Foon → Ludum Dare Explorer → Users → AgrMayank
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | You Are the End | jam | 554 | 3.39 | 3.12 | 3.03 | 2.20 | 4.17 | 3.87 | ||
| 2023 | 54 | Limited Space | š„ | KeyBound | jam | 495 | 3.64 | 3.58 | 3.64 | 3.46 | 3.19 | 3.75 |
5āļø in Innovation & Theme. This is by far the most out of the box interpretation of the theme which I've played, thought in a true developer's way. The music was great as well with the ups and downs.
For the minor negatives, the camera could be made a bit faster since as soon as I entered a room, I was shot dead by some bots, so it takes little memorisation. Glad I don't have to restart the game every-time tho xD
Never thought I'd see a day where I had to pack people into lifts like packing clothes into luggages xD
P.S.- Those are some nice dance moves :stuck_out_tongue: SCR-20231006-kyjj.png
A real life example of "Limited Space" and a cause for frustration of many of us! I'd have loved if the game was a bit longer but the random replay-ability is great as well. :smiley_cat:
Alright, apart from the fact that it makes playing incredibly dizzy, the concept is awesome. The sounds.., well they are just great for this short game.
THIS. IS. UNIQUE.
Although this is much better for taller/vertical/dual displays, the gameplay itself is really unique. Sounds would've been more than welcome to go along with the game. you can even have themes in later versions (1 palette for 1 theme) instead of the red, green and yellow. But nice job!
Sound & Art is great, the unit types are varied but I wish their attacks could be visually different as well. Could feel a bit monotonous at times if not for the dialogues at the end of each wave, which is a really nice addition. Great work overall tho!
Even tho I hate the idea or working even in games (real life work is already piling up :P), this is a nice little game with it's own unique challenges! Controls could've been better or maybe a FPV could resolve those issues, but that would require to convert it to 3D. Anyways, great job!
Good game which DESPERATELY needs some sounds. Playing a game without sound is like eating food without spices.
Great aesthetics, reminding me of Ape Out but with literal rgb pixel style. The camera movement feels too sensitive for me, maybe coz I'm using a trackpad. Light cone can also be increased with more contrast between the walkable areas and the walls. Great attempt tho :thumbsup:
This. Is. ART!!!! How can something so beautiful and so creepy at the same time be made in a 3 day jam!!! It's genius!
āThe art in the use of colour palette & UX is awesome! The dialogue feels natural and adds a much-needed depth to the game. Love this short and fun experience!
P.S.- This is my not-so-tidy room :smirk_cat: SCR-20231006-kshs.png
FISHY in a tightly packed space. šš¤
Initially the ship is hard to control and getting into the orbit as it frequently goes off the screen. But as you become a better PILOT, the challenge start to become fun.
I'd love to see more content here! Longer, confusing levels mixed together would make for a nice change of pace as well. The art style fits the game amazingly so like old retro games.
The levels are well designed and characters are unique as well. Dunno why the 1st shopkeeper was so shy tho. The music could use some upgrades since that'd bring a whole lot of depth to the game. Right now it feels a bit bland/static/repetitive(?) which is not what the gameplay and art is!
Lol, this is the funniest one I've played so far. If you've a girlfriend/wife and she has watched you build this game, then I hope you're fine :laughing:
Jokes aside, this is awesome. I had fun dragging the person around to get a more comfortable sleep. Hope there was an option to kick the other person out of the bed :grin: But that'd end terribly xD
Throwing out those annoying peeps feels great no matter where it is :P
Thanks everyone for the great reviews!!
- The style we were going for was a retro one with the constant colour changes representing the **'KEYBOARD' RGB lights** (_since you're a key inside the keyboard_). We might have gone a _little_ overboard with it :sweat_smile: @henrik-ganard @juhani-koskinen @yorsh @sacramentix @kiberptah
- Some traps were hard to notice while "inactive" since they blended in with the background. We plan to fix this issue going forward after the jam. The same goes for the platforming issues on the rightmost side which some may have found to be a bit difficult. @fredspipa @adamsmccall @kiberptah Thanks for the great feedback @yorsh on what went wrong and how to fix those. Highly appreciated!
- A BIG Thanks to those who played the game. Hope you found the interpretation of the theme fun! @garyninja @henrik-ganard @halvardo13 @yorsh @adamsmccall @jcmonkey @kiberptah @robobarbie
*(**For context:** You're a key inside a keyboard which has lost it's keys. You need to find the 'Space' key to restore balance to the limited world of the keyboard. As you collect them, you'll be able to use those keys to complete the rest of the puzzle)*
The future plan is to add more keys to either make it a puzzle-platformer or make it into a metroidvania as @adamsmccall suggested. Until then, have fun :smile_cat:
Thanks @sozey!! Glad you found the game fun!! We got the tileset from itch.io since we didn't have any artists. Had to out out of art but made it up with the effects and sounds :smile_cat:
@enderswype That's awesome!! I guess that's the fastest by a long shot which any player has gotten!
