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AllBetsAreOff

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202456Tiny Creatures👥We Hate This Robotunfinished
202047Stuck in a loop👥Hyperspace Slingshotjam11373.273.323.103.283.472.442.97
201945Start with nothingKawhatzithoncompo3403.213.423.183.472.843.054.023.22
201842Running out of space👥Stor:Agejam

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by AllBetsAreOff

LD45 — Start with nothing

The Empty Jar by gamezero 2019-10-22T20:49:37Z

I played this game on stream with @omiya-games.

I think that the mechanic is unique and cool. The current state of the mechanics leave it feeling kind of incomplete. The puzzles could have been made much more substantial by expanding the mechanics. For example: giving the player reason and ability to under-fill a ditch, overfill it, drain a ditch, or create a 'bouncy' liquid that could have added some light platforming.

The ditch-filling mechanic isn't completely bullet proof, but it works well enough. The art works. Just implementing the game as it is in the time limit must have been a substantial challenge. The presentation itself, save the lack of sound, is solid.

Tabula Rasa by Dis0rder 2019-10-29T23:22:03Z

I played this as part of a stream with TVGS and @omiya-games.

The best part of this game is, without question, the presentation.

The image based intro, the music, and the illustrated style are all excellent.

Given the amount of time that we spent in the game, the music proved a bit too short and repetitive.

I definitely think that the best part of the game is the unusual control scheme.

After playing it for a bit, I do think the game's mechanics work. They are however, very hard to learn. Still I think that they are inspired and interesting. I hope to see this game developed further.

https://youtu.be/No9PjQTpi0s?t=9526

Claimbeer by neowhoru 2019-10-29T19:51:53Z

I played this on stream with @omiya-games. https://youtu.be/No9PjQTpi0s?t=1997

When I played this game, the movement seemed have so serious a problem that I wondered whether it was running correctly. I have now had the same experience on a different machine.

For some reason, after the player releases the movement key, they seem to continue moving for a good while too long, especially for a game with some relatively small platforms in it. Even more bizarre is the fact that the player doesn't even decelerate during this time of 'extra' movement. The player continues moving at a constant speed, and then suddenly stops.

This makes the platforming of the game rather frustrating.

In addition, the sound seems broken? There are some unpleasant beeps that almost sound like sound errors, they are unpleasant to listen to.

Overall, I think this game needed another pass on the movement, and audio. The idea of unlocking basic character abilities does seem cool.

Bob the Brawler by itsdanidre 2019-10-29T20:57:59Z

I played this game with @omiya-games on stream. You can see the video in his comment.

Bob the Brawler is an impressively complete experience. The music is good, the feedback is satisfying, and the core gameloop appears well made.

My main complaint is actually the basic control of using click to punch. As far as i can tell the character punches as fast as you can press the button. I found that the biggest factor in how long I stayed alive was how furiously I was willing to mash the mouse button.

I wonder if the orange blocks are a bit too weak? It seemed me that setting up more walls of any value takes some time, wherein enemies can spawn. It feels a bit for nothing when enemies break through the walls rather quickly and sometimes from multiple angles.

Again, this is a great game. I would recommend adding some limit to the rate at which the player can punch, and perhaps making the walls just a bit stronger. Not much, just a bit.

Ludarium-45 by acronaut 2019-10-22T21:56:13Z

I played this game on stream with @Omiya-Games.

This game reminds of Refunct. It is a 3D platformer about fast movement and routing through a map to collect items in a time limit. I am impressed by procedural textures. They are also a bit much, even for those of us who are not epileptic.

While I don't generally play these kinds of games, I have before, and a lot of people could have a lot of fun with this.

The music good is good and appropriate.

Even so I have to return to the visual design. It's not just that it is so busy, it's that the game fails to communicate the location of the collectable items.

Finally I have concerns about the level design, I'm not sure it encourages flow in the movement of the player.

Never Ending Entropy by CodeKoto 2019-10-29T23:39:55Z

I played this game on stream with @omiya-games.

This game's controls and feel are exceptional. Fighting enemies and moving around feels great.

I did get lost a bit, but it wasn't a serious issue and I found my way quickly.

The way that the enemies turn into monsters is awesome.

