FoonLudum Dare ExplorerUsers → Alex Bryant

Alex Bryant

Games

YearLDThemeGameDivisionRankOvFuInThGr
201740The more you have, the worse it isDon't Level Up... Yet!jam7943.193.302.693.212.86

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Comments by Alex Bryant

LD40 — The more you have, the worse it is

Health Hazard by PeculiarCarrot 2017-12-05T10:24:37Z

Love the challenge and the visual style. Sure not much was done with the visuals so I can't rate it too high but the squishy animations and trail renders really made it stand out even though they are such simple things. Good work on that.

As for performance, we need to talk about that. It ran well, and that's too well. Either movement speed is timed to frame-rate, or your have it set wayyyy too high. It's a great game but it's one that needs fine control. If it was just too easy with slower movement speeds, make more red balls.|

Music was great too. I wasn't even expecting sound but I was pleasantly surprised. The game also fit the theme really well with a take I haven't quite seen yet in my ratings journey!

Yard Time by tangiblegames 2017-12-05T10:17:17Z

Unfortunately I can only rate you on your screens as it's mac only. However, the graphics look good in the way that every piece plays along nicely with another. You've got a HUGE amount of classic and smart balance though (maybe you understand the system, who knows).

Have to give you extra credit for install instructions, very nice thought!

Colours look to work well together and I love the fact you just leave skeletons lying around XD

Infinite bridge by Lostpixel 2017-12-05T09:44:56Z

The lighting is great, especially reflecting off the barrels (doesn't make sense since it's wood but f**k it, looks great anyway). The graphical quality of each object is good but they don't mesh together, especially that wall.

Also with the wall, maybe if you plan to work on it more, randomize it from left to right side. Core game loop consists of [hold left], [hold right], [repeat] at the moment. And sometimes barrels are placed too close to the wall to actually dodge after the wall. Just a small value tweak I guess.

But good game I had fun trying to beat my own score! And for a graphical artist, it runs well and there don't seem to be any bugs cause by code. Keep it up! And next time if you are not planning to enter comp, wouldn't hurt to grab a solo programmer if they are willing. Would get a lot more functionality and you'd have more time for graphics which you can obviously do well at!

Slightly annoying traffic by JOrbits 2017-12-05T10:00:07Z

Love the gameplay it was fun although a little too slow at the start with a steep curve. The graphics are good although a small touch with Unity's Post-Processing stack and a couple baked lights place would have made it 100x better and helped it to fit the mood better!

Damn you though for having this idea when I didn't! Would've been fun to make and it could really go somewhere with a bit more time to it! Something like random events or just having traffic lights instead of pressing every car could make it more mobile-accessible.

maybe even have the traffic lights but they only stop cars not already too close and some idiots (with a visual indicator) might choose to now stop. Who knows. Great game anyway!

Towers for Nuclear by DeathStorm 2017-12-05T09:12:14Z

Enjoyed playing your game and I didn't run into issues.

I liked that even with making some models you included simple particle effects, however it wouldn't have hurt to grab a white smoke brush in photoshop and clicked a couple of times on a transparent background for the smoke particles. A few minutes of extra stuff that feels like a whole lot more when playing.

Also just like my submission, the use of Unity-Style base UI panels/boxes really let the game down expecially on the control screen. You didn't need to show the background so a solid colour instead of transparent and random colour panels would've been much better. But there's not much to be done if you are not a UI artist :)

Unfortunately I can't rate innovation very high because when the theme was announced I'm fairly sure 90% of people thought of a tower defense. Don't get me wrong everyone loves a a good TD, but a big part of jam themes are trying to do something unique with it.

Keep up the good work, good game for the limited time-frame and head count!

Bombs Away by Hagge 2017-12-05T10:58:57Z

Very, very strange game. It was humorous at least but how are you handling it's physics? Unity has 2D built in stuff that runs better than that. If not already I'd recommend having one collider for the player.

It wasn't until I was writing this review that I saw you were meant to give bombs away and not give them to other people so that needs to be better communicated.

