FoonLudum Dare ExplorerUsers → AnxiousGameDev

AnxiousGameDev

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 secondsSIEGE: The surprisingly punctual invasion gamecompo1993.513.693.313.083.822.912.153.08

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 AnxiousGameDev

LD51 — Every 10 seconds

Golfploration by Nicso 2022-10-03T08:41:21Z

Really interesting concept of golf and exploration! The 10 second rule seems to work well here. It's let down a bit by the physics of the golf ball - it felt like it was on ice, skidding away faster than I could run, which meant a lot of the exploration was frantic, which was at odds with the otherwise relaxing visuals and style. It also felt harsh to go right back to the beginning when the ball dropped off the edge - maybe it could have left me near to where the ball fell. The environment was really nicely designed - a lovely mix of 2D and 3D elements

Someware by someoneman 2022-10-03T10:44:34Z

Fits the theme perfectly. Some of the microgames are a bit finickity, such as collecting the coins, but overall good job getting so many different things in there. It's a bit annoying that if you lose a life the level doesn't end until the 10 seconds are up.

Weirdo Words by SimplePotential 2022-10-03T11:23:34Z

Hey, really nice job! Had fun playing through the daily ones. I think the 10s theme might be a little at odds with the codebreaker/wordle mechanics - you don't really have time to analyse which letters are in the correct positions so mostly I was just quickly typing in alternative anagrams. Perhaps rather than show the correct positions in the guesses, you could just fix the correctly guessed letters in the right position on the grid and colour them green. That might cut the analysis time and make it more intuitive than underline = correct. I think a change of font could really upgrade the visuals too.

Avelainho by ccglp 2022-10-03T11:57:17Z

Hey good job. I had fun playing this! I like that you kept the mechanics simple, and I really like that bullets take away time rather than health. In fact you probably could have removed the 3 lives thing. I think there are a few things you could improve. The visuals need some work. The sprites are inconsistent pixel sizes which looks odd, and the colours don't work that well. The sound effects are also quite inconsistent with the theme. But overall a fun experience.

Arghhh by esenti 2022-10-03T07:54:38Z

Yup, you're right. It's very annoying :laughing: Not sure this could ever work. But at the least you needed something that would be fun to find the controls - maybe a limited number, and you can try different things.

Void Garden by Liam 2022-10-03T11:11:51Z

I really like the base mechanic here - make your plans and generate resources every 10 seconds. But there are a few things which make it difficult to have fun with. Firstly it's visually hard to remember what unit does what, which resources it needs and what it will make - would be nice if the graphics hinted at this. Then when you have a lot of units it's impossible to allocate all the resources in 10s - that might be partly the point, but if the challenge is to strategize about resource allocation, then that's being displaced by frantically just trying to move resources quickly enough! So I think there needs to be an easier way - perhaps by being able to select multiple of the same resource, or maybe for units to keep some of their resources between turns to take the pressure off. Anyway, great job at making a really interesting game!

Timed Turn Based Strategy Game by PatBGames 2022-10-03T07:04:38Z

As you say, it's not really a game (shouldn't it be marked unfinished?) - there is not much to play here, no music or sound, and the graphics are left very wanting. It's an interesting concept - I think there is natural tension against how most games in this genre work. But something fun about having to make tactical decisions quickly as enemies encroach. 10s is not a great amount though - basically a decision every 2.5s with 4 units if I want to maximise my moveset, not accounting for time for inputs. How would you deal with different types of units? It would need a lot more thought - I don't think this prototype proves one way or the other

just got mutiny'd (so I'm making sick jumps and posting about it) by misterstripey 2022-10-03T11:03:33Z

The photo mechanic is really great, with people liking the photos too. It's a fantastic detail. The colour palette and weird visual medley somehow comes together nicely too! Altogether a very fun little game but the controls were very difficult. It was hard to move the bird with WASD with that camera angle, and it's visually unintuitive because the parrot is doing a lot of random spinning around too

FatPinball by Ryu 2022-10-03T16:43:56Z

The game seems to load in the browser but only the UI is showing - nothing else happens - just a grey screen.

