Foon → Ludum Dare Explorer → Users → bobbie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Sold By Wizards | jam | 141 | 4.04 | 3.82 | 3.73 | 3.93 | 4.32 | 3.19 | 4.30 | 3.93 |
| 2023 | 54 | Limited Space | 👥 | Cache Me If You Can | jam | 267 | 3.87 | 3.91 | 3.17 | 3.10 | 3.58 | 3.52 | 3.67 | 3.63 |
| 2023 | 53 | Delivery | 👥 | Liver Die | jam | 140 | 4.05 | 4.18 | 3.81 | 4.53 | 3.70 | 3.63 | 4.61 | 4.05 |
| 2023 | 52 | Harvest | 👥 | Lunaculture | jam | 357 | 3.56 | 3.17 | 2.51 | 4.01 | 3.68 | 2.53 | 3.03 |
Honestly extremely impressed that you added controller support & local multiplayer AND still had the time to add so many recipes. Really neat setting too.
Although it did feel too easy to drop things on the floor accidentally - I think the interaction range for objects is a bit too short. Great work overall
Really satisfying little puzzle game - especially impressive considering the >2mb and 48 hour constraints it was made under. Level 7 definitely also stumped me for a while, but the rest of the puzzles felt like they ramped up in difficulty super well
Extremely fun concept - it's surprisingly difficult to balance all the upgrades, but it never felt too overwhelming. Great work on the balancing.
this game is extremely unhinged in a very good way
Cool concept, reminds me a lot of line rider - would love to try all the levels once the crashing gets patched
Really fun to play with a controller, unfortunately the WebGL version seemed a bit buggy to me
It didn't work at all on Firefox (high possibility of this just being a Unity problem), and all the UI text disappeared at some point on Chrome
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This game is absurdly charming, I've FCed all the included charts and I'm hungry for more!
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The included songs are catchy, the effects are on point, and the visuals & characters are great.
Using just WASD is a bit uncomfortable, so I ended up using W/A with my left hand and Up Arrow/Right Arrow with my right hand - it would be great if HJKL could also be used to further improve comfort. A way to change scroll speed would have been great too, but fully understandable it didn't make it in, there's already so much here.
Overall probably the best game I've seen from the jam - major props to everybody on the team.
Really cute art! I love the little dudes, watching them fall off the edge was heartbreaking every single time
I knew the instant the theme was revealed somebody would make this, and I'm not disappointed
Really like the visual style
I enjoyed this, I wasn't expecting any webpage-based games like this but I really like how it's executed
The search being delayed (and only showing 4 results) did kind of mess with me, I thought it was broken until I searched "sequence", and after that I figured it out and solved the puzzle as intended
Really like this control scheme, it's a bit hard to recover once you start flipping but overall it's SUPER fun to play
Pretty proud of this score, wonder if anyone can beat it :eyes: firefox_46MhvE6SQt.png
Fun concept, I feel like I haven't seen too many games this jam where you're fighting enemies, so I'm pleasantly surprised to see one. The boxes all coming together when you press E is super satisfying!
I will say that the "throw" felt a little bit overpowered - I can just wait until I see an enemy, get some distance, and spam it without taking any damage.
Super fun game once you figure out the controls, I love the feeling of the dash so much and can tell how much care went into designing it
Insanely well made game, definitely the best visual style I've seen so far. The arm "physics" felt very fair and controllable, but not boring - they're still silly and a ton of fun to play with.
The music - with lyrics, no less? The creative main menu? incredible. great job
Fun little game & clever usage of the theme, although I do wish there was a quick restart button so I didn't have to keep talking to the Scientist
I'm super impressed by how polished the gameplay is, the ending was also really funny
Super fun game - once I figured out the hotkeys, I got into a pretty good rhythm
Glad to see another game with a leaderboard, I think it adds a lot (although I understand why most people don't do it lol)
I will say the click zones felt a bit small around some objects, and "catching" them rolling down the conveyor felt VERY difficult sometimes. The piggy banks also kept getting stuck on the conveyor - not sure if that's intentional
I like the idea, unfortunately this game was really slow on my hardware (5800X3D, 3090)
The UI also seems to not be scaled properly on a 1440p monitor (as far as I can tell, there's no easy way to change resolution)
Super cute game with polished-feeling mechanics! The one thing I would say is that the "package timer" continuing to tick down before picking up a package is a bit stressful, especially because you can't see it, so you're not sure how much time you'll have to make a delivery
The mouse controls are definitely pretty difficult, and as mentioned before by @hanadulcet having to "reset" made me accidentally hit boxes quite a bit, I would for sure mess with the hit zones
Pretty fun concept though
Very cute graphics, the single-button control scheme was a bit weird to get used to at first, but ended up feeling fun & challenging
Checkpoints in the very start do feel a bit too sparse, there's a stretch of 3 rooms where spikes start getting introduced that I got stuck on for quite a while
The visuals are cute, I really like the different animations for hitting/missing a note
From what I can tell, the timing issues aren't actually because of the hitbox itself, it seems very forgiving
I would guess it's because the hit detection system is just snapping to the *closest* note instead of the *first* note
So if there's a burst of three, if you're even slightly to the left it'll snap straight to the second note, and forget about the first one entirely
The concept is really neat, it feels SUPER satisfying when you perfectly nail the rotation of a container and it slides in.
