Story of a Broken World by manabreak 2014-08-29T01:14:00
This game was well polished. I really liked the music
Foon → Ludum Dare Explorer → Users → aucguy
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Spirits of the Forest | compo | 319 | 2.86 | 2.70 | 3.22 | 3.52 | 2.38 | 2.20 | 1.97 | 2.72 | ||
| 2023 | 54 | Limited Space | Droplet Dungeon | extra | |||||||||||
| 2023 | 52 | Harvest | Exploding Carrots | extra | |||||||||||
| 2020 | 47 | Stuck in a loop | Square Time | compo | 3.40 | 3.60 | 4.00 | 3.90 | 3.00 | 2.70 | 1.87 | 2.37 | |||
| 2020 | 46 | Keep it alive | Slime Forest | compo | 2.94 | 3.00 | 2.72 | 3.05 | 2.83 | 2.93 | 2.25 | 2.56 | |||
| 2018 | 42 | Running out of space | Mike's Pizza Shop | compo | 2.50 | 2.50 | 3.00 | 2.00 | 2.00 | 2.50 | 2.50 | ||||
| 2017 | 38 | A Small World | Planet Carbalsnahps 2 | compo | |||||||||||
| 2016 | 37 | One room | Turtle Fork | compo | 22 | ||||||||||
| 2016 | 36 | Ancient Technology | Fire Simulator 2016 | compo | |||||||||||
| 2016 | 35 | Shapeshift | aucguy | compo | 673 | 2.96 | 2.61 | 3.17 | 3.32 | 2.55 | 2.14 | 35 | |||
| 2015 | 33 | You are the Monster | Minion Army | compo | 944 | 2.16 | 2.00 | 2.26 | 2.37 | 33 | |||||
| 2014 | 30 | Connected Worlds | Shadows and Lights | compo | 20 |
This game was well polished. I really liked the music
Fun arcade game.
Fun game, just unbalanced.
Played for an hour. Worth it. my progress -->http://imgur.com/Os3qs34
This is actually a pretty fun game.
That was a great game and was pretty fun.
Seems good, but the mouse doesn't stay in the window.
The idea was good, but the game was unbalanced.
It's me
There weren't enough people to eat and the game ended pretty quickly.
The two ending thing was cool but I would have liked more 'level content.'
I wish the game was longer. By the way, the button hit boxes in fullscreen mode are incorrect.
My favorite line is 529; the one with the bus. Not sure where that even came from.
Best game played so far! Graphics great, bats annoying, everything!
Fun and hard game, but unfortunately short. I would make it longer. Either way, great job!
A good game in one of my favorite game genres. The biggest problem with this game is that the other layer wasn't visible while pressing the control key. Other than that great puzzles.
Short but sweet. The bird jumping controls was annoying though.
Great game. It was fun to get through the game and keep on pressing the wrong buttons. I liked how there was a lot of levels. However, how the ghost was eternally at the side of the screen was annoying.
Good game. Interesting art style. You should add a transition between lanes inside of just abruptly jumping. "Greatness is a daily choice."
Fun and hard.
It was a cat straight from hell.
Great game! Fun to play. It was annoying to have other shapes to get in the way though.
Pretty fun game to play and run away from the evil machines.
Great game and pretty fun. The particle effects when you hit an enemy was pretty useful. The one thing I would really add were sounds for getting hurt and enemies walking towards you. This would make the player's conditions easier to understand. Basically minor things.
The music was. There were moving lines in the ground and the hurdles making the cart flip were annoying, but good job.
After the title screen the screen went blue. Upon pressing enter either the screen turned black or the character kept on dying without me doing anything.
Pretty good game, along with the art. The ending was a bit confusing as to why it ended until I looked at the guide. Also some sound would have helped. Worth playing.
Looks like you spent a while on your computer for this LD (ie it was fun). The art work was good and the music/sfx matched the art as well. The music did not get too repetitive. I truly hope you did not spend your weekend in one room as that would get kinda boring.
Good graphics and references in the names. For some of the cards the effects were hard to predict. The progression of time was nice.
The exe didn't open.
the game eventually gets hard on the eyes, but good graphics anyway. The streak music and its timing is good as well. I liked how the game changed the text based on the player's mistakes.
There should be a life counter somewhere so the player would not have to keep track of their lives and to know that they existed in the first place. Also, the controls lagged; the player would move after I lifted my finger from the keyboard.
@cataclysmicknight I forgot to mention that the score always displays 999. I made a note of that for future players. @chief141 I added a screenshot to the page.