FatPinball by Ryu 2022-10-04T11:41:23Z

Yes works now! Nice idea to use pinball for this theme. It's fun to have loads of stuff going on. Like Ben I found the balls getting stuck, and it caused a bit of a logjam near the paddles

Ten Seconds A Demon by gord10ahmet 2022-10-03T09:08:22Z

I really like the concept of switching between characters. I wish the camera was a bit more zoomed out though, because a lot of the gameplay turns into randomly running around, whereas the fun is in the chase! I think it would have worked better with more scientists, so each switch feels meaningful (suddenly in a crowd!) and if you could see the scientist you are switching to. Great sprites, animations and colour palette.

[HTML5] The Struggle by Vilmantas 2022-10-03T16:35:08Z

Hey, it's a very solid technical implementation - the animations, the rocks, the clouds, the crusher are all good. But I think the core mechanic - collecting rocks - isn't that fun. And the crusher is very demanding so I found you can lose quite quickly. I think the player would need more choices to make, perhaps to use the rocks for something. Overall great job making something

LD51 (The alcohol, obviously) by coggoid 2022-10-03T07:49:56Z

Fun idea. Great visuals - I liked the bar with it's neon signs, the animations and little details like the bubbles popping. Think you nailed the atmosphere for this game! Gameplay needs a little more polish, and the UI, especially a restart button!

KindergARTen by benskca 2022-10-03T08:55:58Z

This is a really great use of the theme. I enjoyed being a prestigious preschooler making finger paintings and the visuals come together perfectly for the game. Only thing I would change is to be more lenient with the scoring, but have harder drawings. I had the most fun trying to draw something like the crab, because the 10s timer is relevant. With a lot of the drawings, eg blue square, I found the timer to be irrelevant, even when I was being slow and careful. Also you shouldn't be able to get the same painting twice in a row. Overall great job on this!

ADHDroids by snakemuho 2022-10-04T07:15:31Z

Interesting idea for switching the characters, I like that you had to remember what each was doing. It was a bit buggy for me - I guess my robots died (but there wasn't much indication) so every time it "switched" back to the same one. Then there seemed to be no ending when the last one died (think you failed to account how bad I am at the game :smile: ). But you did a great job on the sprites. One of the best looking games I've seen in the Comp.

Tormenting Idol by Cameron Borthwick 2022-10-03T11:42:21Z

Nice work on the purple fog and I liked all of the sound effects. Very atmospheric. Worth carrying around your microphone all weekend! But the maze felt a little bit empty, and when I died it wasn't really clear "what" got me. Overall I think the gameplay needs some more thought to make it more interesting. But great job on completing it.

The 10 Seconds Game by wormius 2022-10-03T10:53:26Z

Really fun idea. Get's tricky quickly!

Ball Survival by matthewrobo 2022-10-03T10:37:14Z

Fun little idea for a genre mashup! Satisfying to knock the puck around but the enemies spawn too quickly, but hard to survive for even one 10s explosion and you can easily get separated from the puck with no way out. Some of the resolutions on the graphics seem wrong, including the circles so they are pixelated

Radar Rider by 3LSTMsInATrenchcoat 2022-10-03T08:47:34Z

Really good concept, with the radar moving around. I think when your ship disappears you lose a sense of control and I would have preferred if only the dangers were invisible - I think the game would have kept the same mechanics and tension. The sound effects were a bit jarring - perhaps some radar machine noises rather than the very electronic sci-fi bleeps would have been more fitting, with a bit of music.

Matchless Dungeon by Paroxysmal 2022-10-03T07:19:01Z

Concept is great. Immediately panic inducing - find more matches!!! But fumbling around in the dark actually wasn't that fun. I felt like the matches should give me more light to make searching less random - maybe if I could see more of the level I would have a choice to try and remember the layout and make my way in the dark, or light another match to see further. Then the danger might not be running out of matches, but avoiding traps and other dangers within the level.

Playground Decimation by johnCavatelli 2022-10-03T10:50:59Z

It's a quirky game with a good sense of humour. I liked the ending and the intro animations. The 10s countdown felt like it could just be any countdown and so mostly it could be ignored, which is a shame. But great job in putting it all together in a short time.

