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Bart Moon

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
202456Tiny Creatures👥Monster Couchjam
202455SummoningNecroBlastjam
202352HarvestThe Underworldjam4.203.804.093.601.164.59
202251Every 10 secondsCluttered Spacejam5013.603.303.423.833.263.78

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by Bart Moon

LD51 — Every 10 seconds

Gravity Crush by AndideBob 2022-10-10T11:10:36Z

Top 3, please don't beat my highscore I worked hard for it 8) I don't think there is more that I can add in terms of feedback, other summed it up pretty well. The idea is nice and sleek, music and sound effects are cool, graphics especially character designs and the intro cutscene are nice although the floors seem to be very repetetive. The Difficulty could ramp up more, because at some point I was just tanking hits left and right and passed around 10 floors with just standing in one place and shooting from there. Other than that nice entry, Cheers!

ECCYYM - Ten second Tug of war by loligxp 2022-10-09T19:22:22Z

The game is well made and is an interesting interpretation of the theme for sure, I quite liked it.

I was however a little bit overwhelmed with amount of information on the cards, and to be honest the difficulty wasn't very high (which is probably good for a jam game), so I didn't really have to bother to understand the cards, I felt like I cheesed the game a little bit by saving up some money at the start, spamming units in one "lane" and then just pumping out stuff at random, whatever I can afford in this same lane, the AI didn't respond to this at all and was crushed in seconds. I'm a big fan of coherence and consistent visual language, but I'm also a big fan of the language being easy to undestand, I feel like here it was a little to far towards being coherent (everything is bluish) instead of being clear, this coupled with the amount of information on the cards meant that the cards formed a blue blob for me. I'm also not sure what affected my amounts of money earned or how the base defenses worked (seems they shoot only once and then the base is open for attacks?)

That being said, the game was fun to play anyway, which is the most important factor I think. I would love to see it with the strategy elements fleshed out more (or maybe with my cheesy tactics not being available, so I would have to play for real :D). The artsytle, while of course simple, is fitting the game very well, it gives a very old-school strategy feeling and vibe, that I enjoy very much. I also see many, many paths that the game could go forward with, especially with the recent raise in popularity of auto-battlers. Enjoyed the experience, thanks :)

Cheers!

The Goose Bureau by Tricky_Fat_Cat 2022-10-09T20:58:01Z

Well this one takes me back... The movement, the feeling... only thing that is missing is the grunting sound when jumping and the game would complete my Quake/UT1999 nostalgia trip. Oh wait, this isn't FPS from last century, it's a puzzle game, now this is interesing...

So, as already stated, movement, chef's kiss! Music top notch, visually solid, although I experienced lots of screen tearing for some reason :(. The puzzles were sometimes on the edge of "what did author had in mind" for me and this coupled with the BRUTAL restarts was really pushing me towards quitting couple of times. It's always sad to see a well designed game being dragged down by one lacking feature, but I have to agree with a lot of comments, checkpoints would make this much better, atleast as a jam game, I don't have anything against the difficulty if it was a full game with the checkpointlessness as part of core experience.

I was glad to solve the puzzles and had a good laugh at some points. It's also always nice to see a 3D game in a jam :)

Btw., just curious, the pixelization is a shader right? The assets aren't pixelated themselves?

Honk!

The Goose Bureau by Tricky_Fat_Cat 2022-10-09T20:58:01Z

Ayy... my mouse malfunctions, double clicked the post, sorry for spam!

Count Down Dracula by Guilloteam 2022-10-09T19:03:21Z

Okay, where to start... The game is A M A Z I N G. I believe this has 100% potential to go onto steam or maybe switch eshop with a post jam version.

