Foon → Ludum Dare Explorer → Users → Bicheste
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | 👥 | FINAL BONES | jam | 172 | 3.96 | 3.77 | 3.31 | 3.98 | 4.33 | 3.48 | 4.11 | 3.84 |
| 2021 | 48 | Deeper and deeper | 👥 | OVERDRILLED | jam | 194 | 4.01 | 3.72 | 3.85 | 4.31 | 4.67 | 4.11 | 3.64 | 3.79 |
| 2020 | 47 | Stuck in a loop | 👥 | LOOPLLET HELL | jam | 586 | 3.64 | 3.57 | 2.53 | 3.09 | 4.03 | 3.54 | 2.50 | 3.41 |
| 2020 | 47 | Stuck in a loop | 👥 | Please go to https://ldjam.com/events/ludum-dare/47/loopllet-hell | unfinished |
Somehow you made "those" levels from Contra actually fun and engaging. Very fun. If I have to criticize it, I could use more variety on the graphics and sound department. Good job!
That was a really funny game! I like the vibe, you guys were on point with the theme, and the different looping themes are a nice touch.
Good job!
The aesthetic is amazing! big Diablo 2/Darksouls vibes here. On the other side could use some polish on the gameplay, on the first room while moving to the left I clipped trough the level near the ledge. Overall, good job!
Very, very, very cool. The mechanic is super fun and addictive.
Simple and effective. I thought it was kinda "meh" at first, but then the cargo mechanic appeared and it became much more fun and challenging. Interesting mechanics and cool aesthetic. Maybe is just me, but I had no music? Could use some cool 80s pop or synthwave.
Ofc @fmdkdd. I tested it on Chrome/Windows 10. I get sound effects (neon buzzs etc) but no music.
Loved it, simple yet complex enough.
Loved it. The vibe was enough to sell it, but it has way more to offer.
Amazing, what else can I say? Everyone should give it a try.
Somehow the background gave me Earthbound vibes. I see card games, I hit like.
The music is fire! Getting those F-Zero vibes Nintendo refuses to give us.
That last level was tricky! This deserves more plays! Loved it, from the chill music, to the mechanics, to the visuals. Great job! Whole.PNG
Music is fire! We brainstormed a rythm game too, cool to see one made! Hard level is hard!
BLAST OFF! BLAST OFF!.png
The character is so thirsty for adventure that even when stopping to input a code, wants to keep on going. Jokes aside, some solid work here! I liked the premise and the animations a lot.
That ending was spoopy. Good job!
It has a ton of potential, love the aesthetic you are going for, gameplay could be really fun. Good job!
12/7, its like Battletoads but with a hamster.
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The best game of the whole Game Jam so far. I could play this for hours. You can see the passion in every corner translated into quality, from the music, to the fast paced combat, to the theme perfectly executed, to the art style, to the enemy design... this could very much be an Steam product. 10/10, PLAY THIS.
Definetly groovy! Loved the music mechanic.
Loved it, so effective. Could use some sound design. Also, it runs on potatos.
Thanks @asimov!
Very good use of narrative elements. I got bamboozled at the end. Heck.png
@pastelgames this is true, and we found out during the "extensive play testing" session and we decided to fix it on the next day that never came... so all I can say is that... it is a feature? Thank you very much for your comments!
@jetty thanks for the rating and your kind words! I do agree on every point, but we ran out of time due to lack of practice I guess. I also wanted to change the placeholder sound effect for shooting, but the crunch was too real already.
@lazenman thank you so much! We did work our asses off so it's nice for people to apreciate.
@simpathey thanks for playing! Think about all the training you got for the mashing button minigames from Mario Party! Jokes aside, we very much agree : )
@doctorhummer Thank you for playing and for your feedback! We did not have enough time to playtest correctly, and we found out about this literally 5 minutes before submitting.
@celuloide Hey, thank you! We actually have a grey power-up that speeds you up, but its rare, only the boss drop it from a pool of other power-ups and if you get hit you loose it... so yeah, its rare. Why did we make this choice? Probably cause we are expert game developers.
@hkspadez @kaelxd thank you! We totally went for that as inspiration, punishing gameplay that rewards you if you dont get hit at all, but maybe we went too far.
@rhoff95 we got you fam :wink:
@julienlussiez we had to justify the theme somehow! Im glad you liked it!
@maxime-barre "Time flies"
@bauke-regnerus Thank you for your kind words! We had like 4 different sound effects made for the shooting and a couple more for the explosions. sadly, we did not have time to implement them and the ones that are in the final version were the placeholder ones we made for the mockup. I also made a charge-up beam, but no animation to go with it. If we ever update this game we will take this in consideration. Thanks again!
