Foon → Ludum Dare Explorer → Users → ArBe
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | NEST | compo | 1.75 | 1.00 | 2.25 | 2.50 | 1.75 | 1.75 | ||||
| 2022 | 50 | Delay the inevitable | Flamekeep | compo | ||||||||||
| 2021 | 49 | Unstable | Mountain of Might | compo | 3.60 | 3.50 | 3.50 | 4.20 | 3.90 | 3.62 | 3.70 | 3.00 | ||
| 2021 | 48 | Deeper and deeper | Mole Hole | compo | 189 | 3.77 | 3.54 | 3.00 | 3.61 | 4.06 | 3.32 | 3.78 | 3.79 | |
| 2020 | 47 | Stuck in a loop | OROBOROS | compo | 257 | 3.50 | 3.30 | 3.44 | 4.11 | 3.78 | 3.55 | 3.20 | 3.55 | |
| 2020 | 46 | Keep it alive | DangerPet | compo | 3.42 | 3.46 | 3.61 | 3.50 | 3.38 | 2.81 | 3.23 | 3.33 | ||
| 2019 | 45 | Start with nothing | ModuMon - Barebones Edition | compo | 233 | 3.46 | 3.16 | 3.72 | 3.62 | 3.50 | 3.35 | 3.59 | ||
| 2018 | 43 | Sacrifices must be made | Gnomen | unfinished | ||||||||||
| 2018 | 42 | Running out of space | STEP | compo | 3.68 | 3.81 | 3.87 | 3.68 | 3.93 | 3.18 | 2.58 | 3.93 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Wandering Rogue | compo | 359 | 3.36 | 3.29 | 2.61 | 2.56 | 3.25 | 2.47 | 3.00 | ||
| 2017 | 40 | The more you have, the worse it is | PowerDown | unfinished | ||||||||||
| 2017 | 39 | Running out of Power | Mr. Spaceship McSpaceFace: The Game [A.K.A. The worst game of 2017] | jam | 2.87 | 2.00 | 2.00 | 2.75 | 3.66 | 1.71 | 2.66 |
Neat concept, I really like your interpretation. Can't wait to see your next, I hope as creative, entries!
@ruba Yeah, I've had some scaling problems while creating UI, but got rid of them on most resolutions. Didn't really expect anyone to play on that resolution, though. Sorry!
Neat idea. The Nicolas Cage representing the humans made me giggle. Fun mechanics.
For a game made in 72 hours - Very, very good.
@soyertek Hey, Thanks for the review! I had a problem with the webGL build, but it seems like an error with the engine's building process, which is a can of worms I found too much to take care of within the final hour of the jam. My hamhanded solution is making an executable open for download, but I see why you wouldn't want to download it, especially if you're on Mac or Linux.
@rafig Hi! Thank you for taking the time to play my game, even if you didn't get it at first. I should probably make an in-game tutorial besides just having a simple level that I intended to get the player comfortable with the controls. I see why that wouldn't be enough though, I should be more careful with teaching the player the mechanics of the game. Regarding the sound, I'm very used to having my computer's volume very low, so I apologize for forgetting a lot of people probably don't do that.
@laytanl I've got to remember to teach the player exactly what's happening in the future, as I see this was a common issue. Thank you for trying out my game!
@garygreen Thank you! I'll remember to try and explain the game to the player the best I can next time!
@nick-rafalski Thank you for the kind words. I'll try to be better with getting the player to know what's happening with the next game I make, since a lot of people have pointed out I've failed in that regard. I'm sorry if I destroyed your ears, I keep forgetting not everyone has their volume set to 25% at all times.
@phlip45 Thank you very much! Your idea for signalizing to the player where they'd land is great, I really should've thought of that. I tried making music, but with my every attempt it was more and more obvious just by listening to the tracks that I'm a programmer, not a musician. I eventually settled on making some subtle ambience, however unfortunately I haven't had the time to program in its initialisation. You can still find it in the assets though, probably louder than it would be after adding it in.
Interesting concept, though I ran into some bugs. That's understandable, WebGL builds always break.
Neat, original concept. I love your quirky writing.
Really enjoyable, good job!
There's not much I can say that hasn't been said before other than I really enjoyed the mood. The music definitely works, although it would've been cool to have more tracks for specific environments. Reallly enjoyable overall. Very linear, but hey, it's a jam game. :stuck_out_tongue:
Simply delightful. I especially loved the music(especially with its progression throughout the upgrades) and the humour. I like the risk-reward situation introduced by including the Detail and Shake cathegories, making the game less playable, but more profitable. I would venture to say this is the best game from this LD I've played so far. Great job!
