Foon → Ludum Dare Explorer → Users → boardtobits
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Greetings, Human | compo | 197 | 3.52 | 3.12 | 3.62 | 3.40 | 3.46 | 3.23 | 3.48 | 100 |
Clean, solid entry. To be honest, my entry was in no small part inspired by Papers, Please, so seeing another entry of that ilk here, from its maker is both humbling and encouraging. Great work on this one.
Haha, wow that was short. But love the idea. Perhaps you can keep possessing more powerful things in the future?
Hitting tab didn't seem to do anything, then the game locked up.
Great implementation of a kaiju/giant monster in a city. It would be great if you had an end goal, but this was a lot of fun!
Love the concept. Always cool to be able to customize your character. Unfortunately I couldn't do much once I was "scaring people," and after my first run, I didn't have the funds to run my base monster again. A couple tweaks and you could have a great game with this.
Great take on the theme and gorgeous art to boot. I hit a point where I was producing no eggs for a good minute, which may just have something to do with how things are randomized? Otherwise, I had fun!
Fun, clean design, well put-together. Reminded me of a mix of Katamari Damacy and collectathons like Banjo-Kazooie. Well done!
Interesting puzzle concept! Took me a second to grasp the burrowing aspect, but from there it was pretty smooth sailing.
Classic cookie clicker with a political-economic theme. We truly are the monsters.
Entertaining commentary on the LD33 dev process. Unfortunately, the "game within the game" was buggy for me (got lodged in a wall the first time, second time it couldn't load). But I appreciate the meta attitude.
Mutlidimensional snake game, clever!
Couldn't really tell what I was eating/avoiding at lower levels.
Interesting. Very meta, obviously, but entertaining. Clever to include stats at the end.
Would have been nice if there was a visual cue for when the parents were coming/passing by/in the room? I heard the footsteps but couldn't tell if it was them coming, going, etc. I liked the idea though. Stealth is always fun. And baby-stealing is pretty monstrous.
The pikes are difficult to see, especially when you're at building-breaking speed. I like the concept of balancing speed vs. defense though.
The "Flappy" name confused me at first, too. I thought I should be flying. Serves me right for not reading the description, I guess!
I get the theme. I think it would have been interesting to assemble your own crew for your revolution?
Great graphics, just wish there was more to do, or even some random things to encounter on the stairs.
Love a good single-button game! Cute theme and excellent escalation of challenge.
Gameplay: I didn't really know how my choices were affecting the game.
Content: It looks like you put a lot of different game tropes into the game, which is cool.
Theme: Not sure how this fits.
Dying/restarting takes waaaaay to0 long with the fade and train scene each time. Other than that, its an interesting take on the theme.
Liked the concept. The tanks were pretty brutal, but its cool that you were able to get working gravity physics and the ability to suck up/shrink a planet. Cool, simple graphical style too. Nice work!
Nice little story, and an interesting twist on the theme.
Clean controls and look. Goofy theme. Not exactly a monster, but fun anyway!
Nice idea. I agree with Deity the controls could be a little "stickier", expecially given how punishing the spikes are. But overall very well-executed.
Cool little flyer. Impressive for 48 hours.
Agreed on the exit square, didn't realize what it was at first. Otherwise a clean, clever game. Liked the color scheme a lot!
Interesting! Worked well with my touchscreen, which made it even more fun. Nice work!
Loved the idea, I couldn't get into the dream though. The modeling was well-done and the movement/interaction controls worked well. I just couldn't interact/jump into the dream, so I missed what sounds like the best part.
Controls felt slow, but the style was very cool. Would love to see more. Also, kudos on embracing the monster vs. trying to refute/empathize with it.
Chaotic, but a clever play on the 'monster'.
Not the most monstrous game, but loved the different abilities and having to use the right one for the right situation, not just combat.
Fun little game. I always find 3D games ambitious. This one was spot-on for theme, and I liked the monster's initial design.
I won! This would have been great for the Game Boy Jam a couple weeks of go. Brought me back to my Link's Awakening days. Nice work!
