FoonLudum Dare ExplorerUsers → Bill Marcy

Bill Marcy

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202354Limited SpaceToo Many Carrots in the Kitchenjam6533.483.403.363.423.203.47
202353Delivery👥eelBayjam1214.093.904.313.834.273.983.393.97
202149Unstable👥Fission Friendsjam2503.913.983.783.984.263.883.213.69

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 Bill Marcy

LD54 — Limited Space

Agatha's Novel by mvasko2 2023-10-11T02:35:32Z

I'm impressed at how full the forest feels with the tree assets you used!

Spore Valley by GarrickWinter 2023-10-08T22:24:05Z

I liked the sci-fi writing, in both the introduction and the names/descriptions within the help-screen! I also like the hexagon tiling for this game, as I could see it introducing interesting dynamics for plant proximity.

I played the game a few times, and couldn't get beyond about the third or the fourth turn: I would place the first organism, and then have nothing to do except place more of the second organism available on the grassy tile. I couldn't figure out how to get any resource other than the pink one. As a result, I couldn't figure out how to spawn any organisms on the water. Is there something I'm missing at this point? Perhaps it could be made more clear how to proceed at that point.

Good job!

Boxed In by voxatrophia 2023-10-11T02:09:02Z

Wow, this had some surprising challenges for being so rooted in Tetris mechanics! I especially like when you have to squeeze past a bottleneck you made for yourself to surround a piece on the left side. Really awesome incorporation of the theme!

I would say that maybe it'd be nice to have the pieces fall quickly not only the first time you press the down button but continuously until you let go.

Also, I like both the art style and the music, but I'm not sure they go together perfectly. When I hear the music, I imagine bright neon and pulsating visuals. When I see the hand-drawn visuals, I think of a slower, acoustic song.

All in all, good job!

Amoeba Feast by Peco 2023-10-07T00:50:39Z

I like the look, feel, and sound of the game! The movement and rotation have a good physicality to them, but still feel good to control. It's also fun to try and find the right combination of particles and fiddle the amoeba to get them to touch.

Super Smush TV by FuzzyDunlop 2023-10-07T01:55:43Z

Nice game! It feels like a gladiator arena with all the blood that piles up. I also like dashing, and I liked when I managed to dash out of a closing corridor into a safe zone - just like a movie!

I wish the base speed was a little faster, and I wish the enemies were a little de-emphasized in comparison to the walls: basically, I'd love for dodging the walls to be the main focus. Maybe they could move faster after telegraphing their position, or you can see the next wall configuration so you could chart out your stage movement one step ahead.

All in all, great job!

Indcosmus by milq 2023-10-09T03:26:27Z

I liked the random tiling pattern on the ground tiles!

Space Knight by darzu 2023-10-08T22:38:17Z

I really loved the look of the stars and and the bubble surrounding the ship! The rigging on the knight was also cool! It was fun to swim around in space!

That said, I found it a little too hard to navigate to the O2 and use it. I do like the concept of keeping your ship refueled though!

Size Shift by keks 2023-10-11T03:13:53Z

Awesome! I think this could be a great game if expanded out (no pun intended)! I felt like when the game was all boxes, it was hard to gauge which size I was/should be because there was no objects of reference. Once I got into the room with all the household objects, things went a lot more smoothly, and I definitely enjoyed walking around in different sizes in one room! Reminds me of the Wonderland world in Kingdom Hearts.

I was having a hard time with ramps and lips in the level geometry. I had to build up momentum in order to clear them, and it was generally hard to tell if the physics were janky, it was intended to be a kind of wall that only a larger size could span. Is that something you'd intended? That certain things which are unscalable walls when smaller act like stairs when larger? If you decide to keep working on this game, it might make sense for you to use less of Unity's built-in physics so that these cases aren't as unpredicatable.

But all that said I had fun playing this game!!

GridBlocked by KillerB 2023-10-08T22:30:53Z

This was a lot of fun! We definitely got "got" by the second 3x3 level! It's pretty cool that such a simple puzzle concept could surprise you like that. I liked the weapon asset/music combo - it set a certain mood.

The only point of feedback I would offer is to make the grid lines more transparent so that the weapons in the grid stand out more.

Great job!

