Foon → Ludum Dare Explorer → Users → azlen
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 43 | Sacrifices must be made | RPG 9000 | compo | 2.75 | 2.66 | 2.91 | 2.66 | 2.75 | 4.16 | 3.30 | |||
| 2018 | 42 | Running out of space | Mr Red Rectangle | compo | 3.50 | 3.00 | 3.00 | 4.50 | 3.50 | 3.00 | 3.00 | 3.50 | ||
| 2017 | 40 | The more you have, the worse it is | Embol | compo | 58 | 3.94 | 3.94 | 4.30 | 4.00 | 3.53 | 3.29 | 4.00 | 3.91 | |
| 2017 | 39 | Running out of Power | RESISTANCE | compo | 537 | 2.90 | 2.50 | 2.40 | 3.45 | 3.70 | 3.00 | 2.66 | 2.88 | |
| 2017 | 38 | A Small World | The Last Flower | unfinished |
Game crashed on mac when I press *start*.
Controls weren't working well in firefox, the jump lagged which made landing on the platforms a difficult task indeed.
Luckily chrome did not have this problem and the controls felt much better. Gameplay is fun, love the art, the sound, the concept behind the game etc.
Definitely one of the best games i've played so far this Ludum Dare.
I love the graphics but I was hoping for the game to become progressively more difficult, instead it just seemed to become easier as I purchased new upgrades.
Needs more fluid controls (a perfect example would be *Super Meat Boy*), at the moment the current controls detract from the experience and [Game Feel](https://en.wikipedia.org/wiki/Game_feel).
I enjoyed playing the game, it got easier once I noticed that there aren't penalties for letting the light weaken which lent more towards a slower and more careful play style.
I also really like the effect when you finish the level. It adds some nice polish to the game.
At first I was shooting at the blue squares and I was like "this game is hard, how do I gain energy". Once I finally stopped being dumb, I managed to survive much longer and I found myself in-between like 10 enemies trying to dodge their shots with only a few energy left and I was like "this game is hard, but fun, time to play again".
this won't be a problem on iOS and Android, but in the browser I've found that I can zoom out, aim very high, and just jump over obstacles that might have proved harder get through.
Fun little game, I love how many levels there are.
**R** – *click* *click* *click* *click* *click* *click* *click* *click* *click* – __*shouts*__
**R** – *click* – __*dies again*__
**R**inse and **R**epeat
Needs salt.
This game feels like Super Crate Box with the graphic style of Downwell!
Really fun, responsive controls, and very addicting :grin:, I keep playing again and again because I feel I can do better each time.
Such a beautiful and relaxing game.
That got dark fast.
I like how there are multiple different endings available.
Day 3!
After a few plays I figured out the strategy of placing fruits and salads under other boxes — which made rats so much less annoying.
I was about to comment about how it's hard to remember what boxes I still need to complete an order, but I _**just**_ noticed that the two posters on the wall tell me exactly that. I wish I had figured this out sooner!
Also, and I'm sure you've noticed this bug already; occasionally a crate seems to get stuck and you can't pick it up and just walk right through it. I got fooled by this a couple times where I think I have enough fruit, but then one of my boxes is stuck and I'm left one box short of completing the order.
A very challenging game!
I love how you've managed added personality and style to something as simple as a square. I wish I was better at dodging the hazards; although I did find that it was easier to wait for the hazards to settle down a bit (not jumping all over the place) before I try to collect the health.
Very hard to dodge/shoot some of the candies. Overall, a nice solid game.
It's so satisfying picking up coins! :laughing:
Congratulations on a decade of participating in Ludum Dare — that's almost as long as Ludum Dare has been around. I believe I started around 2012 so I've only participating for a Quinquennium (5 yrs — yes, it's a word!).
@gwolf86, thank you! I was a bit rushed for time to submit for the compo and as a result I didn't get as much of the story in as I was hoping. I am however considering making a post-compo version with an extended story with content up to day 4-5 (and possibly a new location :wink:).
Beautiful. I love the style of this game. I'm always amazed at the games people manage to create in pico-8.
I like how the hearts system is opposite to the traditional health system — gaining instead of losing hearts and losing at a full bar.
It's not very hard to hide from the children, would have been nice if there was some pathfinding implemented.
I couldn't seem to get this working on macOS
Very exhilarating game, reminds me of Downwell but with a very different style and feel.
Very... Interesting game. The bunny faces are cute at first, and then ever ever so horrifying.
This game really scratched an itch!
Got stuck on day 79. Went from around -$80 to $300 before I realized that the days had stopped ticking forward.
