Rim Runner by pinkemma 2023-10-04T13:40:52Z
Good game. We had a very similar idea at the very beginning of the jam but went for something different later. I like how you combined the playable space and the map. Good job!
Foon → Ludum Dare Explorer → Users → Bstabuu
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Code Bunny | jam | 61 | 4.16 | 4.16 | 3.13 | 3.64 | 4.23 | 4.13 | 2.33 | 3.83 |
| 2024 | 55 | Summoning | 👥 | Untitled Witch Game | jam | 136 | 4.05 | 4.11 | 3.39 | 4.32 | 4.17 | 4.01 | 3.98 | 3.90 |
| 2023 | 54 | Limited Space | 👥 | ASAP | jam | 160 | 4.00 | 4.08 | 3.96 | 4.02 | 3.90 | 2.43 | 3.50 |
Good game. We had a very similar idea at the very beginning of the jam but went for something different later. I like how you combined the playable space and the map. Good job!
Pretty fun and challenging. I think underground conveyors should have a direction arrow just like the regular conveyors and newly spawned sources and outputs should be highlighted as they could be hard to see when there's a lot of stuff in the factory.
I made my cannon shoot as fast as a minigun. I have become death, the destroyer of worlds. But seriously, this is a very good game. There's even a great replay value with all the different builds you can make. It doesn't look like something made in only three days, good job.
Screenshot 2023-10-03 at 18-30-45 image.png (PNG Image 1600 × 900 pixels).png The game is functional, but enemies are not shooting and there's no sounds? I'm using Linux Mint 20.3 Cinnamon. Giving it 5/5 for graphics though, nice style.
15lvl.png I just tested it - level 15 is actually possible to beat in the jam version by just building a catapult and completely ignoring the factory output for wood, but I wasn't able to make it through level 7 in the post-jam version. So anyone intending to play should play the jam version.
I got to the end! It's actually extremely easy to move once you lose all your limbs.
It's the same for me - at the end of the first level the game just freezes for a bit and then I can drive into the infinity and nothing would happen. Was really looking forward to play this one, so I'll wait for a bugfix. But even so I can tell that the models and the art style are really pretty, good job!
image1111112.png I managed to beat the game but it seems really rng dependent. Sometimes fixing things would not work and you'll run out of stamina and die because now you can't fix other things. But anyway, it is well done for a game that was developed solo.
Great visuals and wizard voices. The game is very polished. The music made me feel a little sad ;_;
I played the jam version - I'm grateful about the note about unlimited fps so I went to the driver to limit it myself. Only managed to reach level 15 so far. It feels like the game concept was made in advance to fit multiple jam themes(we did this too). Great game, very well done.
Really enjoyed this one. Minion cars felt pretty weak and I couldn't tell which bubbles affected the move speed at the end but otherwise great game.
Great design and execution. The horror part is very well made as well. Did you make all the models yourself? Very impressive work for a single developer and just three days of time.
Thank you all so much for your comments!
@fusionnist great job on reaching wave 40. I only managed to survive 36 waves so far...
@partkyle @omphh @rhyst @shanzhai @eveee-cx we agree that the game pacing has some issues. We're going to try to improve it in the post-jam version.
@enreh thanks for the criticism. I didn't get to make the ground, so we used a free texture. It was a mistake considering that player spends 99% of their time looking at the ground so we really should've given it more work.
@drainkid thank you. We were working really hard these three days. I've spent almost half of our jam time making the witch girl and she ended up too detailed for a top-down game... At least everyone can see her in the game cover.
@deformhead it's true, the controls only work with english layout. Thanks for playing our game!
@dreamscale actually that's what we're going to do for the post-jam version. In the current version later waves already kinda look like this, but the time investment to get there isn't really justified. We've added some gameplay videos so you can see what later waves look like. Thanks for playing our game!
I didn't expect to see a visual novel where they're quite literally summoning people to the hellish court. Well done. Also I had a bug where voices sometimes won't match their characters.
Great game. Definitely very tricky to play with the mouse, but I cheated and pulled out my drawing tablet after a squirrel summon.
Oh hey, it's a bunny game! Even though it was really easy I enjoyed playing because of the aesthetic, music and mood. So definitely a high score there. Personally it felt really awkward to control the character with arrows and not WASD, and to attack with a keyboard button instead of a mouse button. Also as other have noted sprinting should be the default, there's really no reason not to sprint.
I think the game would fit the theme better if you had visualized a constant flow of tiny cargo ships moving between planets. Art and music are incredible.
image.png Simply a very beautiful and relaxing game. A great jam entry. It's almost hard to believe this was made in under 72 hours. I was instinctively trying to press "space" to pause the game and I've noticed that sometimes it spawns a second duckling line! Also, the ducks get stuck sometimes when there are two of them commanding at once(like in the screenshot).
You have to pay rent even if you're a tiny cute round animal. The world we live in.
Good game and it becomes quite challenging after a while, but why is there no ratings for graphics and audio? Did you not make them during the jam or have you used a 3d party assets? Even if so, good job on putting them together, the scenes look great.