@dimlight @afroant thank you for playing! Would definetly not hurt to have auto-fire on every weapon and change the sfx to a proper one while we are at it. Asteroids could use some visibility upgrades, like an outline or more contrast. Thank you for your feedback!
@gwinnell I can see power-ups being a bit of a stretch for a compo :smile: Thank you for your kind words! We will try to polish more next time. Also, **SPACELOOP** is *rad*, everyone, go **[check](https://ldjam.com/events/ludum-dare/47/spaceloop-1)** it.
I quite dont see the theme... "so, what about it", this game is too much fun! Lost it at the "old maze video" + Sans = True combo. Love how she is spooked by the WC, but completely ignores the corpse. Fun stuff.
Simple, fun and well executed. Very good use of the theme.
Love the idea, good aesthetics. With the proper time and polish could be a solid game.
The whole mood an aesthetic is top notch. Super polished! Music is something I could totally listen to outside the game. Not a fan of furries, but those characters look amazing. Gameplay is fun, but the car could be easier to handle early on without many "power ups". Also nitpicking, when you get out of the road I felt like you lost speed and momentum way too quickly. Overall its like a 4.5/5, amazing!
Game is gorgeous and a lot of fun, tho i find it difficult
Simple but fun, could use some music tho. Good job!
I tried to be bold and go reverse, died instantly. Very good theme interpretation!
AMAZING job for someone who just started. Are you liking it? Keep up the good job!
Omg, this was really good, thank you for sharing!
Really cute! I have discovered that perspective is my worst enemy. Fun game!
Put on some audio and you can release this as a full game. I liked it a lot. Good job!
Wow, just wow. Everything is top notch, from the art style, to the sound design, to the gameplay, to the progress system. Well done!
There were some kinda unfair traps imho and some clunkyness, but i liked it a lot! I gotta say, i got spooped. Good job! I got this far:
Dungeon.PNG
Your game is a beautiful game indeed! I liked it a lot, it is really fun and hectic, good job!
That was really good! What a cute and charming little game. Good job! Loved it.
_v a p o r w a v e i s d e a d l o n g l i v e v a p o r w a v e_ 10/10
That was spoopy... good job! ScanR.png
@sirduck thanks a lot! That's why I expended some unreasonable ammount of time creating a gif for this page that sums up the mechanics. We ran out of time for the intial "tutorial" scene. I will check your game later, I'm kinda dying rn. @tiago-cruz thank you! I guess all that hard work paid off!
@somnolentpumpkin thanks! I can go sleep now... no wait, I have to go to work!
@sum we wanted to capture the stress you get while playing certain other game that starts with "over" and ends with "ed". Thank you!
@euler-moises maybe we need to tweak it a bit. The only reason the dev team (myself included) were able to finish it is because we played over and over and got really good. A shame cause I think the ending animations are really rewarding. We are looking into it. Thanks a bunch!
@wisedawn I'm glad it shows! I personally expent some unreasonable ammount of time on some animations. Worth it! Thank you for playing!
@curtis-pelissier Yes, we wanted to do a simple secuence at the start of the game to introduce the mechanics one by one. That kept being pushed ~~deeper and deeper~~ further and further and here we are. We tried to do the big bad explanation screen on this page to make up for it, but I guess it's not enough for a game with this many mechanics. Thank you for your feedback!
@bernardex I know right? It was hard to let go of playing it and go back to work during development. I'm up for the challenge! Thank you!
@ohmikron, @valid, @vmrx It started like this:
Machine concept.png
I'm glad we could surprise you. Thank you!
@microchasm I was thinking on resizing the meters. On the other hand, the steam thing is a really good (and better) idea rather than _"when it stops doing this, it means it got colder":_
Drill.gif
Thank you for your feedback!
@andidebob The initial intention was to make an initial secuence in wich you refill the machine, then gets attacked my a mole that you have to repel, that damages the machine and starts overheating and you have to douse it with the water gun, and THEN start playing for real. Sadly we ran out of time to put it in there, sorry bout that. If we ever do a 1.1 we will definetly fix the restart button thing. Thank you for your feedback!
@almighty-games thank you mate! I hope you are right, the response has been amazing so far. Did not catch you live sadly, I would have loved to see your reaction. Gonna start testing games soon, I'll have a look at yours. Cheers!
@azakharov bash it with the hammer. Middle click on the mouse or Q key!