Golden R.O.B by MinMag_LP 2023-10-11T02:28:01Z

I really liked the art style, especially the yellow outline around the character and other key objects! The music fits nicely as well. I had a good time making my way through the levels and switching out powerups when I reached a dead end!

I agree with other commenters that the jump is too fast. I can understand wanting to give the robot character a feeling of weight, but maybe this would be better achieved through anticipation animations, low-pitch sound effects on jump, particle effects on hitting the ground, etc. I believe you can achieve a feeling of weight and still make the character control tightly!

Another point of feedback: I like the powerup icons, but I would sometimes forget which was which when I had to select them. Maybe revisit the icons to make them more clearly delineated, or label each with a tooltip when you hover over them.

That all said, I had a fun time with the game! Cheers

Infinite Square Well by orangeoceans 2023-10-07T01:40:59Z

I thought this was a cool navigation concept, and I'd love to see it expanded into a bigger game! I got lost after a point, and would often get mixed up pressing another direction's dial instead of reversing the other direction. (As in, after going to A-ward I'd accidentally go S-ward instead of Q-ward to correct.) I think this is because the dials increase from left to right, but the controls on the keyboard are up-down.

That aside, I really loved the atmosphere of the game. The sound design in between locations was pretty otherworldly. Moving the dials felt like tuning an old oscillator, and I got this sense of eerie wonder when I'd stumble upon a new area and try to tune it into focus.

Great job!

A Tail of Escape by Rorried 2023-10-07T02:25:42Z

After dying a few times, I started to scan the options for the safest approach, and recognizing "trap" options where I'd likely get captured. That's when the humor of the path options started to click with me! Great way to frame the mood of the story.

I'd suggest adding a back button, since there weren't many times where the story branched beyond a brief circuit or a loss state. I think it'd save time compared to the save feature, since I wasn't saving before each decision.

Also, I found having to choose which item to carry to have one or two more dialog descriptions than was necessary. I'm not sure how best to integrate an inventory into a Twine game like this.

But overall I had a good time!

Limitless Space by Panda king 976 2023-10-10T23:40:20Z

Congrats on your first submission! Once you have some more games under your belt, it'll get easier to make them in a short time window.

Pardon me if you already know all this, but just in case you're new to game development I wanted to give a brief technical tip when working with isometric art: the tiles are actually slanted at 30/60 degrees, not 45 degrees. When you implement normal diagonal movement, that will typically amount to having the character run at 45-degree angles. When a character does that here, it'll run a little off from the natural lines formed by the tiles. It'd be better (in my opinion) to have the character run parallel to those natural lines! It could be worth looking into walking schemes for isometric games to see how they did it.

If you end up making a top-down game that isn't isometric, and you have diagonal movement, there's something else to consider: if you move up and to the right at the same speed in both directions as you move when you move in just one direction, then you'll end up moving faster when you move diagonally. To correct for this, you'll typically want to divide the velocity in both the x and the y direction by the square root of two. This'll make it so your new velocity is the same speed as if you were walking just up or just right.

Hope you keep at it!

Out of Spacetime by bellicapelli 2023-10-12T01:50:03Z

Ahhhhh the black hole looks so good, and I like the incorporation of how it gets faster as you orbit closer to the center! Also, I like the blurb about time dilation when you lose. Maybe there's a way to incorporate that into an expanded version of the game?

One thing is I wish I had tighter control when things start to move faster. It feels like I'm just kinda hoping to get lucky at that point in the game.

All said, looks and feels really good to play!

Subwhell in RushHour by Mealky 2023-10-07T02:35:19Z

I once I got a hang of the controls, I found I got into a good flow. Like the character art, and I just noticed that the combination of the character silhouettes form the shapes you can squeeze past. Nice!

MY LIL WIZARD by doinksoft 2023-10-07T02:52:07Z

The art style really impresses me: it has a retro 8-bit style to it, but it still feels like I haven't a game that looks quite like this. It has a rounder, fluffier look than most other games in the ballpark.

Tele the Axolotl by Arthurficial 2023-10-10T23:53:04Z

This was fun, and it's one of the games I've played so far that fits the theme the best! I love the idea of having to pay for a teleport by permanently blocking that space. Also, of course the enemies that add the obstacles. I think you could expand on this game for a nice arcade experience!

I wonder if you could make it so that the player could remove barriers. Maybe they have to sink a lot of bullets into them before they're removed, so it's still semi-permanent.

Nice work!