Also for everyone, thanks for the feedback; more play testing is necessary.
The music at the beginning was sort of repetitive, although the music during the actual game was the right lvel of backgroundness. Additionally, I couldn't figure out out to restore health.
The music was very catchy and the game got my adrenaline rushing which was good. The game mechanics were simple and easy to understand. For some reason it took me a little bit to figure out that the control button was the button named "ctrl" on my keyboard.
The biggest issue I had with the game was not having enough time. The amount of needed to find the blue disks was longer than the time they gave. However, running out of time and needing to replenish it is a good mechanic; it just needs to be balanced. Additionally, I liked the "flashlight" effect.
This was a pretty interesting game. The graphics and music really fit the game. It was very helpful for there to be visual and audio communication when the poison changed, instead of having to constantly check the upper right corner. A couple of minor fixes I would add is not switching to a food that is already on the screen and not choosing two of the same poisonous foods.
This game was pretty innovative whose game mechanic I would never have thought of. A couple of minor changes I would make is making the gui art in sync with the rest of the graphics (which are amazing) and make sure the player does not get stuck with blocks that they place.
That is a pretty interesting game. One thing I would change is allowing the player to defend against the green enemies.
Premise is funny, especially the ending.
This was a fun game to play. The graphics and audio were very good. I think that the enemies kill the player too quickly.
Good idea for a game. I think that the game could be balanced a bit more to make it more exciting. I didn't understand at first that the berries could get full. I liked the art style.
What you had was pretty good. It would have helped if there was more content to interact with the plants (although overscoping is a problem). It was also difficult to hit and see plants. A mushroom killed me and I thought it was gone because I couldn't see it. Also, it was a bit annoying when I selected the apple, but couldn't unselect it so my hand kept on shaking. Additionally, some more sound effects would be nice.
The voice tutorial was a really nice touch to the game. It told you exactly what to do in character. This was also a good concept for a game and could be pretty fun if there was more content.
This is a pretty fun game. It was difficult to maneuver the fruit, but that may have been the point. The peanuts were also too small. I liked the music.
I think that the game was pretty fun. It was a little difficult to figure out how and where I could grow stems and choppers. One big thing was that I couldn't tell what my plant's nutrition was. It was also somewhat annoying that I couldn't ungrow chompers to grow stems. Also, the instructions were too small. The plant and meat could probably be bigger too. The plant could also have some texture to differentiate the stems and chompers.
The audio matched the vibe of the game well. The plant growing animations were well done. Also, the meat carcasses were a nice touch. I lost when a whole branch of my plant broke off and died which I thought was a good gamplay mechanic.
You have a good idea for the gameplay. However, I would add more plants and haystacks. I also liked the art style. The music was too repetitive.
What you had here was good and fun to play. I also liked the retro aesthetic and think you could go somewhere with it. The sound effects that you had also fit. Also, defeating enemies by using the grapple hook was a good idea. Unfortunately, I didn't finish the game because my game froze once I shot one of the enemies. But it was fun while I played.
Note that I played the web version. Also I tried to see what engine you used but I found that the link to the source (and the downloadable built games) were broken.
At first I didn't think that this game had enough of a goal. I thought the only real mechanics was to add buildings to prolong the life of Atlantis. Only when I read the instructions did I realize the goal of the game is not to meet some objective, but to build interesting stuff. Once I figured this out the game got a lot more interesting since I could apply creativity.
Also, the game was relaxing. Despite the rising waters there wasn't much of a rush. The music also helped here.
This is an interesting concept. The loading and unloading mechanic forces the player to explore the map bit by bit. I think that the loading and unloading mechanic is also a memory mechanic where the player has to remember what tiles are where.
The graphics also had a lot of nice polish. For example, the loading and unloading of 'squares' tile by tile and the destruction of enemies if the 'square' they are in is unloaded. Also, the music fit the aesthetics quite well.
The atmosphere of this game was amazing. Ditto for graphics and audio which really set the mood. I also liked the narration between the days. The list of tasks and controls in the lower right corner really helped teach how to play the game. A couple of small things that I would change is to decrease mouse sensitivity and increase the brightness since the default setting makes it hard to see anything.
I got retro gaming vibes from this game. I liked how the title text was like old arcade games. Avoiding enemy ships and their fire was a fun challenge as well as discovering an additional enemy in the third wave. I thought it was a good idea to give that enemy its own sound to alert the player of a new kind of enemy.
One issue that I had with this game is that when you lose your blaster and ran out of money there isn't much you can do.