@fifut Thanks! Yeah, the traps when inactive blend with the environment so are not that visible unfortunately :( Even I can't do 39 secs lol :laughing:
Hey, thanks @kepsert !!
Yeah, the platforms especially the walls on the right were a tad difficult since they didn't work as we had expected. Yeah I used the Unity physics for this game. I didn't change much of the parameters apart from the gravity so that needs some improvement. Maybe adding a physics material to the walls should fix that issue.
Oops!! Thanks for pointing that out!!! It seems I've started the timer since start instead of when text ends :grimacing: Definitely needs a fix. It does slow the speed-run in an otherwise fast-paced game.
Kudos to you for achieving 25 secs with that! I took 2x that on average lol while play-testing. Good luck with beating your own score :D
_(Thinking if sub-20 seconds is possible.._ :stuck_out_tongue:)
@kepsert Haha, yes I saw that in the screenshot you posted! Hats off to you :D!!
Yeah, that's the plan. I'm just waiting for the jam to end so I can publish those fixes (not sure if fixing the bugs is allowed for Ludum Dare or not). Thanks again for the advice!
@gamedevjeroen Damn, that's FAST!! After seeing these score, I'm starting to think it's just me who sucks at platformers, lol :grin:
@dan-burns @braeden @woergbi Glad you loved the aesthetics of the game xD
The plan is to expand it into a much bigger game. You'll gradually get the keys with more intricate puzzle-platforming instead of everything in one level. Other keys (looking at you, the number keys) will be introduced as well. Maybe a metroidvania-style would suit this game better! Let's see how it spans out!
Glad you liked the game @keichits :grin:
@johnsensei 1 - It seems I missed adding the controls part on the LDJam page (it was only updated on itch.io). We did add that into the story along with a blink animation to the keys, but I guess that could be improved as well. 2 - So those deaths are happening due to the traps. Right now they're matching with the environment when inactive (spikes & flame traps) so they're not easily visible. This is planned to be fixed in a later update so it should be a better experience down the line. Thanks for the feedbacks! Appreciate it :)
This is a pretty good short game! I wish there was more to do (more enemies, powers, etc) but for a jam game it's great!
The Winds of Change are indeed pretty strong and hard to control, I guess this is where proper planning comes into play to save as much fuel and time as possible!
Managed to get only up to 88m in second try, lol. I'd love to play with better controls, like WASD and more dynamic movement controls. Also, since touching anything made the fish stop immediately the game became MUCH more challenging to play, which made me wonder if this is an infinite runner or is there an end to beat! Great job tho!
I came thinking it'd be a fast-paced game!! It did definitely took me by surprise but not in a bad way!! It's chill, it's relaxing but don't let that fool you, else you won't be able to go too deep!
It does need some polishing with the movements and selection, maybe 3D grid-based movement could be better but can't say for sure. Good job though!!
āHey this is really fun to play! Reminds me of the old egg basket games combined with brick breaker. Got the 5th rank - 1055 - in the 3rd try, yayy xD
P.S. - Bonus points for the Credits mini game!! THAT IS GENIUS!!
First of all., the screenshots donāt do the game justice!! PLEASE update the game page with media from actual game. Itās GOOD. Love how the art just keeps getting better and better, along with those floaty acceleration (which does need some getting used to), this makes for a fun experience.
Music is also on point, not too much, not too little, thought it could use a bit more flavour in each level.
Ultimately, reached the jungle on first try and then just gave up after dying to the flying dino multiple times. Makes me want to try again to see how the next level would look! A little adjustment to the difficulty curve related with second level as base would be great. Kudos!
Another typing game proving I need to double down on my typing skills xD One of the best implementations of the theme in it's literal sense.
This game feels really good to play, especially the spiders logic work! That is GREAT. A fantastic job, well executed.
This is more fun than it looks, though beware, it does get pretty challenging over time. Getting killed by a Combo of 2x Anxiety + 2x Depression doesn't help either xD :(
I wish there was a fast forward button to skip/speed up as the animations can get repetitive pretty soon.
Sleekshot 2025-04-13 00-23-41.png
I loved playing this kind of games as a kid, it was fun hunting for treasures buried deep!! It does have a slow pace but I guess that's by design. Nice work!
I didn't get the concept completely, and there were some parts where I couldn't go back from without dying. Plus, I can move faster than the bullets if I shoot them while running!! Is that a hidden feature xD?