I love it! The mechanic is original and it just so happens that I'm kind of a chemistry nerd, so I really enjoyed it. The scoreboard is a great addition that creates a competitive atmosphere, which I also love. Great job!
@jimbly Haha it's fine, I kinda found it amusing :)
Very basic, but surprisingly satisfying.
The music and artwork are simply delightful, but the controls are a bit unintuitive. I love the overall vibe though!
Neat.
Overall a very pleasant experience. The graphics and audio have a nice aesthetic, and the gameplay is soothing and relaxing. A lot of ways the player can softlock themself, but hey, no game's perfect! Especially no jam game :smile:
Intriguing concept and good execution. The randomly generated modifiers could use some balancing, but it's a really good timewaster already. Great job!
Just wanted to let you know that you uploaded the wrong game as the web build.
@dqmhose Try picking up some of the dead enemies' muscly or robot body parts and incorporating them into your character! You might move slower, but your punches will become more powerful! Also, the unused body parts you don't need can be sold for additional HP. Hope this helps!
@igoreshka Thank you! :smile:
@nithin Thanks for the feedback! As I said, unfortunately I wasn't able to program in proper scaling in time. I might upload a patch that resolves this issue soon.
@wfmg @blint6 Thanks, I appreciate the feedback!
@hcursino @ogelgames @yorisfresh @suchista @bungalow Thanks for the feedback, I really appreciate it!
@philomory @itsdanidre Thanks for rating! Your critsisms are completely valid; My UI system was haphazardly programmed and the balancing of the gameplay was amateurish to say the least. I should spend more time on that during the next Ludum Dare. @karlipoppins Thanks! I'm really glad you enjoyed it, it's nice to see my little strategy guide actually managed to help someone :smile:
@coda-highland Thanks for playing! I haven't encountered the spawning bug before, I deliberately set it up so that kind of scenario would be pretty much impossible :thinking: Then again, it might be the scaling I quickly threw together for the bugfixed version Also, I'm sorry to hear the audio doesn't seem to work on Mac. Luckily you're not missing much :laughing:
A really neat puzzle game. I'm amazed at the amount of good level design you were able to pull off within the time constraint. Unfortunately some of that great potential's wasted because of the wonky collision system. It's sometimes really easy to just force-push something through the level intead of actually thinking it through. I think a grid collision system would've worked better. Regardless, it's still a really cool puzzle game.
Not much I can say that hasn't already been said, I like the premise though! Also, I got a javascript error halfway through the game so that's got to be good lol
Really liked the juxtaposition of the game switching between monotonous, simple actions and a stressful race against the storm. As everyone else has already said, the graphics are amazing. Really like the style and the mood, too. The only two faults I can really point out are: - For the first minute I was kind of confused as to what I was supposed to be doing. - The game seems to lack an ending. Or, if it does have one, it didn't load for me. Overall, I liked the game, the concept's neat, but I think you may have spent too much time on the graphics :laughing:
Awesome! I think you could call it full-on finished, lack of levels is common in Ludum Dare puzzle games!
Definitely a nice way of framing a cellular automaton, though not really much of a game. I love the graphics, audio, and the whole aesthetic though.
Neat. Very simple concept, but executed very well. Some accent audio definitely could've helped though.
Definitely functional, though I wish I had more to say besides that.
Great music and assets, though the smoothing on the turret rotation seemed a bit excessive. Overall, really enjoyable!
Big animal crossing vibes, in the best way possible! Very charming and polished. Good job!
I like the theming, and you managed to develop the dynamic of the father and son's relationship really well in such a small amount of dialogue! Gameplay-wise, it's kind of a meh. Not bad, but also quite easily exploitable. Overall, good job!
Simple & neat. Surprisingly stressful.
I like the models and the minimalist UI. Not so much the constant heavy breathing, lol. While I do think you've succeeded at capturing the atmosphere of a monotonous loop of going out, completing a trivial task, and going back in only to repeat the process, you've also succeeded at showing exactly why there aren't many games like this -- it's not exactly engaging or fun. Still, good job on completing your submission in time.
The visuals are great, as expected of PhantomArcade (can't say I knew who evilsk8r was before this, but he also did a great job), and kawaisprite earned a solid 5 stars in the Audio category as well. The only real issues I had with this game were technical in nature(I should note I'm playing the web version, as I'm on linux): - inputs occasionally dropped(I might just be bad lol), seemingly along with frames - highly variable, but often abysmally long (re)load times, especially on the second level - occasional hangups that'd lead to the tab crashing, mostly during loading
Other than that, I'd like to point out the spike in difficulty between the first and second level is considerable; You don't even get time to parse what just happened before having to execute it yourself, which leads to a lot of failing, which leads to restarts, which leads to waiting for literal minutes and/or crashing. Which is quite unfortunate, since I really wanted to hear more of the songs.