Innovative take on the theme by incorporating crosswords. I think there is a way to do advanced strategies, but I'm not good with crosswords. I did like the variety of spells to keep the game varied. I also liked how the spells faded and made room for new spells.
The penguins were adorable. What sold their adorableness was their sound effects. I felt like this fit the casual category of games. One thing I couldn't figure out how to get on the escape whale.
Very fun game! This was a simple idea that seemed easy to execute, on theme and a lot of fun (a good idea for a 48 / 72 game making competition). I liked the bar that knocked all the cars off every once in a while and how the cars deform upon impact.
Also, I don't expect this to be implemented during the 48/72 hours, but I think that this would be a fun multiplayer game.
It was fun to race against time to find all the ghosts. I also liked how the forest slowly got darker as night approached. I found it hard to keep track of where I was and navigating the maze. Marking where you are and where each button leads on the map would be helpful.
I also liked the music.
This was a funny (and silly) game. I also liked how the controls where introduced. It was also hard to defeat the enemies, but I'm not sure if you wanted them to be hard to beat.
As I kept playing the blocks more and more blocks kept and getting red and disorganized which made it harder and harder to clear rows. I think this is what you were going after. It was fun to use the current piece to get the red blocks in place under the time limit, although I wasn't very good at this.
Also having the blocks' color depend on whether they were in the correct 'cell' was a very good idea. The particle effects for forming and dissolving the text with little cubes looked very good. I also liked the music and I think that the music fit the game.
One small bug: the horizontal piece that has four cubes in a row sticks into the playing area.
The gameplay was interesting and innovative, but I think it would get repetitive. However, what I did play was fun. Unlocking new areas is a good idea to freshen up gameplay. To be fair, time is limited in this competition so adding features to make it less repetitive would be difficult. Also, The take on the theme was unique; there isn't enough area for getting the full detail of the painting.
Much of the graphics in the game was not yours. However, the ones that you did where of good quality and fit in with the real paintings / user generated content. The audio was also good, but was too short; after enough gameplay I think it would get annoying.
The painting names and critics feedback shown after painting submission were funny and a nice touch to the game.
Interesting memory challenge. I had to remember where everything was and what order to take them out in. A major feature that would be useful is an undo button as messing up requires a full restart. The game can get repetitive doing the same starting sequences over and over. I also had some trouble figuring out how the different furniture pieces what together. I looked at boyar's photo to figure it out. Also, the music was relaxing (it fit with the mood).
I liked the challenge of trying to time clicking to bounce the bullets back at the enemies. The mechanics were simple but still engaging. I also liked the art.
One thing I would change is to add instructions to exit the upgrade screen because it took me a while to figure that out.
This is a cool idea and an interesting take on the theme. The levels were tricky to work out logic wise. Also, adding the tutorial was a nice touch (I used it). I think that the player was hard to control and I kept on hitting spikes when I didn't mean to. Also as a small touch I think you should make the solid tiles a bit lighter to make them contrast more with the background.
I felt that the game could be more engaging. It didn't seem like there was a way to make progress against the enemies. I would place arrow towers and just hope for the best.
The concept and the take on the theme was great. I liked how your the enemies and resource collection destroyed buildable land. Also, the art was spectacular.
I liked the concept of the idea and the fast paced nature due to the timer. I wish there was a bigger challenge (maybe from the enemies) and a clear goal. I also liked how the tiles were randomly placed for each level.
Fun gameplay with the fast paced nature of trying to get the parcels delivered in time. However, I that the game was more varied to delay the point at which the game would get repetitive. Two other small things: I thought that the red rectangles in the background were conveyors and interactable and the size of the game not in full screen was too big for my browser window.
This game was a fun challenge. I think it would be good if the game was longer and got progressively harder (i.e. less and farther resources). I also liked how the spaceship was a sea ship in space.
Also, I'm impressed that you made the 3D engine!
I liked the additional ice cream flavor (I only found one) which I found quite funny. I also liked the parallax effect with the background. Also, I'm glad you could join Ludum Dare!
This was a funny game from its sheer ridiculousness. Not complicated but fun and hilarious.
Interesting game. It was a little disorientating how the animation for the player moving left or right were not aligned with the animation for the player jumping.
I liked the relaxing mood. The mechanics that didn't put any time related pressure and the calm music and art helped with the mood. The sound effects fit the game. However, the sound effects got repetitive quickly.
The game introduced new animals / mechanics in a way that was easily learnable. Also, the animals' tooltips were useful.
I liked the chaotic challenge of trying to get through the cars. The exploding cars were a nice feature and added to the chaoticness. Adding the oncoming lane was a good idea, although I couldn't figure out how to drive on it since I always died. One thing I would add is a health bar or something to show how damaged the ambulance is.