I listed few issues(some technical, some in my opinion): 1) While the controls are explained very well, it doesn't say anything about WSAD movement in the game (or I missed it, in that case sorry) 2) The circular shape of the arena suggested to me that the enemies will come in waves for some reason, maybe that's just me, but I lost my first try because I didn't go to the next arena in time, maybe there could be a small indicator that you should go this way for a first time player. 3) I had one visual bug drac1.png I'm not sure about steps to reproduce as I didn't try to do it, but I'm pretty sure it happened when my time ran out while post-process of being hit was still on screen (but the time loss didn't come from the hit), it fixed itself after choosing an upgrade. 4) Very minor one, but the humorous descriptions of skills confused me at first, don't get me wrong they are awesome and clever, but there were not distinct enough for me and I tried to read it as part of upgrade description at first and it was a little confusing, not an issue after a few reads of course. 5) Camera would sometimes jump drastically, which was most visible for me in the Archbishop fight 6) Archbishop fight seemed very unfair first time that I got to him as he burns through your time with animations during which you can't do anything to him or to gain time. It was very frustrating to come up to him with about 8 secs left and just accepting the fact that you don't really have a chance to defeat him with this limited time, while the game up to this point was fine with very high risk high reward concept of running on low time but high amount of upgrades. This issue ties in a little bit to my thought that I had while playing about the idea to have Seconds being used as resource for upgrades and as character's health while it was constantly ticking down based on it's very nature of depleting with passing time. It was very flavourful and in general I think you will and you even should stick to this design, but it seems that it is balancing on thin line of being fun idea or frustrating idea. It's always a tough have dual (or more) purpose mechanics for upgrades, as it may incentivize players to wrong behaviours (in this case - not upgrading in fear of losing time).

Art style is of course top notch, absolutely gorgeous, but I think that is already expected from Guillo, gameplay as I already stated is great, audio for me to be honest was just ok, probably it's a matter of taste, but while the music was good and I can't state that it should be improved because it was crafted very well, I think a different style would fit the mood more for me. Something more castlevania-like or bach-like probably, but then again, this is based on personal preference.

After I defeated the Archbishop I was filled with both joy and sadness. I was very happy to beat the game and I enjoyed the experience, I was however very sad that it is already over. Hope to see a full version down the road. Keep up the great work, wish you all the best with rates in this LD and see You guys during next jams!

drac2.png

Count Down Dracula by Guilloteam 2022-10-10T07:08:38Z

@guilloteam While I understand your decision to keep working on GMTK entry instead of this one, I still hope that Count will continue feasting in the future. I know I already praised the game a lot, but I have to say that this is one of the very few games that I actually want to play (even in it's current form) even after the jam finishes. I already beat the game few times with different builds and I want more. Wish You the best with How to Dice, I hope that it's success will help found full release of Count :D

Call me. Maybe? by Martinek 2022-10-17T09:35:45Z

Very nice visuals and quite good audio, however there could be more audio feedback, when we talk about this department. Mood and humor is pretty on spot and the theme implementation, while simple, works pretty well and fits with the theme of the game.

If I may suggest some things that would for sure make the game better for me that would be: - Stronger or different color of the light (or maybe blinking) on buttons that light up. Right now I was losing a lot of precious seconds by having to look really hard for the button (it's also probably very unfriendly towards vision impaired people as it is right now) - There are probably 2 ways to put the cable in when you think about it from design perspective, the one you went with, which is Cursor click on Socket, and one that I tried when playing at first was with plug into the socket. switchboard.png Both ways have their merit, but it is easy to make an error basing on affordance (as I did) because the sockets are in exact space that makes it so when I try to plug it into socket in 1 row higher with my method, I will actually plug it into the socket below. That's probably something to think about in the future. - As noted by other commenters, having to remember which call is which when you have to disconnect them is more frustration than challenge. I can see few solution here too, adding caller number to the green phone icon would probably be the easiest, but probably not really coherent with design, solution. I thought a little bit about it and maybe letting the player choose the color of the cable would make it so player has agency over it and can organise his work better. - There could be more feedback, mostly audio, when connecting, when calling, when disconnecting etc.

In general, you took a very risky route, similar to papers please of turning a pretty boring and/or stressful job into a game that is supposed to be fun. Of course in a game jam enviornment it will be hard to pull this off perfectly but this is a great and valiant effort for which I can only applaud. Keep up and good luck in the future, and also good luck with getting desired amount of ratings in time! Cheers