Those are all obviously excusable, as this is still a gamejam game after all. Overall, I'd say y'all did a great job!
Cute, very well-made and polished timewaster.
I like the theme you went with and how you stuck to it even with the UI, it taking the form of a console output. Very creative. I also enjoyed the upgrade system, which had quite some variety. I didn't expect to depend on the multiple-core upgrade as much as I did.
Great job overall.
@benjamin I completely agree; At a certain point when designing the levels I felt as if I'd hit a wall, and that there wasn't enough there to create actually interesting puzzles.
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@alexrose Oh dear, I completely missed that! At no point while programming did I think about the fact that often times the length of the snake isn't immediately apparent, mainly because I always had it right there in front of me in the map files. What's funny is in my early pen-on-paper concept of the game I had a length indicator in the corner, but I never implemented it.
Regarding your other criticism: There is a text fast-forward button (S), though I didn't indicate it anywhere since it was really added as a debug feature, thinking the text speed was probably fine for a one-time read. I'll make sure to indicate things like that better in the future, as long as I don't forget lol.
Always neat to see a text adventure!
I like your writing style, and the cli interface works well. Admittedly it took me a while(adn looking at a lot of diagrams) to figure out what was going on and what I could do to stop the watch, but the ending felt satisfying.
Good job overall.
While this is definitely not the first game in the jam I've played with the theme of work being repetitive, this might be the first one to actually succeed in making it fun -- for some time. The mechanic of not allowing you to fix your mistakes gives you something to look forward to in the next night. However, after you manage to do everything perfectly once, the repetitiveness starts taking its toll. The little flooding interlude was a welcome surprise that kept me going for a while longer.
I love the mood you managed to set with just the intro sequence, the ambient white noise of the sea and lo-fi graphics. I do have to mention, though, the way you downscaled the text is often difficult to read, and, in the case of the opening letter, hideous. I had that issue with my LD46 entry, it's not a game-ruining thing, but definitely something to watch out for in future games.
Good job overall.
I love the concept, and the pun enthusiast in me was ecstatic while reading the name.
I appreciate the little QOL settings, such as the game pace switches and the quick restart button, and I'm impressed by the amount of levels you managed to create within the span of the jam.
There's a good amount of polish on the sfx and graphics, although I've encountered a bug where the title screen song keeps playing while in gameplay.
Good job overall.
I liked the graphics and humour, but the constant screeching of tortured souls in the background felt a little unnecessary -- I already hear plenty of voices in my head as it is. The gameplay itself also wasn't very substantial. Overall, this game's a mess, but a charming one!
Love the mood and aesthetic, the visuals and especially the audio being synched with the levels really elevated those aspects. However, I can't help but mention that the controls feel unnatural and clunky at times, especially when navigating anything other than a box. I do see how designing a good movement system for this kind of space would be difficult though.
Good job overall.
The things I like most about this are the concept and the mood you managed to create.
The translation of a concept into a game mechanic like this is something I do enjoy seeing quite a lot. The mood you invoke with the droning, yet soothing soundscapes amplifies the idea's grandiose nature. And who doesn't enjoy orbital physics?
I do think it'd be more interesting if the bodies were gravitationally affected by one another, and not jut the central star, as that'd allow for more interesting patterns, however I do see how that'd make creating stable orbits even more difficult.
My only real gameplay issue was that the prediction line for a new orbit would become way too inaccurate way too quickly(relative to its length), however I see that's already been fixed in the post-jam release.
I agree with @merlinnsound's remarks and ideas regarding additional interactivity, and I'm hoping to see this being expanded upon in the future.
*Stellar* job overall.
I enjoyed that quite a bit! I like how the levels are actual separate challenges and don't feel like the same thing over and over again with some parameters tweaked. The little creature handbook unlocked after completing the game was a nice touch.
One thing this game is missing is a restart button; Especially in those timed sections, sometimes you know you messed up, and you can't do anything about it besides waiting for the time to run out. Another thing that felt off is that the collected creatures only counted after the feedtape carried them into the slot, which added a buffer of 1-2 seconds to the timed sections.
Nice job overall!
Hands down the best game I've played this LD thus far. Interesting mechanic, expanded and explored exactly the right amount, in a very polished and charming package.
Really polished, cute little experience. One of my favourite entries so far.