Ah yes, the gnome game. A perfect game to practice inner peace and mindfulness. The thing I liked is that pickaxe really felt like a pickaxe: it would open secret paths in the walls, it would mine the rocks projectiles that's supposed to fall on your head, it would mine the gold(aka spirits?) etc. This systemic stuff is very good. And I think it has potential to be expanded even further. This was my first time playing a game of this type and I enjoyed it. I also somehow managed to get on the leaderboard! image.png
I found a bug(ba-dum-tss): you can stay very close to the bugs and spam the tongue to eat the same bug many times. It's not game breaking by any means though. Great job on the game! Movement and feedback feels very satisfying.
Great game. It would be fun to actually have an extended version with property damage mechanic and have different missions with different objectives(kill all bugs fast, make the least property damage, make the most property damage, etc). I've managed to beat the game as a melee warrior with nothing but a bug spray and fly swatter. It was quite fun.image.png
Hell yeah. Dodging and blocking at just the right moment felt really satisfying. I agree that shield should block all damage. Great character design and really well made animations with nice attention to detail like hair physics and, you know... other physics. The game was good enough even with keyboard controls.
Really well made for a jam game. Controlling the swarm of wisps is a really interesting idea. I think the concept with expanding/contracting could be expanded. Here's a few ideas: contracting to get into the crack in a wall and then expanding to destroy it(if you have enough wisps for a "critical mass"), contracting and expanding in movement to accelerate, etc. Though I am sure you already had those ideas and many more.
@ruruie if you're talking about a number in the name of upgrade - it simply shows how powerful the upgrade is. You can get lucky and roll powerful upgrades. They don't need to be taken in order.
@just-a-dev the CPU is actually a 3d model... I was going to make a full model of the motherboard for the screen between waves but it was low on priority list so we ended up with just a CPU and a flat image.
@vengerbergskaya @grizeldi about sword color system: power is gained by dealing damage and lost by taking damage. The color you obtained also doesn't reset between waves. Currently it's a little hard to maintain a power state though, because attacks from enemies aren't telegraphed enough. We had an idea on how to fix it but ran out of time. We're gonna implement it should we make a post jam version.
@tricky-fat-cat @cpaz @just-a-dev We have decided early on that the game will be "movement-focused" but even after all the tweaks it seems like it wasn't enough... Thank you for the feedback, it's really important.
@tricky-fat-cat @cpaz totally agree about the UI. It definitely needs to be placed somewhere it's easier to see. We might even make it part of the character itself if we make an updated version.
@thesmellofoxygen @mrtroy thanks for the feedback and suggestions, and we're aware of the performance issues and it was even worse in one of the earlier builds... We have implemented some fixes but it wasn't enough to fix it completely. We assumed no one would play long enough to notice the performance issues but it looks like we were wrong.
@deantwotwo thank you for the suggestion. Once you have eliminated all glitches, all of the remaining bugs will chase the player. However if we make an update I think we will simply make all bugs lose HP quickly if there are no glitches remaining. If the level will become more complex however, the minimap is definitely needed.
@rhyst there's definitely something up with the energy, I have noticed it too... I will check it with my programmer.
@jordantanner that's correct, @stevie257 made the music adapt to the situation on screen. Agree that there should be more feedback when player is hit. It will go into the to-do list together with more enemy telegraphing for the potential post-jam version.
@rio85 @lachlan-james we actually had a hotline miami style movement in mind initially and the earliest prototype had it. But in the end, considering all things, we've decided on the movement we have currently. I agree it needs some tweaking to make it less clumsy.
Thank you all for playing our game and lots of useful feedback!
@thenbcorpse hey, thanks for playing our game so late into the jam. Glad you enjoyed it.
Survived for 9 minutes. At this point I've become a bastion that can just stand there and loot cells every once in a while. The gameplay isn't very challenging but I'd say it matches the overall chill vibe of the game. Screenshot 2024-10-12 at 17-43-02 Nano Commando ldjam.com Ludum Dare game jam.png
The atmosphere is really good. I wish the game was longer. Also at least on my machine the mouse sensitivity felt like it was too high. (the MOUSE sensitivity, get it? Ba-dum-tss)
I... couldn't get through. I think my biggest issue was that "launch pads" worked inconsistently. Sometimes they launched me just like I needed to move forward and sometimes they didn't. Good job on the visuals and art though. I think I'm gonna get back to this game for another couple of dozens of tries later.
Good game! My time was 80 something(I suppose that's good). However it looks like there's no fps limit on windows version so the game worked as a stress test for my gpu until I noticed that the fans were blowing and hotspot was over 90C. I had to limit the fps in the driver to play it. Hate those birds.
The game doesn't have a fps limit - I'm sure you're already aware. I locked my fps in the driver so it wasn't an issue. Environment models are really well made, but a mostly dark-gray dungeon is visually boring. More color would be good, I think. Also it seems that unlike the other two, Bucktavius had a bit of a personal thing going on against Lelou(I wonder what happened between them outside the dungeon?). He would always try to kill me and it was annoying until I found out that I can *pick him up while he's charging the attack and toss him into a crowd of enemies in the last moment*. Oh yeah - the character designs and character models are really well done. Great job.
Do you like robogirls? I like robogirls too. I didn't understand what different colored minions do so I was simply burying any enemy I came upon under a horde of little alien helpers. The final room had a real menacing vibe with what I assume was the robot boss.