Iron Sword Tournament by Jackaljk 2022-10-03T07:29:15Z

Really enjoyable little game, with great sword animations. Loved the music using your voice too!! The 10s twists were interesting but sometimes didn't add much or fit that well with the gameplay. I also found that just by spamming left and right clicks you could win easily - perhaps there should have been a timer that stopped me doing that.

Michael Finnegan Begins Again by madeofst 2022-10-03T07:42:33Z

Really good concept and well executed. Had a lot of fun completing this. Great job. The controls could have been a little tighter given how important they are - it was sometimes frustrating to miss hitting a switch or box when it visually looked like I should have connected. But otherwise it came together well. The level design was also well-executed.

In The Hair Tonight by sdelay 2022-10-03T06:55:03Z

The visuals and music are really awesome. You managed to achieve a lot in the time! I love all the details, like the clock ticking down, the animated barbershop sign, and all the bald customers (why does everyone want their heads shaved! :laughing: ) The instructions are also really clear - it's very polished. However, the gameplay is quite dull - just a typing game. Perhaps there could have been a bit more to that cutting mechanic that involved the 10s theme more. Maybe you could have been typing idle chat to your customers - how was your holiday etc. But overall you did a fantastic job!

HEXABOMINATION by Jacek_s0905 2022-10-03T09:03:30Z

Interesting concept! I think the hexagon puzzle is good fun, even if the controls are a bit tricky, but the 10s theme doesn't seem to add much, particularly because it doesn't particularly change your strategy. The UI oozes style. But the hexagon tiles on the other hand look out of place against the orange. Something cleaner would have looked better I think. And finally, I really like the music when you lose. Very catch for some reason :smile:

deleted by Daniel - Wither 2022-10-03T06:41:06Z

I like the concept of scavenging, but there isn't much to this game. Just run around and hope you see the right crystal. Perhaps it would be more fun if I was having to avoid traps or dodge enemies? The graphics look a bit unfinished. I like the glowy effects on the crystals and the candles but the main character isn't animated and the game feels a bit lifeless as a result. The sound effects also feel really out of place - more like from a space theme. Just to note the resolution is wrong for me - and there was no fullscreen option that I could see.

SIEGE: The surprisingly punctual invasion game by AnxiousGameDev 2022-10-03T07:12:49Z

@nicholas-maddalena I totally agree! Didn't have enough time to balance things and in most of my attempts the enemies start to build up before I've got any strategy going. I was hoping to force decisions about where to place towers (they have different ranges), merge to move more of the castle to problem areas, manage risk of merging to get better towers, and if to merge to restore health, even when you've got a tower in a good position etc. But right now the dominant strategy is to merge always whenever you can :laughing: so I lose all of those choices. Probably should have stuck to any colours merge with any colours. Thanks for the great feedback.

SIEGE: The surprisingly punctual invasion game by AnxiousGameDev 2022-10-03T08:16:58Z

@lancival Yes, you're right! There seems to be a bug which exponentially increases enemy health, so there was basically no way to keep up. I think it's worth me making a patch. Mostly because I made loads of high-level castle parts that currently nobody gets to see! :sweat_smile:

SIEGE: The surprisingly punctual invasion game by AnxiousGameDev 2022-10-03T13:50:16Z

@robeecodes Yes, I really like the powerups idea! The support towers increase tree generation but I think I really underpowered that effect!

@deniz-aras Yes! A bit OTT with the swarms (Looks like you are doing well :smile: ) I did make some catapults which start to appear, to avoid killing the framerate. Just didn't get time to animate and put in the game. catapult.png

SIEGE: The surprisingly punctual invasion game by AnxiousGameDev 2022-10-04T07:06:26Z

@naemis @sirdorius @sdelay @fnelix - Thanks for playing and leaving feedback! I think it gets cutoff when embedded, but in full screen there should be a little question mark in the bottom left that brings up what the towers do so you can see in game

@manchmalscott - Agreed! The wave timing becomes irrelevant when the numbers stack up. I think with more development I would have made the towers faster, so they could actually kill all the enemies in one wave in 10s, and then had surviving enemies level up so the timer stays relevant throughout. Didn't quite get there in the 48h!