If I had to make ONE nit-pick, the attack FX was a little too big, so I wasn't sure at first what was actually hitting/missing.
A good story well told. I would love to just see a series of the pictures, to what was changing from set to set. I also liked that you changed up the art on the tickets to keep things from getting too stale. It was a *little* repetitive by the end, but it also felt addictive to see what would happen, so mission accomplished.
Cool concept. Great solo-implementation for the Werewolf game. Like the art style, too. Very dynamic. I had to play the Unity Player version, which had some camera issues (running IE on Windows 10), but I suspect that wasn't your deployment of choice. Excellent entry.
Music was the best, I like to think that's what monsters are hearing vs. the epic choruses we usually ascribe to them. It would have been cool to tie in the grue lore a bit more, waiting for an adventurer's lantern to go out or something, but it was a fun dungeon run nonetheless.
My controls got jammed at one point, but overall a cool shoot em up. The vacuum mechanic was definitely an interesting twist.
Gorgeous art style. I feel like you could have paid of the theme a little more, maybe if you hopped on the goblins' heads you'd be considered a monster or something. I actually actively tried to avoid jumping on heads, thinking something like that was coming. There was also a little glitching with floating flowers sometimes, but all in all a good little game!
Could use a quick primer on the start to explain how dying works, also confused me for a moment. From there, it was pretty quick work, but a good implementation of the theme.
Great game, only sticking point was the 250/wk person, where the rules say must have monthly income "greater than" 1000/month, which was a little ambiguous. But that's really a nit pick, everything else was well put-together. Perhaps a skip button during the "cut scenes" with the interest and fees, but all in all a great game.
Great graphical style and physics.
Interesting story! Very impressive amount of content for 48 hours.
Love that Dali is making games for Ludum Dare. Very surrealistic but well put together.
I like the specialized purpose of the different minions. Clever, and really polished. Well done!
Simple, clean action. Good ramping of difficulty/damage. Fast to play. Like the graphics and music too. Great entry.
Didn't entirely understand what I was trying to do, or the +, -, -- thing. But loved the graphical style.
Cool idea! The hero death music was a little long after the first couple of times, but I liked the innovative use of the monsters.
The noise when you reset is kind of a downer to hear each time, but I liked the puzzle. Also, yeah, not really on-theme, heh, but fun to play!
I loved the story to introduce the controls. Being a naked fish monsters was okay, too.
Entertaining "narrator".
I liked the different control scheme. Cool idea, and racing against the clock made it engaging. It was a little odd/tricky that whenever you went to a new room, the monster would try to speed to its last mouse position (it makes sense, but something to think about if you expand this game). Also impressive you had a tutorial. Nice job!
Brutally unforgiving if you get caught, but clean graphics and sound.
Would have loved it if the controls were a little more sticky, I slipped off a ledge a few times, ruining an otherwise perfect plan.
Loved the use of the sound in addition to sight for stealth
Controls are a bit tricky, but a cool multiplayer concept. Great graphics!
Fun little game. I like the idea that different traps don't work on different people. Might be worth linking to keystrokes as well to save time moving from trap to trap. Well donE!
Tutorial, procedural tower, AND turned-based play? Simply terrific.
It's tough to get to the boats without getting hit yourself, and the people are an even tougher target. Perhaps a little more friction?
Overall though, I liked the concept, and jumping whale definitely looked cool.
Liked the historical take on the theme. The controls were kind of buggy though, my claw attack either didn't work or didn't animate a lot of the time, and the hitboxes on things seems finnicky about when I could/couldn't hit knights. Also, the topless maiden felt a bit gratuitous.
Nice work, the controls are nice and smooth. It felt a little easy to defend myself, but I imagine as you added the repairs, that would have been tweaked. Loved the art style too!
Best music yet.
Cute idea. Controls were a little unwieldy, but a good short spot for a LD Jam. Nice work!
Very innovative idea. Would have loved to see the people become "Monsterated" but overall the mood was spot on, reminded me of Tower of Terror. Also, I don't know if the white inside the elevator was on purpose, but it gave an eerie, unknown feel to it. Well done!