The 'Oh Shit' when you pick up a bomb is funny the first few times but is way over done and after a few it makes the game feel immature.

With a few tweaks to audio, collisions and graphics, it's a decent concept.

Also, if spamming you can easily give 2 bombs to someone before they fall down. When giving the bomb disable whatever you use to identify them as a person I guess. Could fix that in 1 line if you use that way.

Hell-A Work by kukiri 2017-12-05T08:05:13Z

Very difficult to play even at the start!

Graphics are amazing and audio (while repetitive) fits the mood perfectly which is impressive.

Love the fact that you can kick people out and they just jump off the map haha.

Few bugs here and there such as idling at the door on their way out for a while and sometimes when you should've lost, you don't and you can't progress or lose. Days just stopped at 135 for me

Lamattractive by Pandanym 2017-12-05T08:10:48Z

This was a very enjoyable game for me! Who would've thought headbutting children for donuts would be so addictive!

Graphics are top-notch and audio is working with that perfectly. Little bit iffy on actually headbutting the kids, feels like you need to headbutt twice sometimes to hit in the right direction

Spin Attack by ditzel 2017-12-05T10:48:12Z

Might be just me but the web version is pretty much unplayable. I'd have to spam space-bar for 5 seconds just to switch object and jump was even more unreliable. That needs to be tweaked. Apart from that, control SCHEME was great and the concept was fun/clever. Audio was incredible, fit the game really really well.

AND I LOVE THAT YOU USED SHADERS! Now I'm not sure if you wrote your own shader or not but the outline shader was a nice thing to see. It could use do with being an image effect instead of a material/model outline to make sure it's just a shape outline. You can see the difference. On the ball it looks great because it's just out outline but on the books it goes to the back and it's as if you see through the model.

For the inputs, calculate inputs in Update and do the physics movements in FixedUpdate. Especially for GetKeyDown and GetKeyUp. If you don't press the key on the exact frame a fixed update runs with those two, it won't register. Had fun though even through all the struggle and the overall visuals were great!

Spin Attack by ditzel 2017-12-05T21:57:45Z

@dfitzel sweet, looking forward to trying out the new feel after work.

Moses truck by sepjani 2017-12-05T10:05:02Z

Visuals were looking amazing and have good polish. The craziness when the main truck shoots is funny and adds to the feel of the game but it's a little much and could be done in a different way.

It's also a little unclear until a bit into the game how the ordering of helpers actually works too. But keep it up, polish a little on controls/physics/ai, and I think you have a mobile-ready game here (maybe with an endless mode and water pick-ups)

Castle Diorama by Abuki 2017-12-05T09:02:48Z

Cool game with a neat mechanic! Certainly doesn't match the theme so I had to rate down for that, but graphics are amazing as well as the audio. And the mood is set right from the start!

Overall: I enjoyed it although it was a very short experience and maybe there should be some indicators for what's intractable after a which where the player doesn't find anything

Chaparrito's Adventure by Johnsey 2017-12-05T10:34:31Z

Ok so a little bit of criticism here but first the positives. Graphics, the game looked great and the effects were all really well done especially for the time limit. Also it's a really cool idea, I loved the splitting up on death and the barriers so it's not just a bullet hell - dodgem game. There was also good visual feedback on what happened, pauses and shakes really let me know exactly what was going on.

However.

I liked the graphics, but there wasn't much for me to like. Content was limited (but yeah I get it, time frame again, can only do so much). I also felt that the game was far too easy. I finished multiple times without getting hit and I was looking at the controls like "What do you mean switch character?". I only ever got hit trying to figure out how to switch character. And once I did it was easier, the 4th character with the rapid-fire just melted the boss. I found it easier to get hit and just stand in 1 place not moving.

It's got potential but keep looking for feedback friends! Also, audio. I understand not having audio but if you keep working on this, it would make such a difference. This is the type of game that needs audio in the future, especially for bullets and background music.