The boss fight at the end is great.

On the other hand, the info dump at the end, was not really necessary. As you can see in the stream, we all thought was a bit too much.

https://youtu.be/No9PjQTpi0s?t=4742

PIPO THE GHOST by woody_builder 2019-10-29T19:49:39Z

I played this on stream with @omiya-games.

This game implements a wide range mechanics. It is impressive for a ludum dare game. I think choosing to add 3d building was a bold decision.

The aesthetic design was good, overall it was pleasant to look at. I think it could have done a better visually communicating its puzzle mechanics.

I would have liked to see a more thorough examination of the mechanics, through the puzzles. And the game had significant trouble with depth perception, figuring out where jump pads would lead you and where you were going to place blocks.

Appeasing the Quadopus by dk5000p 2019-10-22T21:19:52Z

I played this game on stream with @Omiya-Games.

This game is freaking great. It needs a bunch of small polish stuff like telegraphs for enemies. But overall, this game is wacky and just fun. @omiya-games was the one actually playing this one on the stream, so I don't feel comfortable offering too much more serious feedback. I can see he has already posted the stream link if you want to see our reactions.

Kawhatzithon by AllBetsAreOff 2019-10-09T23:22:04Z

@blobo you are absolutely right that it needs a restart and leaderboard. And it did have a restart button until it started crashing on restart shortly before submission. :shrug:

Kawhatzithon by AllBetsAreOff 2019-10-09T23:23:25Z

@trusty Sorry about the sound. I put it in near the end. I think it's funny and doesn't sound completely horrible, but I didn't get a chance to remove that audio artifact (A little click when clips end) that was bothering me too.

The beginning of the end by Thomas_Bringer 2019-10-22T21:34:35Z

I played this game on stream with @Omiya-Games.

This game is pretty cool. I have some problems with the graphics, because they tend to obscure the tile behind them. Other than that the graphics are pretty cute and nice. Are those creatures really human though?

I think the game overplayed in terms of the story. We figured out that we were moving backward fairly early and felt we didn't need the game to explain it. On the other hand, you did say in the chat that other people did need the explanation.

So I'm of two minds about this. This game is well made, and it looks good, but the minute to minute gameplay is frankly not very engaging. I'm also not a huge fan of block puzzles. It would have been nice if the teleporters indicated where they went.

https://youtu.be/qq_qRoOOl-s

LD45 | Scrap from Nothing by Linkouille 2019-10-22T21:43:57Z

I played this game on stream with @Omiya-Games.

This game is pretty solid outside of a few critical issues. We had a lot of trouble firguring how to interact with the two buildings. It seems like there is particular spot next to the building you need go to, and it is not marked well enough.

The controls desperately need another pass. Moving around itself just doesn't feel very good. The fighting lacks feedback.

Even so, this game must of been just a ton of work to build in the time limit. The art is clearly hand-done by a talented artist, the music is good, and the mechanics, for all the problems they have, are very comprehensive for a ludum dare game.

@omiya-games and I had some trouble playing this on a single due to simultaneous key press limits, multiple controller support would have helped a lot.

Palette of the World by Black Flag 2019-10-29T23:50:35Z

The concept of painting platforms to have different properties is a cool idea.

The platforming of this game is a serious issue. The game desperately need a vertical shadow, or or some way to tell what hight you're at.

Even bigger is the issue that the game is riddled with bugs that make it difficult to play. We ran into many of these on stream. It was very unfortunate because we were not able to continue playing the game. We thought it was a real shame, we thought the game was interesting, and wanted to play more of it.

https://youtu.be/No9PjQTpi0s?t=8278

In Time Like These by miu 2019-10-22T21:13:30Z

I played this game on stream with @Omiya-Games.

In Times Like These is a heavily randomized game of events similar to 60 Seconds! or parts of FTL. I have to admit that the events in and of themselves are not particularly interesting. In a game like this, the writing seems to be of paramount importance, and I think that the constant title-drops makes it difficult to take the game on it's own merits.

In addition, the events take away water and food so frequently that there is no reason to bank anything, and you should always consume any food or water you immediately. This is a disappointing design choice.

I would have like see a bigger variety of events, and some more focused writing.

