How They Survived by Florent Juch 2020-04-22T21:59:34Z
The art for this game is super cute! I really like the direction you all took with the gameplay as well, even if your original plans had to be cut for time.
Foon → Ludum Dare Explorer → Users → ankou
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Etiolation | jam | 169 | 4.04 | 4.00 | 3.63 | 3.76 | 3.97 | 3.01 | 3.40 |
The art for this game is super cute! I really like the direction you all took with the gameplay as well, even if your original plans had to be cut for time.
This is a really cool game! It feels really clean, and the idea is pretty creative. The controls sometimes felt a *little* bit wonky, but it was still pretty fun!
I really love the concept for this game! I haven't seen teleportation as a dodging mechanic much, and the gameplay feels super smooth. The graphics are really cute too. One suggestion I have would be to add a small bar showing the cooldown of each weapon, to let the player know when e.g. the sniper is available to fire. The only other issue I have is that it takes a bit too long for the difficulty to start picking up; after a couple minutes it does a sharp jump fairly easy to really difficult, and dying there means you gotta wait the whole time for the difficulty to pick up again.
I like this a lot! The art direction is beautiful and super cute. The gameplay is a bit hard to judge as a result of the slow pacing, but what I saw was very well done! (Also I felt super bad when I came back to it some time later and found my skunk, uh, very much not alive...)
This is pretty cute! The art and sound design seems to work pretty well for what you were going for. I think the game could use a bit of rebalancing though, in the literal sense- the balancing part of the gameplay feels a bit too strict without all the upgrades, and seems to go against the ability to upgrade your run speed. It also might be good to add some more variation in the gameplay as well, like adding objects over time that you don't want to collect at all.
Also worth noting the behavior of the red restart button caught me off guard; I thought it was a "retry level" button, not a "restart game" button, hah. Be careful about laying out your UI that way!
This is super cute! The artstyle is absolutely lovely. I think the game could benefit from a few UI things like some sort of indicator of how long is left in the night, as well as an indication of what the alcohol actually does (I wasn't sure if there was a "right time" to use it or if you should just use it immediately?).
Nice little game! It's definitely a bit easy in its current state (although largely just because of the snow cloud getting stuck, hah), but it seems like a good start!
This is a really cool concept, and a really great presentation! The game is a bit difficult to learn at first and could probably use some sort of tutorial, but it starts to get easier once you work out how everything works. Good job!
This was a fun little game! The artstyle and level design was really well done, and the gameplay is very clean. I think providing some way of knowing what direction the ghosts are in would help though (maybe have the flashlight only blink when facing the ghost?), since there's a tendency to try and run away only to end up walking right into the ghost, hah.
This is a fun take on the protect-your-allies concept! If you wanted to expand on it, I'd suggest giving the player some sort of ability to modify the movement or buff types of the allies (e.g. during the pre-wave prep time). It'd open it up for a more strategic experience.
Neat idea! Would definitely work better with a rotatable camera, but the game was pretty fun regardless. The resource management felt a little unbalanced over time though; past the halfway point it was pretty much only worth getting the herbs to heal up, hah.
This is a pretty neat idea! Very minimal while still being a good challenge. The audio design really adds a lot to the game.
Pretty cool concept and aesthetic, took me a bit to figure out the right approach to the gameplay but it's pretty fun once you get it!
This was a neat take on stealth movement! The drag point was a bit hard to find sometimes, but it worked pretty well otherwise.
The graphics and sound design for this are great! I didn't end up managing to finish the first level (assuming there is an end right now?); it felt a bit too long and difficult, at least without checkpoints. Once you got used to the control scheme though, the gameplay was pretty fun!
Interesting take on this style of game! One suggestion to make it more fun is changing it to not use a fully random piece though (perhaps a grab-bag approach like Tetris), since you can end up never getting the right kind of piece you need to continue the track this way.
This was definitely pretty fun! The art style is surprisingly cute, and controls were nice and easy. Good job for your first jam!
This was a really addicting game! Even though it's a pretty simple concept, the gameplay was really fun, and the presentation was really well done. I did abuse the behavior of the sleems carrying the cake a lot though, hah.
This is a neat idea and I like the art and layout, but the gameplay is definitely a bit hard to understand at times. It might help a lot add some sort of indicators of what patients need outside of their information windows, since checking up on a character and then running to actually grab what they need often takes too much time to actually save them.
This is pretty good! Even though the graphics are very simple, the use of lighting adds a lot to the visuals. My only issue is that splitting picking up and throwing between space bar and mouse was a bit counter-intuitive; it'd be better to assign both to just one or the other, since you can't pick up multiple fuel orbs anyway.
This is super fun! The visuals are really cute and I loved the evolving stage.
Really cool game! I love the style and gameplay, it was super fun. I will say the movement upgrade felt kinda like a debuff rather than a buff though, cause of your tendency to end up running right into enemies from the speedup; would recommend adding something to help counter that problem. The other issue is finding the antennae as other people pointed out, maybe late-game add some sort of item to help point you in the direction of one?