Foon → Ludum Dare Explorer → Users → BroHeartTTV
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Spud Customs | jam | 386 | 3.69 | 3.63 | 2.47 | 2.81 | 3.77 | 3.55 | 3.86 | 3.63 |
I LOVE THIS ART STYLE! This reminds me of games I played as a kid, 5 stars for art.
I love this game, Poor Black Cat was left behind in my game. :< I LOVE how the choices are presented and make the player feel a little guilty for abandoning the others. Amazing what you accomplished within the constraints presented!
Good job getting your submission in on time! I like the concept of managing an army in a petri dish, and the visual of them churning out shots in different groups was awesome. I struggled with managing the different groups quickly and maybe a number selection would help, or more space to maneuver in.
Love the squeezlings, the art style here is absolutely gorgeous. Well done!
Goddamn this is fun, well paced, I made it as far as wave 14!
The rabbit explosions got a laugh out of me and this looks and feels great. I got 112 points before the tractors took me out and had fun doing it. Great submission!
The 2nd level where my lil red critters burned through the logs? Would've bought this if it were a demo. Great design, I am enjoying the music, quality of life is good with being able to preview the levels and mix up combos prior. An explanation of what the different combos do would be nice, but I figured it out!
Simple but entertaining, I was impressed with the quality of the splat animation. Thanks for submitting!
Excellent, I played like a dozen levels obsessively. Great feeling as the fleas accumulate, entertaining seeing the impact of jumping multiply across the swarm. Outstanding entry.
Very immersive world design, it's impressive to fit a whole alphabet design into the time as well, and I wish I'd had an option to tap and reveal letters to understand the story better.
@yogurtthehorse I read the itch comments out of fascination and was even more impressed. I meant in-game for those without sufficient brain wrinkles to understand. ;_;
I would like to see the text progress much faster, the stilted text output looked interesting, like handwriting, but drove me crazy waiting to find out what it said. The art style is cool and unique, and the dragging worked well!
I LOVE THIS! Building shelter is very fun and seeing all the different weather events was interesting. I went crazy like Ricky after I got a few rounds in and I was able to catch all the houses that fell so I didn't lose anything except some mushroom buildings.
Great entry, the nostalgia for Men in Black is strong and this is a cool way to explore god simulators with more pressure on the player. I had fun in locker 477, but around 40% progress terrible things stopped happening so we were just chilling. I would love a full-screen option, and I'd love to see a more difficult version of this built out!
The rats hustled me instead, I had to look up how to play Texas Hold 'Em lol. This is a very cute take, fits theme well, the sound effects and visual feedback / text bubbles feel great! I would like some like card den or elevator type music that adds some more ambience.
​I love this game. This reminds me of Insaniquarium in some aspects, and the creatures are unique, look good, and have interesting behaviors. Nice work! I like filling out the creature guide and the zen aspect led me to give a high mood rating. I would like more definite goals or meta progression, but the curiosity and discovery of the combinations, and the combinations making decent logical sense was fun to discover. Thank you!
(if we don't have enough time, use this cover first!), this is so charming to me. We also had art and backup art in our game and it didn't all make it in in time lol.
Getting into the game itself, I love the coral concept, love building onto the coral, that you included the complexity of types, and that it feels almost like a turn-based brick-breaker in how the gameplay flows.
This is a really good game and I would put more time into it beyond the jam! The upgrades in between rounds felt great too. Also hovering over the corals should show me some information so I can make more informed decisions on placement, I figured it out from the hovers after they are placed but that would be nice.
I fucked up bad in level 5 and would have liked to restart a few rounds earlier than I was forced to.
Also, sidenote a web build would help get more ratings in the future!
Great work guys, I loved this entry.
Great submission, thanks for the hard work!
I would love to see more meta-progression or collection elements, but the chest-selection element was fun, watching the autobattles resolve was fun with the skill point choice given to the player, and I felt sad when I lost my creature moving into the next game.
Also the contrast between menu and battle music was hilarious. Nice work!
Top marks on everything except for theme here, this was really fun and I struggled on the last 3 levels.
Beaten on day 11! tiny_suspects_win.png
I didn't really make use of the TV so that might have helped, I just went through in order of suspects and revealed all the clues then worked down each list.
The art is beautiful here, I couldn't get past the 2nd jump after the incredible tomato launch on level 2. I couldn't figure out how to make the glide trigger.
Nice job getting submitted! I tried all of the minigames and my poor level 1 lizard? (gecko?) got eaten by a hawk, lol. The find minigame was my favorite, I like the feedback in form of audio/constant goal of catching the books and the relatively fast move speed. Nice work!
Intro was awesome, splatter art is good, and I made it to wave 4! Big difficulty spike between Wave 1/2. Also didn't notice my health bar until Wave 3, lol. Nice work! I knew it would be interesting when I saw Nietzsche.