Great design, though it was a little harrowing being attacked the moment I started the game. Ambitious to do an interplanetary travel game.
Felt a little long, but a cute concept for sure! I liked breaking through the pillar.
Great look and actually gave a purpose to inane clicking. Nice work... you monster.
In some ways, the best part was dying and seeing how many people you could still hit. I could also see racking up a bonus for every person you hit without hitting the ground. Good work!
Points for mood, but this game got dark fast. Also didn't pay off the idea of any monster, but that's understandable with the limits on time.
Clever idea, you could do a lot with balancing being mayor and hunting your citizens (e.g., how much do you fund the city watch? what happens when a celebrated vampire hunter comes into town?). I liked the old style map look, too. Hopefully you take this game further!
Great graphics and solid sound. Felt a little short, but that's not the worst thing for a jam like this. Theme felt a little stretched.
File won't open for me on Windows 10.
I finished! I guess it says something about the game that I got all the way to the end. No bugs that I saw, decent, understated sound. If you wanted to expand it, maybe who you choose to possess affects your character? Good entry!
I could get money and buy tanks, but not actually attack anyone. I liked the theme though!
Endless runner with a stealth twist. Nice! Some of the jumping parts are brutal, especially with a hunter bearing down on you. I liked it, though!
Also an interesting take on the theme.
I like the board game concept, but there didn't feel like there was much choice/feedback as to why things were happening. You could absolutely expand something like this though, its a really cool idea.
The mobs moved awfully quickly, and the view was very limited, so I didn't really know where to go/what to do. The graphical style was cool, though, and good music.
Interesting. Almost felt more like a rhythm game than an infinite runner. Not having an animation/sound/graphic to show when you're catching/dodging/picking made it difficult to know if I was doing the right things/when to hit the button, but a cool take on the theme for sure. Also felt a little slow at the beginning.
Cool fighting game, excellent controls. Nice graphics, too.
Interesting multiplayer concept. Tough to keep information hidden on a shared screen.
That noise when you get hit could be toned down, but otherwise a cute little evasion game.
Interesting idea! First few plays, I fell down a pit. Then the hero randomly appeared while I was exploring. Then it all clicked. Well put together for the compo!
I loved how you escalated the challenge with different mechanics. The art style could have felt janky, but you owned it.
Don't know why I'm doing what I'm doing but I sure look cute while I'm doing what I'm doing.
The tutorial image you have on your webpage explains the mechanics really well. Maybe a line or two more about what you're working toward?
Reminded me of my Katamari Damacy days. Would have been cool if I could eat/kill the mice or something to add to the monstrous-ness.
Got a video error at the start, but the game played. From there, the game looked interesting, but the fireballs were pretty much impossible to avoid. (This may be because your character moves so far to the right of the screen when moving forward, you don't have much time to react).
Also the collisions when jumping were tough to gauge because it seemed like the detection box was smaller than your sprite, so I ended up getting hurt as much as I would actually stomp things.
Crazy impressive that this is just HTML/CSS. Nice work. The pacing was good for the most part, I found (a lot of time I find myself sitting and waiting through animated text).
Story was good, though I did wonder for the first few frames if I was going to be making any decisions. Made up for it at the end though.
Nice work!
Almost more of a story than a game. But I liked both answering questions by shooting answers and having to guess answers based on the first letter (was proud of myself for working out the six-sided one).
Though, once the game ended, it just kind of sat there. Probably good to have a restart or something (I was curious what other answers might get me). Nice work overall!
I guess I won? I hit a room with green light. A little more of a clue as to what I was trying to do would have been nice, but the look/idea was cool.
Loved your take on the theme, and the style came together really well. Everything made sense and worked within your confines of the simple interactions (kudos on the elevator lights for up and down). It would have been nice to be able to strafe when I was searching the hotel room doors, but that would honestly be my only complaint in the entire game. Bravo!
