Computer Crisis by PixelFormedStudios 2017-08-02T05:26:31Z
Great collection of mini-games all brought together to fit the theme. I really liked the pong interlude and the humor throughout. Good job!
Foon → Ludum Dare Explorer → Users → Arkthalohs
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | The Shadow From Below | compo | 391 | 3.28 | 3.09 | 3.72 | 3.37 | 2.58 | 3.10 | |||
| 2017 | 39 | Running out of Power | Intrepid | compo | 97 | 3.78 | 3.65 | 3.43 | 4.00 | 2.56 | 2.78 | 2.25 | 3.63 |
Great collection of mini-games all brought together to fit the theme. I really liked the pong interlude and the humor throughout. Good job!
Good humor and writing. I particularly liked how most of the choices in the first half ended up having follow-up events depending on what I chose in the second half, and that the consequences made sense, even if they weren't immediately apparent when I made the first choice. It was also fun the breadth of choices, from building a nuclear arsenal to accidentally overrunning the country with sentient plants. Having some music and sound would probably improve the game, but other than that it looks pretty polished.
That was really cool! I really liked the base building and how it sort of had a similar scale of progression as incremental games (without the clicking). The art the was good, the tutorial was informative enough for me to figure out what was happening. I do wish there was a little more going on than just building power generators and connecting things together (with surge protectors in between). Overall, though, really fun and polished!
Nicely done! The art and the audio was well done, and I liked how each level was more about finding ways around the fire and which crew to prioritize rather than just rush to crew and rush to the exit.
This was really good! There's a lot of depth to the mechanics between attacking, saving for defense, regaining power, and storing spare die for future turns. I do wish I were able to upgrade defense past 3, and it would have been nice to have instructions about the extra storage slot for a die, and I did crash on the final boss. I had like 56 power, so I probably would have been able to beat it, too! :sad: Other than that though, I had a blast playing this! Great work! (I didn't even know you could make games in Access, or what it was until now!)
I really liked this one. Cool mechanic, really great art. I found the camera a bit fiddly to wrangle and had a lot of difficulty at the beginning navigating the narrow passages of light without getting my solar panel into darkness, but once I got to the windmill section (which was a really cool twist on the navigating-the-light concept), it was pretty smooth sailing. Great work!
Amazing art and story! I really liked how you basically get one action and you have to unravel everything by changing that one thing that you do. It's a cool concept, and it's really well-done here. I do wish that it was a bit faster to get back into another attempt after I tried something, given that's basically how the mystery is unraveled and I ran into a few bugs where the break would end and I'd get the text about what happened to the client while I was in the middle of another action, like talking to the client or trying to get at the ex's phone. Overall a really amazing entry! Great job!
Nicely done! The art looks pretty good, and even though it's fairly simple, I really like the "microscope" effect. It really adds to the mood of the game. I did think that the game was fairly easy, and I never really felt like I was getting overwhelmed by the viruses, but it was still fun and really easy to learn to play.
Quite liked it! The sprites were good, and there was nice audio and visual feedback when shooting. I liked the spin on the genre where shooting drained energy, making shots something to conserve instead of merely spam. It felt rather hard, and there were a few times that it seemed like enemies spawned right on top of me or at least that I didn't have enough time to get out of the way as they spawned all around me. I also thought the weapons were really fun! Good work, and it looks pretty polished, too!
Pretty fun, and I liked the sort of inversion of typical incremental games where you're slowly building up and here you're frantically trying to stop everything falling apart. A lot of the game systems did seem kind of opaque--I never really had to worry about money, but I didn't really know how cost or purchases affected satisfaction and reputation. It's also a shame there wasn't unique art for each of the different tile improvements, since by the time I got to anything past steam engines, it was hard to scroll back through my land and see what needed upgrading. Overall it's a fun incremental-style game that sticks pretty well to the theme!
Neat game! The art and music were really good and fit the low-stress strategy of the game. I wasn't a huge fan of the pipe minigame at first since it seemed to only have one (or a few) possible solutions, making it more like solving a maze and hitting dead ends instead of just connecting a path. Once I got used to how it worked and tried to solve it differently, I did end up liking it.
Fun graphics, good music, all around quite a challenging and fun minimalist bullet hell. Nice implementation of the theme as well. Overall great job!
Nice game! I liked the whole atmosphere of things, especially once the bodies started showing up, even if the trivia part was a bit simple. I think some music could really bring out a stronger creepiness and atmosphere for what's going on, but overall it was a really nice atmospheric puzzle game. Good job!