Sluggish Grind by Catusfelony 2019-10-22T21:25:36Z

I played this game on stream with @Omiya-Games.

Okay, I'm pretty sure that the fact that the slug moves slowly is part of the point. It is still a little bit grating.

Even so, I really admire how every part of this game is put together in just such a way to be perfectly intuitive. I don't mind saying that no matter how harsh it sounds because I am convinced it must have been deliberate.

The jump is unnaturally high but also a strangely slow ascent.

The gun has a very short range, and yet the bullets start out slow, and then accelerate, and have ridiculous recoil.

So I applaud this game, because I think it is really fascinating as a design case study. I see in your comment that you are 'addressing' a lot of issues. I hope that you don't change some of these fundamentals because I really do think the game works in spite of them. And not in a so-bad-it's-good way.

Small Town by Emiliabea 2019-10-29T20:36:57Z

I played this game with @omiya-games on stream. You can see the video in his comment.

This game is about finding the perfect present for a significant other. Through our play-through, we didn't find and ending that went poorly. To be fair, we did not play the game exhaustively, but I do wonder whether failing is even possible.

I think I would have liked to see more development of the player character's relationship and some more discussion of each potential gift.

A smaller number of more fleshed-out gift options might have made a more compelling experience.

Finally, while the art is good, I think the game would have benefited from more clearly indicating what parts of the screen were clickable a any time.

Overall, for a first game jam game, this is still excellent. It has a number of implemented features, a fair bit of art, and a complete experience.

Zmaaone by Furano 2019-10-22T21:04:27Z

I played this game on stream with @Omiya-Games.

Zmaaone is clearly a Zack-like in the tradition of TIS-100, Shenzhen IO, Opus Magnum. It's name is definitely not a an anagram of a certain famous company that has been in the news lately.

I was sent something for a loop by the fact that the signal generators seem to generate signal every 4 ticks, and not on tick 0. In addition, the use of the Diode was very unclear for most of the game until I re-read the instructions and then experiented with it.

The visual design of the diode is especially egregious because it looks like a NOT GATE in a classic circuitry diagram, but in fact, it just prevents neighboring wire from transfering signal.

Also, every level seems to crash after a certain period of time, even when you restart it.

I had a lot of frustrated fun with this game. I do wish it was better visually communicated.

LD47 — Stuck in a loop

Ouroboros Paradox by TolMera 2020-10-05T22:49:58Z

I think the lighting really leaves something to be desired. Even though the doors are basically always in the same place, they're difficult to see and that's a bit annoying. The gun-play was a bit disappointing. I think the enemies are a bit spongy, and the shotgun seems to fire only one projectile (slug?). I did really enjoy the sort of non-euclidean, ethereal aesthetic, and the sound design was good outside of the gunshots.

Blip by KekkoDude 2020-10-22T00:02:02Z

The art and concept were pretty interesting. Unfortunately it seemed like movement broke at the end of the first cycle for me, and I couldn't move.

Dopamine Drip by cireneikual222464 2020-10-05T21:31:09Z

the reinforcement learning is cool, and the agents behave intelligently. a little bit light on interact-able system to call it a software toy imo, I'd call it more like a proof of concept or tech demo. movement controls are a bit loose for the speed and zoom level.

Hyperspace Slingshot by AllBetsAreOff 2020-10-05T19:50:59Z

@seskon @zachsbutt Thanks so much for checking and letting me know. I just uploaded a new version that includes the missing files. I tested it on a machine without the dev tools and it seems to work. Thanks.

Hyperspace Slingshot by AllBetsAreOff 2020-10-05T21:15:01Z

@stefan-pijnacker-gd thanks so much!

Hyperspace Slingshot by AllBetsAreOff 2020-10-05T22:11:42Z

@javasaurus Thanks!

Kessler by Vanea 2020-10-05T22:28:11Z

I understand the satellite is floaty intentionally, but I think it might be a bit much. I'm not huge on the dust clouds either. I think it's kind of hard to notice them i the middle of gameplay. I do really like the earth in the background and the fact that every player will probably see the giant crater in the background at a different point. Also, I think the concept of kessler syndrome is very interesting and I appreciate the reference to it.