I liked the story, and the take on humans as foreign beings you couldn't understand. I did run into some issues where a slime I was talking to would get "frozen" to me, but otherwise things seemed to work fine.
Cool idea. Would have liked to see more of a result than the items just spinning, but the graphics looked nice as you had them.
I think I fell out of the game at one point, but I was really impressed with the size of the world you built!
Liked the graphics and animation a lot. Short, but that made it easy to play through for both endings. Nice work!
Interesting idea, seems like it could go on forever though. If you expand it, maybe add some goals!
Cool idea, but might work better in more of a staged or puzzle format than just an open-ended world. I appreciate the limitations of the time in the jam though. The gravity physics worked quite well!
Cute story! Nice little concept for a game jam. Would have been cool to have a little more branching depending on what you clicked, but still very cool for a compo entry!
Nice work! Clean look, funny juxtaposition of narrative, typing game and... well, I won't spoil the ending.
Much more strategic than I was expecting. Well done!
The game is about postage stamp sized on my screen. I imagine it's supposed to upsize the pixel graphics? The screen shots look really good; I wish my eyesight were better so I could play it.
Worked okay in Edge.
Loved this little game! The shape-shifting was clever, reminded me of the old Tanooki-Suit Mario, and the dialogue with the player was engaging, too. I hope you expand on this one!
Simple, but fun and to the point. There's definitely something to the balance of letting the village grow and just destroying stuff.
A little buggy at some walls, but otherwise a great atmospheric piece.
Simple game, but quick and fun. Admittedly, the music tracks for purchase got me to play several more times than I probably would have otherwise. The Gandalf animations were a nice touch, too.
Really cool platformer idea. Took me a while to get the hang of "swimming" through the walls, but once I did, it totally rewarded the learning curve. Theme would probably haven been better paid off with some graphics, but that's understandable with the short timeframe and the massive level you built.
One issue, when I reached the green exit(?) at the top, the game threw an error (below). So... not sure if I won?
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: Outside Room
for object parent:
Unable to find any instance for object index '17' name 'obj_player_spawn'
at gml_Object_parent_Other_0
############################################################################################
Great voxel graphics and I'm impressed with all the voice work. The cut scenes were a bit long, but overall, great entry.
Chaotic and fun. The only issue I ran into was that my character wouldn't stay facing left, so I'd have to be walking to shoot that way. Only really a problem at the very beginning, but worth a look? Fun game, though!
Solid game with a cool mechanic to attract your victims, er, enemies. Well done!
The fact that there's no cue to find the troll cookies isn't great, though I liked that he had a different reaction sound. Hearing "you're a monster" whether I got points or lost points was a little confusing. Maybe one more sound for Burnard? Also, your physics did some wacky things from time to time.
With all that said, it was a good quick game, perfect for a jam. Now I want cookies and jam.
WebGL wouldn't run on Chrome or Edge (Windows 10). Got a JavaScript error on Chrome. Downloaded the Windows build and got the title screen, but couldn't progress from there. Sorry! Looks really cool.
Won't spoil it, but great ending. Reminded me of a very short version of A Dark Room.
Loved the graphical style. Took a little while to get my ingredient harvesting ramped up, but I liked the escalation of the fliers as time passed.
Fun little space shooter. I worked on one of these as a side project. Amazed at how much you did in 72 hours.
Clever twist on the theme, nice graphics, too!
Great graphics and a cool background music. Stealth is always enjoyable to me as well. Nice work!
Loved the theme and graphics, but this game needs better collision detection if its going to be this punishing. There were times I had a distinct gap between myself and a hazard and I still died. I had to give up on the drunk driving level, and barely finished the two before that.
Simple but effective. Well done!
I never knew I wanted a zombie army at my command until I played this game. Great concept!
Interesting! Like a text adventure re-imagining of the old Grow flash games. Very cool idea -- indirect civ through demands. Well done!
Fun little game. I wasn't 100% sold on the camera following your projectiles (maybe splitting the difference between the player and the bullet?), but otherwise the controls worked well.