Other than a few bugs like that, the game is pretty awesome. I like the graphic style, I think it works well with the game. The workers are always surprising me; oops... one of them just jumped out the window.
How am I gonna eat all these fried eggs!?
Very fun, unique and challenging game, with a simple aesthetically pleasing style :grin:.
Also, I love how you teach the mechanics through gameplay and slowly introduce the concepts and ramp up the difficulty over time. Good job!
Would have been nice with some light ambient music — there are a lot of programs out there that can help you to *quickly* (I managed to make and implement all the sound effects and music of my game in about one hour) make/generate music and sound effects
Overall, I like this game, it is pretty fun and also quite hard — in part due to the controls.
* It would be nice if the collisions for the ground were slightly longer, a few times I would try to jump but end up falling off the edge * If you didn't make the music, maybe you might want to opt out of the audio category?
Screen Shot 2017-12-06 at 10.03.26 PM.png
All the mass!
Can I become Earth's second moon? :thinking:
I downloaded this game onto my Android phone and played it on the bus. Managed — almost out of pure luck — to get a score of 327m after dodging all the obstacles and using my final boost after I hit the ground which put me at roughly 70 degree trajectory and a whole bunch of extra airtime and distance.
Really amazing game, I really like how there are a bunch of different endings.
Needs more explosions! — or rather some visual feedback for the enemies as people have already mentioned above.
When it comes down to the art and music, you're absolutely killing it! Amazing work. I love your visual style.
The game ran a bit slow on my computer — but I assume that is because I was running it on macOS through Wine.
Fun game, great atmosphere and mood.
Really cool, I managed to get stuck once off the screen and burnt thousands of calories :grin:
Managed to run this on mac thanks to @gelisam's comment of manually executing `./BURROWEDTIME.app/Contents/MacOS/Mac_Runner` through the terminal.
This game has an absolutely amazing mood and overall is extremely well-polished — as one would expect from the developer of NYKRA :stuck_out_tongue_winking_eye:.
I found the heatmap mechanic very useful to make sure I don't revisit the same place multiple times, but I found it rather hard to navigate and find the exit. It might be nice if there were small clues when you are going in the right direction — which might also give more importance to having extra light.
@THX1342, if you enjoy coding in python, you might want to check out the [Godot Engine](https://godotengine.org/). The syntax is very similar to python and the engine itself has — over the last few days since I started using it (I have a habit of participating in Ludum Dare using languages and engines that I haven't used before) — impressed me with its ease of use.
Managed to open this game with Wine :rofl: (to be able to run it on macOS). This is the most fun I've had with a game in ages:
At first I'm carefully measuring out each drink, without spilling a drop.
A whole bunch of drinks later, I could be seen waving bottles around, laughing maniacally, and attempting to drink my glass upside-down :upside_down:. Hell yeah!
Attempting to beat @sintel's high score. Currently at 38/50 in 5m20s.
@sintel, yep it works :D
Although simple — the audio in this game is very satisfying.
Definitely had more fun than I was expecting. A bit hard to play on a track-pad though.
I kept forgetting to sign my contracts at first.
Absolutely beautiful art and unique gameplay. At first, I thought it would be extremely easy but when the second character came in it made it so much more difficult!
Also, I love the name for this game, it's really creative and funny!
This is huge improvement from the compo version!
The controls feel a whole lot more satisfying now; thank you for taking the time to make some Jam improvements, this is amazing for your first Ludum Dare game.
The paper you mentioned _"A Generative Model of Group Conversation"_ looks quite interesting. I'll have to read it in more depth at some point.
The visuals for the web version were quite buggy, flickering on and off.
I also made a game about conversations this Ludum Dare; although it seems we took vastly different approaches :grin:.
Really clever game, spent way too much time on this :sweat_smile: (high score: 168)
**Just to clarify:** the game _is_ finished. The point is that in planning a bajillion features, I have had to **_sacrifice_** most of the actual functionality; at first it appears as if there are all kinds of actions that you can take, but once you start pressing buttons you will see all the _sacrifices_ made in the development process. This is meant to be a satire on RPGs which try making it possible to do _just about anything_ and therefore end up being completely mediocre or out of scope for the development team.
I also chose this approach as I started the compo with merely six hours remaining; and thus any broken or unimplemented features would seem intentional. However by a stroke of luck I managed to achieve my full vision for this game.
Anyway, thanks for playing, I hope you enjoyed the game! :smile:
Really nice controls, I played it for quite a while until I got stuck in a place that I couldn't jump down from (I'm guessing that this might have been the last level). Everything comes together very well, the music, graphics, and controls, lovely game overall.
Not exactly sure what was going on but it was not too difficult to win every time.