FoonLudum Dare ExplorerUsers → bgdu67

bgdu67

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202558Collector👥Don Trickle the Taxmasterjam4873.383.593.263.943.463.184.113.44
202557Depths👥Deep Sleevejam7013.152.923.683.223.452.943.573.32
202456Tiny Creatures👥Fluffy Flockjam444.214.084.274.254.123.753.804.13
202455Summoning👥Blood, Sweat and Sealsjam2993.823.654.084.303.673.532.803.70
202354Limited Space👥Limited Larry and the Lost Internjam10712.812.623.303.652.702.923.163.07
202353Delivery👥Careless Expressjam2363.913.803.824.303.693.503.553.31
202251Every 10 seconds👥Kitten Space Operajam5483.543.453.262.663.953.653.443.71
202250Delay the inevitable👥Abysmalljam5403.633.263.943.103.673.863.473.57
202149Unstable👥Red Flag (Le Temps des Tempêtes)jam1514.023.973.793.723.603.923.433.78
202148Deeper and deeper👥Dante's Harvestjam7053.633.123.503.914.393.072.673.60

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by bgdu67

LD48 — Deeper and deeper

Journey to Atlantis by Kotzi 2021-04-29T11:28:31Z

Congratulations for making this game! Got to Atlantis at around 1300 depth, after having taken the time to unlock all upgrades, and at 375 meters during a rather lucky second playthrough. I like the core idea behind your game and had fun playing it, although I feel that some added polish and balancing might make it even better: at this time, the game is perhaps a bit too easy - putting some emphasis on the flashlight could make this game more focused on strategy than luck. Thank you for this short and sweet entry!

LD49 — Unstable

Red Flag (Le Temps des Tempêtes) by Achiru 2021-10-05T22:50:37Z

@alpharock6 Here are some additional details concerning the wave generation.

We start by defining a line of points with a uniform x-spacing and random y-offsets from each other. This is our base wave. Every so often, a new target wave is defined. We then slowly morph our base wave into our target wave and display that. Once our displayed wave is exactly the target wave, we define it to be our new base wave and we generate a new target wave, etc. That way, we have something dynamic. We can control how fast we morph between waves and how large our random y-offsets are allowed to get. We use this to simulate weather effects on the water.

We generate a polygon based on this line (and update it constantly) to simulate the wave. Entities movements are constrained to the line (for the most part).

Of course, such a line hardly resembles a wave (sharp edges everywhere!). In fact, we use it as a basis for generating a Bézier curve, aka an easy way of obtaining actual curves. Bézier curves are defined using a set of position points alongside a set of control points. The position points are points through which the curve is forced to pass and the control points allow us to control how the curve behaves between these points. We are not very creative with control points for now, we could get some interesting wave shapes by putting less restrictions on them (we always define the pair of control points of a given point to form the same angle as the line going from the previous point to the next one).

Also, we don't use one wave but two that are swapped every so often (when the ship is on wave A, we can generate wave B and place it at the end of wave A; once the ship has reached wave B and can't see the end of wave A/beginning of wave B anymore, we can regenerate wave A and place it in front of wave B, etc). We have to take precautions so that the waves line up and have a continuous derivative at the transition point (in other words, they should line up smoothly). We really should be using only one wave and updating it continuously as it would be easier and more efficient, but we did not find the time to make such a change to the architecture once it became relevant.

We make use of shaders to add detail to the surface of the water (smaller waves), without any impact on entities movement.

Red Flag (Le Temps des Tempêtes) by Achiru 2021-10-06T21:28:51Z

@alpharock6 Yes, we use the "wave" generation I described to get some points which we make our curve go through. We then "bake" it so as to obtain a classic 2D line which very closely approximates our curve and this is the line we use to build the polygons that represent the wave. We do not directly apply the displacement shader to the points we use to define the curve, but rather to the ones obtained by baking the curve built using this first set of points.

Red Flag (Le Temps des Tempêtes) by Achiru 2021-10-09T09:52:55Z

To anonymous (I guess you are not going to see this since I can't tag you on account of you being, well, anonymous).

Fair enough, we really should at the very least keep a link to the initial version and not just to the GOTY release on this page (not sure why we don't) and we'll make sure one is uploaded today (**edit:** that was just done, thanks @antbrl).

For transparency, here is a complete (I think) list of the post jam changes that are not straight up fixes : - goal decrease from 30 to 25 (balancing) - seagull hitbox tweaking (balancing) - enemy health bar display (qol) - random enemy aiming time (fluff) - "minor graphics and sound improvements" (qol, and tbh I don't know what these were, I think that the seagull volume was a bit too low initially and no idea as to the graphics part) - support for arrow keys (qol, less sure about that one being acceptable or not; to be clear, we did not add acceleration and deceleration post-jam, just some additional key bindings to these actions)

Anyways, the whole postjam updates part of the rules is not as strict as I think it should be. The fact that you are allowed to publish a postjam version during the grading period means that most people end up testing and grading your postjam version no matter what (assuming both jam and postjam are available).

The Great Escape of Alim the Magnificent, as told by his aspirant by spawnie 2021-10-05T21:59:04Z

Best score 610 (wave 9 I think). One strategy that works quite well is to spam random potions while targeting the cart to regen health regularly (while shooting something in the direction of the enemies every so often). I really enjoy the idea of combining potions, however I think that almost everyone will end up spamming stuff instead of carefully planning. This sort of action game with strategy elements could be really interesting with slightly better balancing. I also don't see a direct link to the theme (but that's ok). I liked the setting. Thank you!

LD51 — Every 10 seconds

Midnight Ninja by shared 2022-10-10T20:34:52Z

Congratulations for making this game!

LD53 — Delivery

Bad News Network by ZeAntwan 2023-05-03T17:16:20Z

Hi! I enjoyed the concept of your game and the time pressure element.

However, as others have stated before, it does get quite easy once you start understanding the game, up to the game where the RNG starst playing against you. A way of fixing this might be to make prompts of different strengths based on how positive or negative their contents are, and to let the player figure out which one to pick (or to discard) by actually reading through them (or something like that).

I reached 4:50 minutes during my best attempt: bad_news.png

Thanks!

Post Apo by Squeele 2023-05-02T19:53:41Z

Nice ambience. The gameplay is nice and could be even better with just a little bit more tweaking! Here's my score, sorry @achiru: [Screenshot from 2023-05-02 21-50-28.png](///raw/5cb/93/z/5acca.png).

The twist took me off guard.

Stroke Stork by spyranteros 2023-05-03T18:36:29Z

It wasn't easy but I finally made it: Screenshot 2023-05-03 at 20-32-55 Stroke Stork by Final Punch Games.png

A nice game with a small scope. While the gameplay isn't revolutionary, I think that the balance is quite good and I enjoyed the variety between the different stages. It was frustrating at times, but that's part of the fun.

The Night Witches by Kultuk 2023-05-03T18:06:29Z

Nice and polished entry! Great mood and controls, good level design and audio. I found the last level far easier than the one right before that (the way the patrols are timed leaves an easy solution: tb fgenvtug naq ghea yrsg nf yngr nf cbffvoyr, nf vs gurer jrer ab raarzl cynarf/enqnef). I have seen some people complain about trial and error but I don't think this is a problem.

Great job!