FoonLudum Dare ExplorerUsers → Astra

Astra

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Vibe Checkjam2623.803.883.934.034.044.524.11
202558Collector👥Auctioneerjam3.001.504.005.004.003.003.004.00
202456Tiny Creatures👥Critters, Conjure, Cannonade!jam664.154.064.234.593.643.873.653.87
202353Delivery👥Please, Clap.jam11032.942.813.553.293.203.293.304.03
202148Deeper and deeper👥Damaged Controlunfinished

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Astra

LD56 — Tiny Creatures

Leafling builders by Kotolazer 2024-10-08T00:32:40Z

Excellent vibes, simple and sweet. I like that you can get better at the flow, dealing with each kind of leaf quickly if you want to feel quick.

Forgotten (a tiny horror game) by ThisIsSpy 2024-10-08T01:34:32Z

I don't have a lot of experience making horror yet, but these are just so things that came to mind. In general, this does a good job at limiting the information it gives a player.

Visually, the pixel filter was much better once I discovered zoom, and better once I had explored the space once. Just barely enough visual detail when needed. Make sure the dialogue is prominent on at any resolution, but I think it's okay to keep interaction prompts in the center and dialogue below that. The interactable object red highlight was vaguely jumpscare inducing, since the bright red is jarring compared to rest of the palette (maybe that's intentional though). The classic thing to do is to change the scene when the character goes to sleep, but if you don't want to add a fade in/out for the pills transition, maybe only change the map when the player isn't looking or is in another room. You'd need to make sure the effect was noticable in multiple places so the player could realize what was happening.

Audio-wise, maybe mix the footsteps a bit quieter. I liked the short sounds instead of voice lines for the POV, and their tone matched the vibe. The ambience background music is great, especially the low Hz parts for me personally. Consider filtering or transitioning the ambience inside the hidden room to imply that particular area is different, or changing the audio as more items are collected. You could filter out mid tones and a player might experience that as an absence or something being missing.

Input-wise, I think the movement should remain janky, but slightly less to keep it from being distracting. Maybe reduce the distance it takes to turn the character or make the space slightly bigger.

Map-wise, small spaces can be made to feel big with containers and doors. I'd say keep that direction. I had to backtrack to the bedroom for the photo, but I think that's a good thing in an enviroment like this for 1 or 2 collectables.

This feels great--keep going. For vibesmithing, I think you should listen to your gut instincts for what to add or change. Make it exactly how you think it should be.

Critter Gang by lastsecondgames 2024-10-08T00:17:50Z

Very impressed by how crisp controls felt on gamepad--facing while jumping, canceling jumps, etc. The moving cloud scene was the hardest to platform while dodging the projectiles with how high the top clouds are. I was able to beat the other two bosses. I love the personality and vibes.