The setting for the game was something that I was not expecting. Good idea for coming up with it. The music and art style were unique (and good), which is good for a game jam. The game was too difficult as I would die pretty easily without giving much chance to summon or fight back. It also took me a couple of restarts to notice the selected friend that I could summon, so you might want to make that bigger or mention it in the description.
I think this was a good idea. Trying to figure out who to spawn was a bit of a challenge to do at the speed the game went at, but I think that was the point.
This was a good idea for a jam game; simple enough to implement well and also engaging. The game was fun, although I think with some tweaks it could be very engaging. First, the spells were a bit hard to cast since I had to keep going between the runes and the spell book. Second, the guys I spawned were not very good at finding enemies. Third, the balance could be tweaked; in the end I just spawned a bunch of Titans and guys to get me mana. But overall good job!
The graphics for the game was very good. Also, the ability to customize the different kinds of pets and their abilities was impressive for a jam game.
I played the game by dragging over whatever tiles I had and spawning whatever I got. I wasn't really paying attention to the different power ups. I think that it should be easier for the player to understand what the tiles do and for there to be a challenge rather than just dragging tiles over.
The different messages and the vases breaking added personality to the game. I wished there was some more game play to this.
This was a very good game. It took a bit to understand what was happening, but then it was easy to understand what was going on. The game had the right amount of challenge; not too easy to be boring, but not too difficult to be frustrating. The graphics were good and the voiceovers were a nice touch to the game. Also, I'm impressed that you implemented playing against the computer, since I'm not sure how to get the computer to make good decisions.
Finally, what fonts did you use in game and on the itch.io page? I have been using pixel fonts for my games, and they don't look as good.
The game was surprisingly fun. The gameplay of trying to shoot enemies while avoiding their shots was engaging. I didn't realize I could summon fiends until after my first run despite it being in the instructions. I also got to floor 8.
I have also noted the usage of the m5x7 font, as I may use it for future games.
Good job on coming up with the idea that is simple and fun, because I have trouble doing that. The game play was easy to grasp and had a bit of a strategizing challenge. The graphics were amazing. Also, I found it funny how the characters did a dance when they won.
One other thing: the sound was too loud. (I also have trouble with this).
The game was not challenge, but it was definitely entertaining. The idea of the demon that was getting summoned had to do the mundane work of mowning their lawn was funny. Also, I liked the different soundtracks taking place for different parts of the summoning.
This was fun, although I wasn't thinking too hard to avoid enemies. You might want to force the player to think through their moves more. Also, the graphics was very good and polished (for example, the transition animations).
This is a neat game with fun levels. I think the biggest thing you could add is more levels and a more intuitive summoning ring interface. Although most of the graphics were lacking, the iconography was great.
The graphics for were good. I think you had the basis of for good mechanics such as exploring different blobs you could spawn using incantations. However, I could never figure out how to consistently get better blobs or use the power ups. I just ended up blindly spawning blobs, without understanding how to get better blobs. You have the ideas for the right mechanics, but they need better execution.
The mechanics were very basic. Despite this the game was very fun. Some of the levels were pretty difficult, but all of them were doable (I completed all of them). Also, the high-score submission was a nice touch at the end.
This was a fun game to play. The mechanics were easy to grasp and the slow introduction of ingredients helped teach the game. I was able to get to day three.
Also, coincidentally this was similar to a previous compo entry of mine. Although this was done better.
The game was fun to play. I think this is the kind of game that would work well to be expanded after the Ludum Dare. I think that the game was too difficult because the boss walked too fast and I wouldn't be able to turn off the monitor in time.
Also, I would also make sure the space bar worked consistently to turn off the monitor. Based on the loading screen it looks like you might be using Godot. I think that Godot will select a button after clicking it, unselect the button after clicking something else and press the button when space is pressed. This might be why space toggles the monitor but inconsistently. I ran into this issue for my submission.
#### After playing Ludum Dare submission, before playing Godot Wild Jam submission I'm going to agree with ig-gamer, the concept is good, but it needs a lot more work. The most important thing is explaining what the cards do and balancing to ensure challenging gameplay. It's nice that you submitted a prototype rather than just keep your work on your hard drive.
#### After playing Godot Wild Jam submission The graphics, music and sfx upgrade made the game better. Good job! I also used Godot.
It was difficult to get out of the pit with the ground crystal due to the controls.
I really liked the graphics. However, I didn't figure out what the different combos were.