This is a great take on the theme as well as pinball!!! Love the concept, and the artstyle. It's on point. The story and sounds double that charm, although the controls do take a bit getting used to between mouse and keyboard .. oh,, I totally forgot there was slo-mo while playing :')
Looks like a great concept, and I did have some fun zooming around, but unfortunately the mouse wheel part didn't work for me, no matter what I tried :(
@noagard I did try both solutions above, but none worked for me weirdly. Not sure if it's a device specific bug or if I did something wrong as rest of the game worked well!
Lol, *worked* in the game after coming back from real work and I have to say, the feeling's mutual lol. Great idea, even better execution., please just don't send those bugs to me, I've my hands full :laughing:
As always, a great entry with an even better art style and polished execution. Nothing left to be said. Fantastic job!
P.S. Go the Crab Bros or something ending., had a nice clickty clakity battle there. =D
P.P.S The LDJam link on itch.io has correct url text but wrong url - it points at you LD56 jam entry.
Hey, that's great to hear, the Crab bros RULE!
For the link, try viewing the page in html if not by editing the link and most likely you'll find the culprit there. Happy to help.
@weefairyfabi Congrats, you did it!! :sparkles: <3
After playing this, I've learned one thing - I really need to up my typing game!! :(((
Well, as a wise man once said - What doesnāt kill you, does make you stronger lol. It's HARD and fun!! It'd be great if there was a way to make the controls easier for the keyboard warriors :'(
Hey, thanks @maybeagoose! I totally spaced on updating the instructions to mention it's a rogue-liteāguess thatās what 20 hours without sleep does to you š . Really glad you enjoyed it tho!!
Yayy @potatobrain! Thanks for playing & reporting the bug, let me add that to the bugs list to squash for future builds.
Thanks for the compliments, @jcourt! There are actually 4 types of enemies (plus, you can SPAWN THE KING and turn the game into a platformer tower defense) that are supposed to appear at the boss markers on the progress bar, but a bug is preventing them from spawning, which is why the gameplay feels repetitive at the moment. I'm actively working on a bug fix and hope to have an update up on itch.io soon.
Also, while I canāt take full credit for the artāsince much of it is derivativeāIām really happy with the overall look and feel I was able to achieve!
@whalejam That's definitely weird. Did you check your if your population went to 0 and any other units were fighting anywhere else on the map? you can use A/D or Arrow keys to move across the map btw between the two zones.
I'd also recommend playing on itch io (web or windows build). I'd added mini health bars for each unit and for the enemies as well so it should be easy to figure out.
Just for reference the units prefer to engage in one-on-one fights and not an AOE attack (apart from the King). Please let me know if this doesn't work for you. :(
Thanks @sylf, I did add multiple track layers after all xD. Also, the audio should subtly change moving between the kingdom and the barren enemy lands (*PLEASE WEAR HEADPHONES* xD)
Haha, so it'd basically like the enemies have a one-on-one fight system. On spawning both sides look for an appropriate/closer enemy to them and marks them as their own (so nobody can steal their prey until either one of them is dead, lol) so sometimes they can go past already marked ones. I guess I should add a small indicator for this. Thanks for the feedback!! =D
Thanks for the feedback @ukulelefury!! I could only add SFX to the king unit which is unlocked by choosing the right card! Adding more SFX is on top of my TODO list =D
While I can't take full credits for art as most of it falls under derivative, I'm glad you found the look and feel of the game great!
Haha, I guess that's a good take on the minions lol, you never know what they might do next!! I did mention the minion behavious in detail in my previous comment so feel free to have a look. Thanks for playing!!! have fun xD
Hey, thanks @eyedromeda!! I hope you were able to unlock the full prophecy!? Feel free to share them here as it should differ for everyone.
That system did take the most time to build, so SFX had to take a back seat. That said, feedback noted and they are at the top of my TODO list.
Again, thanks for playing and having fun xD
The Kingdom series WAS the inspiration for this game @aldenwitt!! But yeah, as you said, I wasn't able to polish everything. I do need to update the enemy behaviour system since it's confusing for most people. I had it mind that they'd have one-on-one fights and not crowd all at the same place so some may run off a bit farther or stop so you could see more of the fights than a gobbled 2D mess.
You could check out the gameplay trailer I made for more of what the game has to offer, but yeah, I'd leave the rating upto your judgement xD
Gameplay Trailer - https://www.youtube.com/watch?v=efakdOU2iV8
Thanks @noagard!! I'm glad the game clicked with you =D Feel free to share your completed prophecy after playing :)
Ah, I get your point. I too feel like the initial waves can get a bit long, so I made the time go faster the more you play - not a fix but it was the least I could've done.