I really liked the game and especially how I could guide things with my play style, like how the cannons caused more combat events. I do wish there was more reason to build out the ship in a way that made sense (using floors, having contained areas), since I found myself just building on the outside wherever I could since there wasn't any easy way to clear out a ton of older parts.
I hit a bug with the web version where in the Baby stage, hitting the right arrow didn't do anything, but I downloaded and played straight from the source and I'm glad I did! Good music, and I liked how a lot of the later stage mini-games are sort of callbacks to the earlier stages.
Good work! I really liked how much kickback there was on the gun, made firing it a bit more of a risk since it meant I couldn't necessarily get the power packs. I thought they maybe faded too soon (I had difficulty getting more of them than I would have expected). I also liked that power served triple duty: health, ammo, and getting score, making pretty much every action be a choice between different options and weighing the costs and benefits.
Wow! That was great! The visuals and audio were well done throughout, the puzzles had the right level of difficulty. At first, I thought it was going to be a bit simple, but once I hit the level where you need to change the directional tiles after having started, the game really hit its stride.
That was fun! Visuals and sounds were well done, and I liked the humor in the emails that kept popping up.
I really liked the music, sound design, and minimalist art style. Both really contributed well to the mystery and dread of the narrative.
I liked it, though there were a lot of typos and misspellings throughout, which made it harder to type the right things. The art was nice, but not too distracting. There was a pretty sharp spike in difficulty on the third level, but that was where I got into it. It almost turned into a typing game which was an interesting approach for things. Good job!
Nice game! I really liked the art style you used, where it looks like everything is on cardboard and there's a physicality to it. I liked the sort of dual meaning to the "worse" part of the theme where it's both the mechanic and more emotional component of moving itself. Overall, good job!
Fun shooter game. I'm not entirely sure what effects the different color syringes had, but I liked that as the game went on things went much crazier with the field of view, and speed, and number of enemies and everything. I did end up shooting myself out of the level repeatedly once I got whatever power had my gun giving me knockback, thought at first I was able to still walk my way back. It would have been nice to see some weapon and level variation, since it was just the one gun and square room. Overall, though, a pretty cool take on the theme, and nice execution.
Nice game. I found balancing the three games on the left hard, with the D-game the hardest because I had to remember the order the colors were in (when I won I got lucky and got green walls like 4 times in a row). The J, K, and L minigames were the easiest since you can actually just constantly spam those keys and never lose those. The music was also good, especially how it started slow, but sped up and got more frantic as the game progressed.
This is great! Really innovative--I don't think I've seen any platformer like this before. I do wish that it was easier to tell which presents belonged to which Santas, or at least, which Santas already had collected their presents. Once I was hitting more than 5 presents it was getting overwhelming to get any of them, though of course that fits pretty well with the theme. Overall, really good work!
I really like the mechanic of typing in the commands and it made even simple platforming puzzles something of a challenge to complete since I needed to be looking ahead and ready with the next command, but it was sometimes frustrating to type out the full command to do some actions (like doublejump in particular) or forgetting the particular word necessary (press instead of push on the button, or was it push instead of press?). I also ran into issues where the tutorial text kept going before I would actually finish a section or get to the part that text text was about.
Pretty fun strategy game. I do wish that there were a little more to do in terms of options. It's just the risk-management thing, so it tends to just boil down to taking a few hexes and not pushing it too far. Having the terrain have different abilities or something could add some more strategy beyond just taking hexes. The art and sound were pretty good, and even though it's a bit simplistic, I did find myself getting pulled in and playing it several times through. It's fun and engaging even as is. Good job!
Nice concept: I'm always a fan of empire building games. I didn't have too much difficulty after the first few turns. Even with the enemies around, I could pretty much spam the End Turn button until I got whatever resources I wanted since they seemed to wander randomly, instead of actively trying to attack me. Unfortunately, I saw all three of the known bugs, but it was still fun to expand out my empire and rake in the resources. Overall, a good start on a cool concept. It'd be cool to see some more stuff going on, like variance in the market, more buildings and units, that sort of thing.
Nicely done. I like how the art has kind of a gritty feel to it to fit with the atmosphere, and some of the lines the throne gives are pretty amusing. It felt a little slow, and I'm not entirely sure if there was an end goal beyond just survive, but it was fun to build up a little base.
Nice take on the theme. I like the idea of trading the penalty of the visual effects for gameplay detriments, but I wish it were a bit more of a choice. I was able to beat the second boss without trading away the dark energy, but the second effect was pretty much impossible to still see through, and also effected the menu for taking away stats, so I reduced the wrong stats and got myself into a pretty bad situation for the third boss. The music and the art were pretty good, and I liked how different each of the bosses were, requiring pretty different tactics and different focuses on melee vs ranged attacks.