling mechanic is so satisfying when paired with the recoil! Plus with the subtle camera shake, so great! You express the theme so directly with rappelling downwards - it's core to the game, not shoehorned at all The post-processed pixel art look is beautiful The background music is so soothing I feel super immersed into the game as I play, the dark aesthetic + the calming music feel really good
I wish there was a sound effect on the gun
There are a lot of games this jam with more polish and/or content and you didn't get to finish your level design, but to me this is the ultimate expression of what an LD game is supposed to be! It's an innovative mechanic demonstrated sufficiently that I know I'd buy a full game like this (please let me know when the post-LD version comes out)