Warehouse Madness by Dexort 2020-10-22T00:25:40Z

I kind of misunderstood the objective. I thought the green crates were like "ghost" "objective" crates, telling you where to put the red ones. So outside of that, I really enjoyed it. 3D with gamemaker is miserable (or it was many years ago when I did it) so I commend you for that. I enjoyed the controls of the forklift, and the labyrinth to drive through.

Space Wrangler by AmbaDev 2020-10-06T00:17:54Z

criminally cute. lasso is very fun, pushing space bunnies is overpowered. I think it would be good explicitly state that your goal is to protect the bunnies from the space wolves until the time runs out.

Grand Magus by daitli 2020-10-22T00:08:13Z

I like the visuals but i do think colors make it a bit visually busy. I think adding some contrast to the game might make it more pleasant to play for longer periods of time.

Progress by Anant Ahuja 2020-10-05T21:26:11Z

I had no idea what to do. Wasn't sure how to interact. I was pressing random buttons on the keyboard when I suddenly and unexpectedly won. I don't really understand why. I also did not hear any audio

Hellish Job by Ray Himmel 2020-10-05T22:10:30Z

I'm not sure I would call this game, fun, but it's a solid implementation of a clear idea. I'm thankful for the checkpoints, and I like the other "workers" and the fact that the devil just shows up to mess with you sometimes. It's cool that the mountain implicitly communicates to the player when repeat begins. I wasn't a huge fan of the typing though. the best way I found to play was to use WASD to move from home row typing positions, but that forces you to do quite a bit of finger twisting to hit all the key prompts, while also moving.

Justin Time by pandepic 2020-10-05T21:51:12Z

the biggest issue I have with this game is probably the way movement on the arrow keys was implemented. when you have an arrow pressed, pressing another doesn't always change the direction. I think I also got stuck on walls a few times. The boss fights were good, although a bit more telegraph and wind up on the electricity attack would have been appreciated. The gun sound was a bit repetitive.

I think the enemies are pretty funny, I think one was the top half of a cave man, and the other was robot legs. having the boss be the two put together is great. I really like that you're collecting the hour and minute hands on the clock, that made me smile. Despite the issues I had, I think the game was pretty good. I had a bit of a negative first impression, but I enjoyed my time with it overall I think.

The Facility by Feiko 2020-10-05T23:47:50Z

I didn't finish this game, which is a shame because I truly love the art. It's the best I've seen of the jam so far. The gameplay isn't bad either. It is a bit disappointing that enemies will spawn on/next to you with no warning, but I view that as a minor thing, especially in a game jam. I just have trouble because I expect the dash to agree with your WASD direction, but instead it goes toward your cursor. this caused ALL of my deaths. I don't know if that's really a fault with the game, but after many tries I've decided to give up on fixing that muscle memory problem. I think it might just be Enter the Gungeon having too much influence on me. Anyway, I wanted to say that despite the fact that I didn't finish the game, I really enjoyed it and want to complement your art direction and gameplay implementation.

Return 0; by IkerNoya 2020-10-05T23:19:00Z

the gun floating is great, and the general aesthetic of the government agents in a lab is good. I think the combat could def use another pass of tweaks for gamefeel. Having the bullets make impacts is a cool touch you don't see all that much in game jams. I think the enemies could use some telegraphs or slower projectiles. In addition, it would be nice to know how much health you have.

Cornowlius' Path by Lowkey Interactive 2020-10-06T00:36:07Z

Simple game, very well executed. the music sound design and visual design is excellent. I really admire that you guys apparently made a roll animation for the fail state, it looks great.

The Impossible Room by RainyDay2800 2020-10-21T23:49:48Z

Really would have appreciated a crosshair.

Escape from House by alexplisov 2020-10-05T23:25:29Z

short game well done. i smiled when I realized you could hide in the fridge and cabinets and stuff. the art and audio both do the job well. the only thing i have to say about this game is that I wish there was a bit more of it.

Crima by amfibian 2020-10-05T23:05:08Z

There's a good deal of content, and the mood is good. The jump is not super fun to use, and I eventually lost my way and wasn't sure where to go. For a first game, this is excellent.