Controls were a little floaty, but all told the game functioned. Just wished there was a little more to do. Good effort!
Good game overall, some of the sprites were facing/walking in different directions. Not sure if that was on purpose? Otherwise, it looked good. The death animations were entertaining.
Very cool idea. Would love to see more of this. Not really the theme, but the idea of building your ship with scraps is very cool. I wish it was a little easier to see if there was anything of value in a sector once I got there, but overall, and more to interact with inside the modules, but really, all my whining is just because I loved the concept. Nice work!
Download no longer available. Sorry, looks really cool!
I had to play this game based on the title alone. (More dots!) The new skills were cool, and the different enemy types made you strategize. Great work for 72 hours!
I'm having the same issue as Stephan, playing on Chrome, Windows 10. Love the idea and the stealth implementation though!
Very cute twist on the theme. A couple of the timing things were pretty particular (leaning back and lighting the buildings on fire) but I loved the quick game, Wario-Ware feel. Nice work!
The coin count got cut off in the level so I was only seeing the 10s space. Thought I wasn't getting coins at first. I like the improvement mechanic though!
Loooooved the graphic style, though the isometric view made it hard to determine which was up-down and which was left-right.
The rest of the game was clean and good. Nice music, too!
Cool, simple idea. You could make more levels by introducing obstacles and things, or stuff that could be knocked over to increase the noise.
Doesn't seem to run in the LD page all that well (could jump but couldn't move/attack). Windows build worked okay though. The movement is a little chunky, but I like the idea of choice, being able to attack or avoid the humans. Good start!
Great entry. Good mix of tough decisions and day-to-day grind. Art, sound, playstyle, all were good. Well done!
fun game! controls are a little floaty, but overall very well put together.
Nice combination of click-crazy and timed clicking. Good difficulty ramping. Fun theme. Nice work!
Clever idea, first card game I've seen. The game didn't seem to track my wins though. Or else I was mis-understanding the battle mechanic. Nice art!
Interesting idea. I couldn't really work out how to activate missions, but it looks cool.
Fun platformer with a hint of stealth. I enjoyed it.
There were some places you could wall jump and "escape" the level permanently.
Cool concept and nice graphic design style. A couple rough edges on the controls like the extra machete use and the jump icon (didn't realize what it was for a while), but all in all a good, complete game.
Nice take on the theme. Feels like the class gets wild a little too quickly, at least for the first level. But all in all and solid game, and not a typical entry!
Reminded me of 90s computer games (probably the pizza). I found myself getting stuck/thrown off course by the curbs a lot, but otherwise, it was fun to attack the city.
The camera angle is this game's worst enemy, I think. I could never line up the jump to the stairs. Also it was tough to tell when then game had actually started on my first few plays. I liked the character art, though!
Wow, that second level got a lot harder. It's funny, the mechanics took a minute for me to grasp, but once I got them, the positioning of the cues was very sensible to the keys you needed to hit. Well done! And the art was fantastic.
Simple and straightforward. Good difficulty ramp. A little buggy though (I kept scoring points after I died!).
Running around! Eating people to survive! Simple fun, perfect for a game jam!
Great choice of monster! Fun little take on a town-builder, and simple controls make it easy to get into.
I would have kept the sight lines, or only given certain kids sight. I couldn't get close to a group. I liked the idea though, shepherd a group and get a big scare.
I liked the idea -- there's something cool about not being able to jump and having to solve problems by a) crushing them or b) bombing them.
With that said, there wasn't really any decision-making in the game. I found my best strategy was to simply bomb whatever appeared on screen ASAP. Graphically, I would add something to show the blast radius of the bomb, because I also defaulted to just stopping and launching my bomb to avoid the damage.
If you continue with the game, it could also be cool to add aiming for the bomb, to add another dimension to it.
Mechanically everything worked, though. Nice work!
Controls were a little slippery, but otherwise this game was delightful. Dimensional portal was awesome.
Beautifully designed. More of an activity than a game, per se. But still, very engaging, which I suppose is more important.
