Reach For It by Noel Berry 2011-08-22T19:05:00
Well, it kept me playing until the end. Not many indie games manage that. Nice, simple idea that was pretty fun to play.
Deaths: 41
Time: 09:29
Shots: 6949
Foon → Ludum Dare Explorer → Users → brxtr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Feint Signal | compo | 158 | 3.66 | 3.72 | 3.15 | 4.06 | 3.71 | 3.91 | 1.82 | 3.24 | 66 | |
| 2012 | 23 | Tiny World | Crysthurl | compo | 160 | 3.45 | 3.41 | 3.38 | 2.76 | 3.59 | 2.93 | 1.87 | 3.24 | 37 |
Well, it kept me playing until the end. Not many indie games manage that. Nice, simple idea that was pretty fun to play.
Deaths: 41
Time: 09:29
Shots: 6949
Interesting concept. Not as much depth to it, displayed in the game, as there could be, though.
Interesting concept that kept me playing all the way through (took me a little over ten minutes); I really liked how you seamlessly integrated a meaningful story into such a simple game. However, I felt like you overused the multi-jumping aspect (which made the game slightly frustrating at times) at the cost of more puzzle-type plays on the concept (like in the last level). The graphics were quite nice and consistent for the most part. I thought it was weird when a copy would automatically jump if a red blood cell was infected whilst jumping, and I thought it was unnecessary that you seemingly amplified the jumping sound effect when there were more copies of the player.
Nice execution of the idea, although the collision detection and jumping is not great. Also, it feels like the game tries to fuck me over as often as possible. The graphics are kind of cute, but the sound effects are annoying.
Nice pixels, as always. This felt like a traditional platformer with a few nice ideas and I think the difficulty was spot on. However, I found the platformer physics quite irritating at times such as jumping up against a wall or trying to float on the logs. All audio was generally fitting, except you really need to find a new jumping sound effect—I've heard that one too many times!
Very elegantly designed, and the levels are genuinely interesting and fun to solve. The audio is great too, except that the lack of sound effects for blocks hitting the keyboard felt weird.
Hectic fun. Nice car-flipping animation.
A very elegantly designed puzzle game with a nice flow to it, although the puzzles can be brute-forced—one way to sort of fix this would be to award solutions with minimal rotations—and sometimes it seems as though the shape is not completely filled when a level is won.
Very elegantly designed in all aspects. It felt like the game took a little too long to become remotely challenging, but I suppose the lack of intense difficulty does give it a relaxing feel. Overall, it feels polished and doesn't give off a half-arsed vibe like Ludum Dare games often do.
Interesting.
I like the concept and I like the execution even more. Because of the continuous nature of the game, I'd have thought a pause button would make sense, though. The visuals look nice and clean. It's a shame about the lack of audio, but a polished version of this has got great potential to do well on mobile (like I know you're planning)!
I was confused about the objective of the game, but the concept is somewhat interesting and it seems well-coded.
The sword combat is suitably minimalist and fun to use, but I find having to use space to jump irritating when I see no reason not to let W do that. The graphics and music are nice.
Elegantly designed gameplay, UI and music.
This reminds me of the minigame Sort or 'Splode (from Super Mario 64 DS and New Super Mario Bros.). I think the game could have been more fun to play if it didn't simply degrade to having to move my mouse more and more quickly and accurately, but it certainly does fit the theme. It's the kind of game which has potential to be very fun to play with more polish and interesting ideas.
Very tasteful visual style and fitting music to go along with it. The movement mechanic did a great job of making an otherwise boring game quite fun to play around with. However, for some reason I didn't expect the squares to penalise so harshly and this put me off playing any more of the game.
The "swap colour" mechanic makes way for good puzzles and it's decently executed for the most part. The platforming seemed a little glitchy, but is generally solid.
The idea is nice and well-implemented, although I found the time the game took to become even remotely challenging very tedious, even if it does make for a relaxing atmoshpere. I like the mechanics and especially the inclusion of meteorites, which are vital to giving the gameplay more depth. And the visuals and audio are exceptionally polished.
Interesting idea. It would have been cool if some objects interacted with each other, or automatically moved somehow (e.g. the cog could rotate), but I suppose that wouldn't have been as minimalistic.
Words.
I liked the menu, although it was a little glitchy. The platforming was solid, except for the irritating lack of diagonal movement and general glitchiness when moving from one surface to another. The level design was all right, but coupled with the slow movement of the player and objects in the world, levels did become a little boring.
Nice idea and a pretty elegant design with a decent amount of variety for its short development time. The audio is fitting, although the lack of a sound effect for any type of death felt weird and I don't think the audio builds up a suitable amount of tension for when the player is nearing death. I think the visuals (cool graphics style) could be more polished, for example, a more fitting typeface for the score and perhaps more gradual movement for Hydra, rather than moving in noticeable steps.
First of all, I love the music; it got me really pumped for this style of game. The way the player has to stare down the middle of the tube is cool and works really well, although it means it's almost impossible to look at any of the HUD elements, because they're so far from the centre of the screen. I like the variation in pattern styles and they're fun to negotiate, although some seem ridiculously hard and the progression doesn't feel very balanced from game to game.
The visuals are very impressive and I like how each level blends seamlessly into the next, but the platforming feels quite clumsy, because of the placement of platforms and constant head-banging.
Tasty pixels and nice fitting music. After playing this game I can say I now have more chance of beating a carrot in a shoot-off.
The gameplay is largely repetitive and tiresome, but I appreciated the variation in enemies and the humour. The music was probably the best aspect of the game.
Nice idea and visual style. However, having a lives system in this game doesn't really make any sense to me. The music sounds good, but is very repetitive.
The concept is interesting, even if it does seemingly rely on trial and error. The way colouring was implemented made solving levels a little more confusing than necessary, but I suppose that might have been intentional given the context. The music is quite nice despite its repetitiveness.
Quite interesting and pretty fun to play, though there wasn't much to the gameplay. I appreciated the humour of the dialogue, although it wasn't easy on the ears, but that might have been intentional. The music was nice - its tempo definitely matched the speed of the gameplay.
Fun, quick and flowing to play, with an interesting gimmick, though perhaps not used to its full potential, gameplay-wise.
A very pleasant experience. The pixel art is cute and the audio is fitting and nice. Some of the platforming is a little tedious, although I really like the leaf and how it is used mechanically.