The idea of dating the body by the bugs infesting it is extremely creative. It took me a little to figure out how to make appropriate scalpel cuts but then I found tons of bugs, lol!
Nice intro and scene transitions, I liked the windscape as I entered the graveyard and I found the intro cutscene charming. The dialogue is VERY well written, I found the little eyeball demon charming too, and the reasoning for intro mission to get past gorilla guard sound. I was shocked when the kid started digging up graves. Great submission!
​I struggled to figure out how to capture the organisms, it took me 80 seconds to long-press the right button and charge the rope, but then I beat the mother and even saved some organisms. Very innovative idea! I would like to see just a little more explanation at the beginning or prompts to the user.
I love the use of color in the dialogue boxes, and I gasped when the sparrow (?) murdered me. Nice work!
Interesting control scheme and I loved the pressure of the monsters chasing folks into the elevator. I think I did well but I would like a score to be able to compare!
I love this. The owl looked great, the feel of each of the actions was good. The branches jumping and swaying looked and felt good, and the world felt real with the cohesion between the art and music and controls.
Great graphics and UI layout/lane selection, but I wasn't able to make nearly enough to compete with the AI even with careful lane/critter choices.
Thank god you auto-tuned my pumpkin because it was about to ruin Halloween. Love the art style!
autotune.png
The scene is beautiful! I was surprised at the character I was controlling which was cool, but I struggled to find any of the tokens and progress the scene. The token in the skeeball machine was the closest I got, and I tried interaction with the coin slots at the bottom of it, and running up the ramp but no luck. :(
I increased my score to reflect, just went back and tried and the claw machine/plushie unlock cycle is very cute.
Nice job getting your submission in! I liked the art style and the feedback along the top as I chose different species, and a win or lose condition would extend my sessions past the dozen or so round I played to review. The axlotol and snail holding guns was very funny to me.
Excellent representation of needs to the player, I grew a whole bunch of crabs and it was super satisfying to see the lines build up to green checkmark. Nice work!
Good job on your first submission! I initially fell off the left side of the screen and had to restart, but ultimately made it up to the firefly and grabbed it before falling off the right side of the screen. I'm not sure if I won, or if there was more?
That aside, beautiful artwork, and the bee is very cute and affable. I would like to see more variety in the platforming and a web build in the future!
I wish we had time to do more with rejects, I have a miniNuke.gd object left in the source code from experimenting with a reflex component where you drop bombs on the rejects if they try to run through the DMZ.
@mrs-wheelsx cluster_bombs_spud_customs.png ^-- Cutting floor footage lol
@osh-studio thank you! Neither of us had played Papers please before this but we had seen some screenshots and we had the first iteration out before either of us had actually tried the inspiration. Papers Please is a little heavy so this felt like a fun way to add some levity.
@ccollider Only with Lucas Pope's blessing! Taters, Please would be hilarious.
@bitluderrb7804fr That's good feedback Bit, thank you. DO you think left-clicking to pick up the stamp and it holds it for you, then left-clicking to use the stamp, and right-clicking to drop the stamp, would be more intuitive?
Ohh, I like that. Thank you for explaining more!
Ah shit, months_until_expiry() is probably messed up @bitluderrb7804fr I'll add into our bug list, thank you!
@prolich I'm looking at Tiny Suspects now! I'll try it out today it reminds me of Guess Who as well.
@darkwolf Thank you for the feedback! For replayability I'm thinking we add a few stages of cutscenes as a story mode to push more of the humor and a few hours of progression.
Maybe more mini-games aside from stamping like frying potatoes that jump over the border, and inspecting potatoes for conditions instead of them just being a text representation.
I looked at the original dev logs for Papers Please from over a decade ago and it really made me appreciate the tools we have today. Both art and programming side looked like a nightmare compared to working in Godot and Paint.net throughout.
What do you think would improve the art style? We mimicked the layout but everything is made in paint.net at the moment, with the potatoes being real pictures of potatoes with an oil painting effect from paint.net applied.
Anybody interested can also access our full source code here and use or build upon it: https://github.com/dmchaledev/SpudCustoms
@skvader-418 Thank you, I'm glad you're digging the gameplay! This was developed for two jams that have overlapping timeframes, October 4th-6th, and October 4th-7th.
We started out on evening of the 4th working for Jam Weekend #4 with the theme "Two Buttons", and then towards the end saw it overlapped with Ludum Dare 56 which was like 250x more entrants.
Jam Weekend #4 was our first jam and we were encouraged to try and polish in time for this larger jam and signed up when there were just ~12 hours left since it also fit the theme of tiny creatures. Then we spent the last 11 hours or so focusing on the worst bits from playtesting.
@urfoex Good feedback, we'll amend the controls to be simpler in the future and include more guidance to the user initially. Also the feedback on laws has been consistent there, we will change those to only be generated at the start of the day and to be included in a rule book or rule bulletin memo given to the player separately. Thank you for playing!