There's not much more to discover after that, apart from getting the remaining 2 of the 9 cards. I do plan to have something like the "Pact of Punishment" from Hades to make it more interesting if I plan a steam release.
Yeah, I see a lot of people pointing the enemy behaviour :( I'll have to rewrite that logic some time.
P.S. Congrats on completing the game @linky439 !! I'd love to see the **prophecy** you received (**since it'll be different for everyone!!**) <3
Thanks @3deimos.
1. **The Basics** - How you balance spawning the units, like let knights tank and then spawn the quick to attack and die thieves, etc since population is scarce resource. 2. **When you unlock the King unit** - the game becomes into a platformer, so you could go solo or spawn some units to draw aggro. The units do a one-on-one fight until either of them dies so you could kill the enemies during that. 3. **The Card System** - There are the 9 cards segregated into 3 categories which you can choose upon death. They dictate if you wish to be aggressive or be a tanker and so on.
Ultimately the game is heavily linked to the **prophecy** (think of it as **multiple endings**). The one you get (good or bad) depends on how you play the game - sacrifice the units or save them to become the kingdom's hero.
It should take 5-10 runs to complete the game. It all depends on the strategy you choose.
@amberfall92 You can unlock the king by choosing the **3rd card in the middle**. Only then the game will turn into a platformer and change how you play.
The game lets you spawn upto 16 NPCs each, on either side. Any more than that and you need to wait for some units to die :( I do need to do some game balancing as well, so I do understand your perspective.
The NPCs are dumb (like me) so they don't necessarily choose the closest one to have a one-on-one fight, maybe a grudge from the last life, who knows xD I'll fix their behaviour in the future updates.
Thanks for playing and I'm glad you think so highly of it!! Please do give it a try, you should be able to resume from the 4th wave. Just choose the middle row each time until you unlock the king unit. Hope you get a nice prophecy at the very end =D
@linky439 Thanks for sharing! I'm actually saving the game data in PlayerPrefs + Scriptable Objects. I'm guessing either one of those aren't working on WebGL :( Thanks for pointing that out, I'll be sure to debug that!
P.S - Looks like you really care about your people as it's one line away from the best ending possible :sunglasses:
Thanks @shakirovich!! Really glad you liked the game vibe!! xD
Thanks @hdvr02 @borabee!! Thanks for the compliments!! I'm glad you liked the overall game vibe and atmosphere :sunglasses:
@borabee Ideally the game should only end if the population is 0 & the units are dead OR the king is spawned and is dead. If not, I'll have a look at these bugs you've mentioned, as no one else has reported them so far.
**The King** is a double-edged sword. On one hand, he **does damage to ALL enemies within range** rather than engaging on one-on-one fights!! That makes him crazy powerful, as you can dodge, jump and attack to absolutely destroy the enemies with correct timing. This does come at the cost of game being ended when he dies, but you can also spawn the other units to help you in battle while fighting yourself.
> Regarding the cards, there are a total of 9 of them, 3 in each category so generally after 9 deaths, there won't be any cards left to spawn after each category is depleted.
> You can still play after that or RESET the game to get a better prophecy.
@nicolanore Glad you liked the game!!
> **You can't spawn more than about 16 units at a time**, so you need to wait for the units to die before popping more (this was done as the game started to lag when too many were spawned at once).
I do plan to change this along with adding a HUD for the number of active units in the future builds.
Please feel free to try again and let me know your thoughts, and the ending you receive. Have fun :)
Thanks for playing @jnur. I do agree on that it feels like a clicker in the beginning. But yeah, the main strategy elements come in after you unlock the last unit - the king, which does turn around the game into a platformer.
This is a REALLY well-done DOOM style boomer shooter game!! As much as I'd love to complete it, I don't have the guts to do so lol.
Great entry on all aspects. Some feedback would be to make the damage done to player or enemy a bit clearer/pop and a bit easier to use the ammo and other items. But for a game jam experience, great work as always (after our Curtain Chaos collab) xD
Definitely one of the most unique entries I've seen so far!! I lost and won at the same time, not sure what happened but both blinked for a sec or two, so I guess I've unlocked a hidden achievement there xD
Jokes aside, this could be a great learning gamified experiences for people to understand topography all the while having fun if I say so, possibly with real maps!
Nothing much to add on the already excellent points & feedback mentioned earlier by @munmungames @pandalk @quasilyte @neeck-kola and others.
But yeah, guess this is what 2 sleepless nights does to a person. I too did a 20hr+ development marathon myself when the idea clicked to me, and I just COULDN'T STOP! Well, good luck for the steam release!!
Got a score of 1271 (got stuck in the last image for quite a long time since there was soo much to see xD). Guess you can see some unique things while looking for cats *ahem*