Foon → Ludum Dare Explorer → Users → Anuke
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Astronomical Assault | compo | 389 | 3.53 | 3.55 | 2.34 | 2.28 | 4.11 | 3.50 | 3.37 | 3.14 | |
| 2020 | 46 | Keep it alive | Embers | compo | 54 | 4.04 | 3.73 | 3.51 | 4.10 | 4.42 | 3.94 | 2.54 | 4.10 | |
| 2018 | 42 | Running out of space | Vita Magicae | jam | 179 | 3.81 | 3.63 | 2.74 | 2.82 | 4.34 | 2.42 | 3.91 | ||
| 2017 | 38 | A Small World | Duel | jam | 3.00 | 3.00 | 3.33 | 1.66 | 3.66 | 4.00 |
Woah, a game made in rust! Did you use any specific libraries or engine for this?
This game has some *very* extravagant writing. Nice work!
(who even voted for 'running out of space' anyway? I demand to see the numbers!)
Very difficult, but rewarding when you finally manage to get into the flow of things. I had to retry at least 5 times before surviving for more than a few seconds; perhaps a slightly less steep ramp-up for the first 10-15 seconds could have helped?
Otherwise, an overall great game. Sound effects and graphics feel well-polished.
Well, that really is an infinite tunnel. I noticed you can roll out of the tunnel bounds forever. Visuals are interesting, but there doesn't seem to be anything to dodge.
- As many others have said, the atmosphere & lighting graphics are very well done. However, the inconsistent pixel scaling on some of the sprites (esp. candle brackets) really bothers me for some reason. - The level design is... somewhat confusing. There are too many routes down, and most of them are very similar. - The attack effects are nice, but combat generally devolves into me standing still and spamming attacks while the enemy charges and dies. Would have been nice to see more enemy patterns. - I was able to defeat the boss by walking up to him and mashing the attack key - no dodging required. - Some enemies can be hard to spot against the background.
- I would have liked a full-screen button on itch.io - with the small window, some of the text was quite difficult to read. - UI, text and graphics feel very well polished, well done. - Very nice music. - It would be nice if the dialogue didn't replay every time you died in stage. - Difficulty curve is a bit weird; I struggled a lot on the first couple of stages, but after receiving the homing bullet upgrade, everything else was a breeze.
Gameplay is interesting enough, but some of the random item/price combinations in the shop get really bizarre. I got a spammable magic item early on with 70-ish damage for *1 gold*, which was able to instakill bosses and enemies in a radius. I also noticed that the shop sometimes offers what is essentially starter gear for prices in the 6-7 digit range.
The concept seems interesting, and the art is nice, but even after reading the tutorial I spent a lot of time trying to figure out what to do.
- The red bomb (?) item seems to go down in quantity when I throw it, but even after it reaches 0, I can still throw bombs in most areas. However, this seems to stop working randomly. - I always have 5 bombs inside the drill, but they get reset to 0 when I walk out. - Metal doesn't give you any bombs when you recycle it. I see that the gray bar goes up when I do this, but I don't know what the purpose of that bar is supposed to be.
@rhoff95 I used the default Aseprite palette. A bit lazy, perhaps, but most people don't recognize it.
@jokerbomb There's actually a subtle hit sound, but it's drowned out by the music. I forgot to test it properly beforehand.
@tentaclemax It's a frog - although, admittedly, it does resemble a T-rex.
Anyone else have issues with this game not working properly? - on Chrome, the Unity loading bar doesn't go up at all *(possibly an issue on my end, happens with most Unity games)* - on Firefox, the title screen shows and the first "level" loads, but it's completely dark. I can move around and interact, but only the text on the top is visible. Checking the console, it looks like there are shader compilation errors?
This game feels cursed. The music, combined with the sad expression of the character and his shambling walk are... unsettling.
In terms of platforming, it's too easy to lock yourself in a location with no way to get back up, or simply fall out of the world into an endless abyss.
- Core gameplay is simple and feels well-polished. - Music and sound effects fit in nicely. - Difficulty seems a bit too high; I had difficulty getting very far down at all.
- I found the controls very frustrating to work with initially. My sub kept getting stuck on the ground every time I collected trash, and rolling didn't help very well. - Shift and ctrl didn't feel like intuitive choices for facing up/down, shift/space would have been preferable - but maybe that's just because I'm used to Minecraft controls... - Didn't really see the theme in this one - it's underwater, yes, but you're not going deeper anywhere. - Graphics are simple and clean. - Audio is nice, but the music gets a little repetitive.
Great gameplay, but a little too difficult. I feel like having jetpack moles able to move *through* blocks is unfair, as is placing them right next to the player spawn in some levels. The spawn rate also seems too high, as mentioned above.
- Music & sounds are great. - Frog. - Graphics are well-polished. - The player character feels a little sluggish at times, possibly due to lack of acceleration. - I found the heart boss fight absurdly difficult compared to the rest of the game. With no checkpoints, I was forced to do the first phase repeatedly, which got tedious fairly quickly, and I ended up quitting.
Very clean graphics; movement feels nice and smooth. I know music can be hard, but this could have used some to enhance the underwater mood. I've noticed many LD entries tend to be too hard for the average player, but this ended up being the right length and difficulty - not too easy, but not frustrating either.
As others have mentioned, it can be impossible to see some of the dark ink projectiles in deeper parts of the map. Would be nice if they were pink/purple instead of black.