@ezgoodnight Thank you! We are going to fix the difficulty, specially with the heat mechanic, We wanted to introduce mechanics little by little, but we ran out of time. Would have loved to catch you live testing it but I had to go to sleep (I live in Spain) Thank you for your kind words, cheers!
@cornflowerblue This is a message from Bicheste's unconscious body. He is slowly but surely getting some sleep, thank you for your kind words!
@quite-good funny that you mention it, because I was doing just that:
Update 1.png
We are pondering if we wanna publish a full version. Thank you for your time!
@ariorick is on the list of updates of things we wanted to include but we ran out of time to implement. Thanks a bunch!
@leorid maybe is dying from the lack of fuel, or a wall breaking (we should comunicate that better) Thank you!
@corporation @dane-tesla Thank you! We are kinda overwhelmed by the reception of the game. We want to patch the difficulty, hopefully soon
@leggy this means a lot, really, cause I've been working retail all my life and I would love to live making games. Thank you!
@boltkey you got it! Thank you for your feedback! If we ever fully release this, we will get rid of the jank (there were too many cooks on the kitchen)
Edit: there you go, hope you like your well earned spot!
@villanelle yes, we were aware during development that it might be too complex, but we did not have enough time to implement a tutorial or change the level design. On the topic on continuing the game, we are actually pondering if we want to continue it, so comments like this helps us decide. Thank you for passing by, I hope you enjoyed it!
**@masterproject You completely got it!**
All of those were desing choices. We wanted the player to **manage their time** properly (do I have time to mine the big ore that takes 3 strikes before the drill destroys this level? or should I go for the small one and then try to pass under the drill to mine the big chunk of water on the left). On that note, the moment we released I realized we overcharged the left side both with refilling fuel and the incoming moles, or squirrels. In hindsight one of those should go to the right side for balance. A hidden bar that you also have to manage is player's stress. We are so glad you completely understood the game.
We had a whole script for how the **mechanics would be introduced**, with _flashy pointy arrows_ like this one:
ezgif.com-gif-maker (5).gif
The player would start the game on the surface and the drill would be empty, this way we would teach how to refill. The moment you start drilling, walls would start to crumble, so we would teach the player how to fix the walls. All this crumbling causes the moles to attack the drill, we would teach the player how to wack a mole. Finally, the mole would have damaged the machine, overheating it, so we would teach the player how to douse the machine with the water gun (on the drill, not from the top, wich I have seen people do and it doesn't work as well. This way we also divide top screen to refill, bottom screen to cool down). Sadly, we ran out of time and could not be done.
On the **animation** department (wich I personally worked on), early on we decided to make small cartoony sprites, wich helped me animate better and go ***deeper*** adding more frames, but I have expent some unreasonable ammount of time making them. So far everybody seems to like the graphics, so I'm glad the hard work paid off.
And there were also a ton of **mechanics that could not be implemented in time**, like different types of terrain that would impact your movement, or special items to collect that would be shown as your treasures that you take with you at the end of the level, or how we would use gold after X number of floors on a "shop fase" were you would buy power ups both for Johnny or the drill. Maybe I will make a blog about it.
Unused.png
**Thank you** for your comment and your time, we really apreciate it! Did you manage to beat it? I wanted to reward the player with some unique animations at the end!
@ramble-house-games Thank you! I was not able to catch it live. I hope you enjoyed it, even tho we gave you all that trouble, the game is indeed stressful and chanllenging. Thank you for checking it out!
The knife feels kinda bad (I guess it's by design) and the mapping to the V key hurts my hands. Other than that, I found the game really interesting and engaging, with top notch atmosphere. I liked the attention to detail, like the bloodstains, the secret wall or the hunged people. Good job!
Nyctophobia.png
Granny went deep indeed! Omg that intro cracked me up. Good stuff!
Yes! you were supposed to link me to your game to shamlesly promote! And I'm glad you did! I enjoyed it a lot, what a fun little adventure. Had so much fun getting lost and finding myself again. Thank you for sharing, good stuff
Thank you for sharing your game! I liked it, really cute and atmospheric. I liked the freedom of the sandbox: deem.png
There are some pretty evil layouts, like the button that spawns far away, and normally the moment I take damage, I completly lose the rest of my health, making the hearts not worth it to go for. To change this I would make it so you respawn a bit down (instead of top of the screen again) where you have a chance to comeback. Other than that, pretty solid game, I liked it!
It's fun that we kinda had the same idea hahahaha, good job!
I liked it! Wall jumping was a little bit clunky, at first I got confuse about what was backgrond and what was platform. Audio could give a little bit more feedback, otherwise, good job!
Crabtastic work