Neat concept, short 'n sweet. My only complaint is that the camera moves way too erratically for any accuracy to be possible while platforming.
The visual style's neat, but it looks much worse than it could've due to the pixel interpolation. I'd disable that if I were you.
What I liked: - the minimal visual aesthetic - the overall mood established by the ambient audio and lighting
What I didn't like: - no apparent objective besides searching for the elusive cube - no WASD controls, only arrow keys - no indication as to the range of the wires, nor what they were connected to - the lack of ability to remove wires I placed by accident
While it's pretty apparent I wasn't a fan of this game, you seem to be pretty new to game dev, and this is your first LD entry. Honestly, I'm impressed you managed to complete something in time for compo! Keep improving, I'm sure you'll do better next time!
Neat concept, very well exectuted, I love the art style. However, there are a few issues I have with the game, namely: - the trigger areas for the ladders are too narrow, I keep missing them while jumping around - the only available build being a web one and no graphics settings means people with lower-end machines(like mine) are gonna have a worse experience, as the effects drop the framerate substantially - the D key having a function while the locomotion scheme is WASD seems kind of like an oversight
Good job overall.
Very neat. Definitely a pretty original concept, and I like the mood you set. I didn't really understand the point of the temperature mechanic, though I did have to modify the URL to get rid of my gems after the key in level 4 wouldn't spawn, but I'm not sure whether that was intended.
Hah! Good ol' Perfect DOS VGA 437.
Excellent aesthetic and font choice aside, this is a really well-designed game. I spent at least half an hour playing without even realising it.
Very nice! Love the graphics, and the audio design is very fitting. Overall feels really polished. Unfortunately, due to my crippling loneliness and social isolation I was unable to experience the game as intended. Still, it's fairly fun even in single-player.
Love it. Simple, well-executed concept, great audio design. Knocked it out of the park. Or the court, rather.
As an obscure pseudo-3d engine aficionado myself, I absolutely love the warped billboard look you went with. The subtle fog effect works really well, too. The sound design is a highlight as well, especially the shot and impact sounds(man, those are *meaty*!). The voice acting was an unexpected touch, definitely added to the atmosphere. There was an issue with some sounds simply not playing at times of high intensity, which I'm guessing is caused by the audio manager not having enough tracks allocated to keep up with the amount being requested(been there many times, lol). Great job overall!
Great job, peeps
Good job.
Just amazing. I envy you for making so much great stuff in such a short amount of time.
Pretty interesting. The text generator caused some weird grammar, but it was an overall good experience.
I can't point out a single thing I don't like about this game. Good job.
Interesting concept. The movement feels extremely smooth, especially for the engine. The puuzzle mechanic was clear and easy to understand.
@morphine @olivier-millochau Thanks for the comments! I'm sorry for the attack mechanic not being clear, guess I have to work on telegraphing the player on what to do. I'll try to improve that in my next entry.
@David Hunter Thanks for the feedback! The enemies have their own HP's, and your Strength(Damage) statistic improved in the shop + by finding upgrades in chests. Despite your opinion, I'd still like my sound effect here to be in a better balance. I'm still glad you enjoyed my game!
@Duck_Games Thanks for the feedback, and your suggestion! When I was planning the core mechanic, I've assumed the fun would come from slaughtering enemies, collecting gold and increasing your strength. I didn't take into account players could try just avoiding conflict. It's completely on me, in the words of Sid Meier: > "One of the responsibilities [...] we have as designers is to protect the players from themselves"
and Soren Johnson: > "Many players cannot help but approach the game as an optimization puzzle. Given the oppourtunity, players will optimize the fun out of the game".
I'm going to have to improve in this regard. Thanks for the flattering comments regarding the game as a whole :smiley:
@RilleP Thank you! I'm glad you enjoyed it!
@nick-rafalski Thank you for the kind words, sir! I'm glad you enjoyed it!
@WFMG Thanks, noted! :smile:
@MacDoom Thank you! I'll try learning from this project. Hopefully I'll keep improving.
@jonathan-lorenz Thanks for the opinion, your ideas are very helpful!
@fashionbatman Thanks! As I've mentioned in the game's description, the audio was a complete flop. I'll try to improve that in my future projects.
The mouse sensitivity seemed too low. I liked that The rotation only occured in the Y axis, so targetting the 'notes' was a little easier.
Interesting. The sound made when placing the cats sounds... suspicious. Also, for a disco game, there's not a lot of music. Besides that, the game is very enjoyable.
The fishing controls were a bit strange, but it's a good experience. Very intriguing atmosphere.
Amazing game, dude! You did a fantastic job!
Very enjoyable.