Microgame Mayhem by Hawke Games 2022-10-09T11:15:43Z

The game is very sleek and easy to understand. Simple but colorful graphics present everything in a clear and nice to look at manner, also making it easy to distinguish between the minigames. Sound design, while yet again very simple, makes the experience for me, good choice of music/sounds for this kind of game. I'm always sceptic when it comes to adding anything flappy bird related to any kind of game jam game, while I'm not a fan of that and I would enjoy the game more without it, I have to say that this is the best implementation that I saw so far. The simple addition of being able to slide on the pipes and having failure only on direct hits to the sides + not having to be constantly in air is definetely a big, big plus for me. Some other minigames however seem to lack some quality of life features that could be crucial to make the experience a little more convenient for the player, biggest offender for me being that in both platfroming sections (vases and coins) there is no "invisible floor frame" or whatever we would like to call it, that would let player jump even after slightly falling from the platform, which seems to be a staple in most platformers. In my opinion having such affordances in place is very important for jam games, as we have limited time to play a lot of games and it instantly makes it more enjoyable to play even if we don't notice it. This is of course a fun jam game, but I sometimes felt treated unfair, because getting flappy bird 2 times in a row on a good streak was not feeling great for me. With the very varying difficulty level of randomly selected minigames it can sometimes feel like you're bound to get a good score or a bad score based on the random aspect. I might not be the most qualified to speak about the difficulty, as I had highscore of only 10, but wanted to share my thoughts. Nonetheless, the game felt addicting in a good way, I wanted to keep playing and going for another try and another try. Glad to play this one, looking forward to next LD entries from You :)

Cluttered Space by Bart Moon 2022-10-10T13:02:22Z

@david-broz Thank you for playing and for the comment. I am aware of the issue with the button going off-screen. I am not planning to work on this game post jam though. Hope you enjoyed the game despite the issue.

Cluttered Space by Bart Moon 2022-10-10T13:02:22Z

I'll just drop it here in case Kuvi wants to chase highscore ( ͡° ͜ʖ ͡°) kuviman.png

Thoughts by Question 2022-10-09T20:45:08Z

I've played through the game and read some of the feedback already posted here and I'm not sure if I can find anything more to add, but I'll try.

The monster designs are truly great, both the visual representations, the things that they say are well conected to their vibe, and names are clever, some more straight forward than others, some were more "hidding in the plain sight" kind of thing (for example the Jeff Musk - I'm sorry, Muskos, greed monster ;)). Even though I'm a fan of vampires, The Law takes the cake for me, it's so simple yet so clever, best monster for me for sure, almost felt bad to defeat those lovely eyes.

I see this game more as an experience or a statement, than a game to be 100% fair, as the gameplay aspect didn't really drive me crazy. As others already mentioned, it's easy to ignore combos (although using combos is beneficial for sure) and just spam the weakness. Time constraint, while being enforced by the theme given, was counterintuitive to me, because I wanted to read what I or the monster said, but I had to rush through the dialogue to win the argument. Thematically it could also be a double-edged sword, as it might be interpreted by some that the things we say in the game are just first things that came to our minds instead of actually thinking about it and we blurted out the lines without, ironically much thought. Sometimes, when I actually read what the text boxes were saying I was surprised with some dialogues, as "empathy" lines were sometimes on par with "intimidation" in terms of their sharpness. I'll get to gameplay in a bit, but the idea (or atleast my interpretation of it) was well executed in my opinion nonetheless, as I felt that it showed how a person grows by having (in this case very though and harsh) conversations with others and how reflecting on those experiences can help us understand ourselves and prepare better for situations that the world will throw our way.

Back to the gameplay part though, what came to my mind instantly when I saw the interface were three games, I'm pretty sure it's not surprising that I thought of Undertale and Oh Sir! The Insult Simulator, but there is also one less known game that is based on conversation-combat that is not that well known is Last Word (available on steam), I would suggest giving it a try (nobody paid me for that :D) if You didn't yet, as it may fit your liking and maybe inspire you a little bit if you decide to go forward with Thoughts after the jam. All three games that I mentioned deal with their combat in a different way, but share the underlying idea with Thoughts, atleast in my opinion. I'm a big fan of games that have a meaning, but I'm also a sucker for stupid fun and dripping juice in games, so I would love to see your game's gameplay evolve to carry the message further.

Visually of course the game is good, already mentioned enemy designs are superb, audio aspect also holds itself to a high standard. Overall the game makes me nostalgic towards classic flash games that I enjoyed as a kid, which is a plus for me for sure.

Cheers!

LD52 — Harvest

The Underworld by Bart Moon 2023-01-10T14:32:10Z

@lori-lou @crashbashash Thank You

@azel-wkr Thank you, no the animations and models are from asset store.

The Underworld by Bart Moon 2023-01-11T21:45:43Z

@offdutyextractors Thanks, and also congrats on your game :)

LD55 — Summoning

NecroBlast by Bart Moon 2024-04-20T10:38:15Z

@fabula_rasa Hey, not sure how can I help that. I tried downloading it on multiple PCs and saw somebody download it on stream, so I don't have any clue what could be wrong here :(