Foon → Ludum Dare Explorer → Users → austinspafford
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | Ghost's End | jam | 316 | 3.52 | 3.00 | 4.27 | 2.42 | 4.37 | 3.59 | |||
| 2016 | 35 | Shapeshift | [VR] Terminal Shift | compo | 712 | 2.91 | 2.96 | 3.09 | 3.04 | 2.78 | 2.70 | 2.91 | 46 |
I had a rough time getting at the tongue for the last hit, but it was absolutely worth it! Thank you for the great experience! :)
There's a lot of potential with this idea! It was particularly fun to increase the sizes of the stacked cubes in order to lift their edges to walk them around.
Awesome! A surprisingly fun take on the theme!
I had a lot of fun playing with with a release-oculus while standing! It really was making me wish there was more content!
Also, the sad-trombone was simply amazing. :)
Awesome! The understated "Doof." when bumping the radar dishes out of the way made me smile quite a bit. :)
Woot! The difficulty ramped up right when it needed to. Well done! (escaped with 1671 gold)
Neat! The shifting level definitely worked out, though it might have a stronger impact if it was a lower-granularity grid. :)
Still, lots of fun to play!
I'm sorry, but I wasn't able to get this to run, even renaming the data-folder to match. I won't affect the score by leaving a rating, but hopefully it could be re-uploaded in time for others to try it out. :)
I love how the satellite-view worked out! Played while standing, it felt great to move at speed from above, and then "pop down" for a quick 360 view! I haven't seen that before, but it seems like a pretty reasonable method to even used in a long-development game. :)
Now... I just need a bit to recalibrate my equilibrium after getting the "falling forward" sensation. :P
Unfortunately this wasn't working with my CV1. I wasn't seeing anything in the headset, and the main-window wasn't evidencing any motion-tracking.
That said, even just the music and visuals left me laughing!
Your game had me just laughing like a fool!
And good news! It worked well with my release-oculus (CV1) and the v1.3 runtime. (we're definitely in for some rough times until we're at a VR-compat-is-certain phase)
By the way, there's a bug where the player is able to mash the A-button to spawn _many_ more obstacles, but it was honestly quite a bit of fun to try to crouch-walk through tunnels of oncoming blocks!
Awesome stuff! I admit I was hoping to super-man my way through the air with a series of punches, but sadly I couldn't manage much in the way of distance/height. Still, it felt great early on to try a one-two punch using my left arm to pick myself up off the ground, and the right arm to go the distance. It's definitely a fun concept!
Progress: Unfortunately I got stumped on the second level. After a few tries, I managed to get the briefcase up to the rooftop, but was simply out of juice by then. I also found myself a number of times punch-sliding only to find my hand had gone over a bot's shoulder. In any case though, the sense of relief and empowerment when finding the charger on the second level was great!
Fun moment: I actually did a little dance and *tried* to flip two robots the bird after just barely cutting into and escaping through a ceiling-hatch. It was an intense moment!
Usability note: Unfortunately my left arm is pretty messed up, and that came into play. In Climbey I'm able to do pretty well because I can often opt to use my right arm (no per-hand energy mechanic/preference), but it also seems like the difference where Climbey is sudden downward motions (gravity-assisted) while Punchey uses sudden upwards motions (fighting gravity). Still, the motion of punch-sliding across the floor felt great, and was much more reasonable across both arms! :)
P.S. It felt so wooden to be using the standard vive controllers instead of the knuckles. Massive presence-jealousy there!
Once the mechanic clicked, it was a surprisingly fun game to play through! The debug-esque graphics actually worked quite well for my tastes, since whenever I was building charge against a wall, it got me to imagine a person frantically slipping and sliding around while in [this](https://d2gg9evh47fn9z.cloudfront.net/800px_COLOURBOX8241423.jpg) pose. :)
What a beautifully absurd concept, and well-executed too!
The videos had me breaking out with laughter every time! Just the right length to sell the joke. :)
Indeed, I enjoyed simply wandering around the structure! I was quite confused though when I came to a dead end, lit three lamps, and was then unable to walk (then thinking that pressing R might save me). Looking back at the game page, I see this was intentional though. If that sense of permanently running out of a finite resource was communicated in-game (quite a challenge!), then that certainly would add to the atmosphere of exploring a dead/dying structure.
The way the panels pulsed really grew on me, and it felt like connecting to energy panels was a form of life-support, buying the time to calmly/cheaply set up a path to the next diamond once the panel ran out.
Hmm, one point of confusion is that it took me a while to realize that I couldn't connect *through* the various panels. If any tiles connected to the center had been lit up, it would have clarified that right away. :)
Neat! Reminds me quite a bit of Stephen's Sausage Roll, especially the challenge! Notably, the way limited energy worked into the solutions certainly added a sense of satisfaction whenever a ton of stationary spinning was involved. :)
"You knocked over a trash can!!!" Games have been teaching me terrible habits for all my life. T_T
Actually quite fun, and I like the visual aesthetic (esp. the abstract robot). The one thing that was getting to me was the high frequencies of the charger plays; it would be a good sound effect for warning a player, but its usage on a positive area was unfortunate. Still, the high-tension music worked well with the theme!
Nice graphics and general aesthetics. Unfortunately I didn't have another person to play it locally, but it looks like promising reverse tug-of-war. :)
Awesome work! The sheer amount of content in this (especially across all disciplines) is simply staggering! It very much reminded me of Her Story, especially in terms of the great way the decision tree is kept very short, but instead is navigated with new ideas/terms.
Admittedly, I tend to get quite lost in adventure games, so... much to my embarrassment, I admit looking at the other comments here to try to get unstuck.
Quite enjoyable! Aside from the controls not being presented in-game at the beginning, the hidden-tutorial offered by frequent checkpointing and gradual introduction of concepts was quite polished!
"You took 6 days to escape." Alright!
Indeed, a nice amount of work done here. Some boops/beeps from [sfxr](http://www.drpetter.se/project_sfxr.html) would have helped quite a bit for understanding what's going on. :)
Interesting take on Plague. Indeed, quite a bit to take on for the compo!
Fun times! The implementation of the aesthetic was spot-on!
Sadly though, it was a bit too difficult for me to get through after a few solid attempts. >,<
Oof! This one's tough! After a few attempts to learn the general rules, I only managed to survive until temperature=1 before running out of maintenance.
I like how it's appears to be a sort of idle-game, but with substantial time pressure added. I can't recall seeing that sort of thing before.