Chaparrito's Adventure by Johnsey 2017-12-05T11:00:54Z

@Johnsey could that simply be because theres so long a state-change period where the it's counting hits but then not changing state because it's mid-change? If so shorten the change it's probably getting an out of range index or something.

[Web] Bunion by eldogg 2017-12-05T10:11:34Z

Extremely simple game but it's a blast to play anyway! I'd love you see more functionality or the ability to charge a throw (that or being able to move vertically).

Ran into an issue on the second guy where he was facing down and wouldn't face up. Could no longer feed my pal tofu :(

Unicorn Fart Jam by BeardedMoose 2017-12-05T05:32:38Z

Perfect, do you plan on releasing this for VR anytime soon?

Didn't have audio so ill have to check it out again late, but they even have butt tattood so where can you go wrong!

Don't Level Up... Yet! by Alex Bryant 2017-12-02T01:42:39Z

Lets get this going!

Don't Level Up... Yet! by Alex Bryant 2017-12-05T01:35:20Z

Thanks guys! I feel a little silly now, was in a rush before heading off to uni. Looking forward to trying other submissions when I'm back!

Don't Level Up... Yet! by Alex Bryant 2017-12-05T04:15:41Z

Thanks for the responses!

@thy-duck Yeah I didn't finish implementing the end goal so it's not really obvious but when you level up the enemies level goes down which not only slows your progress getting to a higher enemy level, but also sliws down your rate of essence collection. So spending 25%-50% essence at once is the more efficient way to play.

Still needs a lit of balancing though

Don't Level Up... Yet! by Alex Bryant 2017-12-05T09:38:54Z

@secondthread Yeah, I got the controls on the itch page but I know that's not enough. Didn't help that I spent 12 hrs on a c++ project for an internship the day before submission but again, that's me for leaving a real deadline late. Certainly on my list of things to add! Thanks for your comment!

@sidewalksleeper & @eldogg Yeah balance is definitely going to need to be tweaked. I didn't even plot out the formulas on a spreadsheet/graph to get a concept, I just rushed it out. Enemies do get faster for each level, but it's negligable atm until levels above 100 really, makes the player speed stat useless until that is fixed. Thanks for your feedback!

Don't Level Up... Yet! by Alex Bryant 2017-12-05T09:53:34Z

@rsim Thanks for playing. Yeah the level up method (along with everything else) is not well communicated at all. Although it requires pressing the + buttons on the stat panel (bottom left)

Don't Level Up... Yet! by Alex Bryant 2017-12-05T21:56:10Z

Gald you enjoyed it so much!

Great idea @Johnsey I hadn't even put a first thought into the controls it wad just a "this will do" moment when adding I the few lines of code so I could test it. And it just got left how it was. Numeric keys with a visual indicator on the stat-box sounds good though. That or a 'pause' menu for it as an alternative that uses mouse but i feel like pausing would ruin the fun. Thoughts?

Infernus: The Descent by Team Infernus 2017-12-05T11:31:05Z

Gave it a go and definitely didn't expect that from hell area. Cool idea, didn't need to be lewd at least from what I've seen. Although you literally cannot progress. I got to 200 energy for cheat engine attacking it to 9999999999. There is no other actions except for playing naked and without a weapon and that made no difference.

Let me know when it's working so I can actually rate

BURROWED TIME by endesga 2017-12-05T07:49:36Z

This is an amazing game that I really feel you should follow up on, I'd even be willing to pay for a copy.

The graphical quality is fantastic, everything fits really well together and while the weapons seem a little off compared to the rest it's close enough for the 5 for a 48hr comp entry. Particles are great, balance is great only thing missing is the ability to power up your favourite gun

Being honest though I wasn't a fan of the sound. It wasn't bad, in fact it was decent, especially for the time you had left after everything else was done. Issue is, it didn't give the right impression. Especially that little customer service bell sound you have on the clock.

Apart from that, maybe a half second more delay before a skull charges? It's a little too hard to dodge depending on what angle you approach it from.

GOOD WORK!