It seems like some of the issues I had were brought up already, but the couple bits of feedback I'd have are: - The time between dropping the crate on the belt and receiving score/confirmation felt pretty long. I failed a level because I was anxiously waiting for my crate to get far enough while it was out of view. - A couple times I got a crate rotated upside-down, which seemingly made it unrecoverable. I'm not sure if this is intentional - it felt a bit defeating to have to restart because it rotated weird on the way to the exit
Definitely seems like the type of game that could go far with some polish, very solid job overall!
cute game, love the style! the difficulty spike did feel pretty large on level 3, but overall it was very fun
the game seems to be bugged on high refresh rates - I initially tried to play with a 165Hz monitor, but the grabbing was sticky and it took a few tries to properly release people. once I switched the monitor to 60Hz, everything worked perfectly
other than that, it's a very fun game! i love the background track, and stacking everybody into the little railcar is very satisfying
crazy polished, especially for a solo dev, amazing job
also happy to see another computer space-type take on the theme
This is a really neat little game - the atmosphere is nice, and the mechanics are fun. I especially liked the camera rotation mechanic. The ending was also unexpected, and a cute touch
It was a little hard to tell the difference between normal red objects and glowing red objects - I *think* it's okay to get the former in your photos?
When booting up the game on WebGL I couldn't seem to use triggers on my xbox controller, but A/B worked fine so it wasn't a massive issue (and this might just be a problem with WebGL)
The physics also felt a bit janky sometimes, but in a way that feels legitimately genuine to the source material. I love that you can go flying off stuff sometimes
Overall a very fun entry!
insane amount of content in 3 days, very impressive you guys were able to pull that off
most of the game felt fairly intuitive to me, but I'm still not really sure how fishing is supposed to work - every time it felt like I stayed in the circle & avoided obstacles perfectly, but the fish would just go to the edge of the screen and break the line
a bit overwhelming at times but a SUPER fun entry! i'm very impressed you guys managed to not only put up an infinite mode and a curated challenge mode, but you also had time to set up an online leaderboard
I really liked this entry! The gameplay loop was fun, and fit the spirit of the jam well. The environment past 1000m was a very nice unexpected detail.
The main bit of feedback I have is that it felt fairly easy to get stuck on the side of the train - there were a few heated moments where I was struggling to jump up onto it
The concept is very neat - one of the music tracks fading away when a band member dies is a great way to communicate I've taken damage through audio (and it's funny)
I will agree it feels like there should be a bigger penalty for spamming, but overall this is a pretty fun take on the theme!
super fun to cram everybody in, left me longing for a couple more levels
hearing the honks as my clownmobile sputters around was hilarious
@arzi just a facet of the runtime random room generation unfortunately
we were able to tweak it to be very solid generally, but there's still some long hallways and the occasional dead end
super fun game with a catchy background track! Being able to switch to another paper while zoomed in was a really nice little QOL feature
The only minor gripes I have is that there were a lot of duplicate math questions, and it did feel a bit jarring to have to click a specific spot to exit instead of just clicking on the desk
The difficulty felt perfect - it took a few tries, but I always had an idea of what to change after each run, and it never felt frustrating
The animations for grabbing things was also great, loved the worms
love the kurzgesagt-esque black hole shader, and the time dilation effect is a neat spin on things
the one complaint I have is that the objects do seem to jitter quite a bit when moving left/right, which does make it a bit harder to play. this could be because i'm playing at 165hz
love the concept, I'm very glad somebody ended up making a game with other minigames inside of it (we were thinking about it but scrapped the idea)
the atmosphere of the museum is nice, and the level where you have to avoid the cubes you're automatically shooting is super fun
I will echo the yellow rectangle feeling a bit too sticky - I also got stuck on the level where you have to kick boxes into a goal. I kept trying to make the jump but it's not quite possible - upon restart I realized you start there and it's not possible to get back up MuseumAsylum_9XsqKDHv87.jpg
the feel of the sword is great, I could throw it around for an hour and have fun the whole time. visuals are great too, and the music speeding up as the pace gets faster was a nice touch
the scoring system *is* a little confusing to me, it seems like you lose some health when you chop down a tree but that's about it. still a lot more fun to avoid chopping the trees, it just seems like you could get a better high score if you went on a chaotic tree-destructive rampage lol
really fun entry, I love the little news flash segments and the music is very catchy
I do wish there was some sort of occasional dash/dodge the UFO could do, at a certain point all of the bullets felt too overwhelming, even being able to dash rarely would have made me feel like I had more of a fighting chance
inspiring entry, the art and music are amazing
the draw detection felt surprisingly good! it almost always summoned the enemy I wanted, the only problems I had were: - Triangles would not be recognized, or would be recognized as another shape - The star felt a bit too easy to draw, I could semi-consistently use it by just drawing a generally spiky random blob
neat little game! I'm glad to see an entry with gamepad support, I always try adding it and inevitably scrap it once I start cutting features at the end lol
mid-air switching felt pretty fun, the camera sensitivity on my xbox controller did feel fairly high but it wasn't unplayable
fun game, i really liked having to adapt to the different weapons on the fly, and there was a pretty impressive variety of them
a couple things I noticed: - as far as I can tell, you can only pause with ESC. this is hard to do for people on webgl, since it will also unfullscreen. I usually also add TAB as a valid pause button for my LD games - the UI seems to be too small on my 1440p monitor firefox_hchrBBj0MO.png
Insanely fun and the music and graphics are amazing, I love how cute the the little character sprites are
The one complaint I'd have is that once you get to later levels, killing enemies can feel a bit inconsistent. I would kill one guy at 4 seconds, then next run it felt like he wouldn't die until the 2 second mark. Either way, I was having enough fun I didn't especially care
The use of edited street view images as a map is pretty neat, I haven't seen a jam game do that before
The input did feel a bit inconsistent for me, I was occasionally pressing a direction and it wouldn't do anything, and I ended up having to press it multiple times.