Cute design. Felt a little aimless, but it was fun stomping out little villagers and knights. Liked the particle effects!
Fun to play. Simple, and I liked the graphical style with the cube buildings. Nice work!
Would have been nice to include some checkpoints, but overall, this game worked well, handled well, and didn't overstay its welcome. Nicely done.
I liked it! There's been a few alien abduction games on here, but this was my favorite. I felt like the claw wasn't as efficient as just swooping down and grabbing things, but that may just have been my play style.
Shark's always a plus. Interesting idea of choosing between helping and eating people.
Didn't understand what I was trying to do, though, and talking didn't seem to work sometimes.
Nice little game. Not exactly a memory game, more of a paying attention to the current game state game. Definitely opportunities to increase the challenge level (e.g., dragon heads are always tied to the same button, but still change places). I liked this a lot!
Admittedly the 5th button was tricky because I had to bring in my other hand to push that one. Four would have been a perfect fit.
Didn't run, just got a command prompt icon. Sorry!
Cool look, clever to use the subway map as a node-to-node system. Ironically, I would have rated graphics quite highly!
Funny idea. I would have liked some kind of recharge timer to see when I could use the foot again, but otherwise, a cute little game. Loved the music.
I had the same blurring issue.
Didn't really understand what I was doing? Charm seemed to kill everyone (even me?). Nice pixel art, though.
Too dark to tell where I was going/supposed to be going, but I was impressed with how much stuff you'd packed into the level.
Like the idea a lot! The people felt a little easy to avoid, but that's just a matter of tweaking behavior I think. Otherwise, cool game!
Beautiful game! The camera rotation was a little head-spinning, but otherwise, great little piece. I liked that it felt like it was getting easier as you gathered more "followers" then you threw in a new challenge with the shooters. Nice work! And great twist on the theme!
Cool concept. I coud see this working as a single-player or multi-player game. Nice work!
Impressive tower defense game. Knowing the costs of things would definitely help, but the mechanics work nice and smoothly otherwise.
Some of the mouse controls were a little funky/lacked cues about what I was supposed to do (the headphones in particular), but I love a good Wario-Ware-style game set. Cute idea!
Thanks all for the feedback! I'm am fixing the "second play" bug now. As far as the repetition of play goes, I agree 100%, and have more interesting plans if I continue to expand this game (unexpected schedule changes, small talk, negotiations, possibly even a mistake or two on your assistant's part). For LD33 though, I'm happy so many of you have enjoyed the game, soon with one less bug!
Wow. Impeccably designed. Moving story. Heart-wrenching themes. Well played.
Always enjoy a good minimalist game, and it makes sense for a Game Jam. The controls were simple, though I didn't know for certain on my first playthrough if the squares were good or bad. Maybe that's part of the journey, but a tip might have helped. Anyway, all told a good, functional game, so well done!
I liked that you integrated the themes of the fish-obsession and the hairdresser into everything. Didn't feel like the choices I made would make much difference though. Just utter chaos all around.
Interesting idea! I kind of felt like I was just taking stabs in the dark as to how to judge people (though I totally took the rich guy's fine to add to the village coffers). This concept could be expanded into a very interesting game though!
Fun game. Really didn't get the theme though. I saw your point that hackers are monsters, but it didn't feel like I was doing hacking for some nefarious purpose, I was just driving. A little back story might have helped.
That said, the game was fun, clean controls that rewarded you for not oversteering. Well done!
nice! like a reverse minesweeper meets rpg. love it!
Took me a while to wrap my head around the UI/the response messages. Once I figured out what was going on, it was pretty much set it and forget it. Ended with $8.8M
Cool idea. I liked that you were avoiding detection vs. fighting like usual games. I did find that a lot of levels I started with a yellow guy right under me, which was a bit frazzling, but overall a good game!
Cool style. Reminded me of Anti-Chamber, but with more... Nostromo. The controls were pretty smooth too. Nice work!
I liked the combination of strategy (summoning minions) and action (moving and attacking). Would be cool to see this idea expanded.