Foon → Ludum Dare Explorer → Users → Budaniel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | π₯ | Zombody's Business | jam | 661 | 3.08 | 3.22 | 2.30 | 3.20 | 2.79 | 3.25 | 3.40 | 3.13 | |
| 2024 | 56 | Tiny Creatures | π₯ | Duke Flywalker's Crap-tastic Adventure | jam | 634 | 3.45 | 3.38 | 3.06 | 3.56 | 3.27 | 3.12 | 3.83 | 3.37 | |
| 2023 | 52 | Harvest | π₯ | Soul Property: Who's Life is it Anyway? | jam | 622 | 3.16 | 3.17 | 2.53 | 3.46 | 3.03 | 3.06 | 3.55 | 3.02 | |
| 2020 | 47 | Stuck in a loop | π₯ | Grab Your Nutz | jam | 1387 | 3.03 | 3.10 | 2.44 | 2.63 | 2.65 | 3.15 | 3.51 | 3.05 | |
| 2019 | 45 | Start with nothing | π₯ | Dumpy's Endless Quest for Crap | jam | 1121 | 2.35 | 2.20 | 2.25 | 2.59 | 2.97 | 2.95 | 3.00 | 2.67 | |
| 2018 | 43 | Sacrifices must be made | π₯ | Fruit Flinger | jam | 948 | 2.81 | 2.97 | 2.69 | 2.02 | 2.39 | 2.92 | 3.62 | 2.97 | |
| 2018 | 41 | Combine 2 Incompatible Genres | π₯ | Get Baked! | jam | 751 | 3.31 | 3.31 | 2.88 | 2.95 | 3.23 | 3.33 | 3.54 | 3.38 | |
| 2017 | 39 | Running out of Power | π₯ | Shoulda, Coulda but Didn't | jam | 775 | 2.76 | 2.76 | 2.47 | 3.09 | 2.33 | 2.95 | 3.57 | 2.62 | |
| 2017 | 38 | A Small World | π₯ | Breakout Bunny | jam | 652 | 2.85 | 2.90 | 2.89 | 3.26 | 2.65 | 2.15 | 3.05 | 2.68 | |
| 2016 | 37 | One room | Needle in a Neighborhood | jam | 902 | 2.20 | 2.00 | 2.93 | 2.60 | 24 | |||||
| 2016 | 36 | Ancient Technology | CaveKillers | jam | |||||||||||
| 2016 | 35 | Shapeshift | ShiftyBalls | jam | 479 | 3.30 | 3.35 | 2.91 | 3.35 | 3.04 | 2.50 | 3.05 | 3.18 | 46 | |
| 2015 | 34 | Two Button Controls / Growing | Box 'N Bash | jam | 993 | 2.70 | 2.85 | 2.67 | 3.30 | 3.19 | 2.78 | 3.08 | 2.56 | 51 | |
| 2015 | 33 | You are the Monster | Dial M for Monster | jam | 694 | 3.03 | 2.94 | 3.13 | 3.65 | 3.28 | 2.68 | 2.58 | 2.96 | 48 | |
| 2015 | 32 | An Unconventional Weapon | Driven Insane | jam | 755 | 2.93 | 2.72 | 2.90 | 3.62 | 2.69 | 2.75 | 3.25 | 2.88 | 40 | |
| 2014 | 31 | Entire Game on One Screen | Trivial Travails | jam | 746 | 2.92 | 2.89 | 2.74 | 3.47 | 2.73 | 2.47 | 2.65 | 2.76 | 64 | |
| 2014 | 30 | Connected Worlds | Melody's Long Ladder Home | jam | 611 | 2.86 | 2.70 | 2.91 | 2.37 | 3.14 | 3.12 | 2.92 | 2.68 | 66 |
Doing the tutorial is a must, but once you figure it out, the level of strategy required is surprising.
Nice game. I was way too impatient I think, because I kept speeding the game up, therefore losing ships into the sun before I could catch them (hence my best score being 1, even after trying and trying). I like the music and visuals a lot, and the controls are easy enough.
I like the simple, clean aesthetic and the controls were pretty tight. I made it to the next universe, and am looking forward to seeing if you make a sequel.
I like the art a lot, and the cut scenes are priceless. The controls are easy enough to get in to but I kept getting hit because I would dance when no spirits were immediately nearby and kinda get forget to stop in time to dodge them when they do come around. The only thing that slightly bugged me was the clock on the screen - seeing something like 1:2 as my time was a little odd. Other than that, I really liked it.
I struggled and gave up on the level with the block in the middle, but it was all in all a fun little diversion. Graphics were pretty good but sounds were minimal.
I like this allot. Remembering which hand controlled which planet was tough for me, but doable. I like the visuals (especially the burn-up-in-the-sun effect), and the music is really nice.
Crouch and shoot, that's my key to victory. The voice over at the end was funny.
Nice concept, but I had some issues using the turrets - they ate my little guys instead of letting them enter.
I love the concept, and it's allot of fun to play.
The controls were rather slippery and the jumping a little floaty for my tastes.
Thanks for the comments everyone! I've been working hard on the controls for a post-Ludum Dare build and made allot of progress. I'll put it up shorty after the judging is over.
Keep those opinions coming!
Nice art, but one of the puzzles was pretty hard due to the low-res clue.
Love the visuals, and the controls were spot on. I'll be coming back to play this again later.
Got an invalid data file error, so I couldn't review it yet.
Shop buttons need feed back of some type to show that they work, and they can send you into debt, which seems odd.
Not a fan of the jumpy movement, personally.
Had fun, but it was hard as nails to get by the level with the gravity fields, so I stopped there. Wasn't as fond of the rainbow goals, but they served their purpose.
Nice little game, but the controls were a little slippery.
Interesting art style, but I'd like a par system to see how I'm doing.
Nice puzzles, but I wasn't as fond of the block-by-block walking. If I could move freely it probably would have felt more smooth. Still, nice effort.
Controls are kind of sluggish in my opinion. Fit the theme, but kind of bland.
Took just a few tries to beat it, but the concept with the moving blocks was pretty cool.
It was hard to tell where I was shooting, but I thought it was an interesting concept. I would have liked more instruction as to what I was supposed to do.
Fun concept, great execution. I love the clean visuals and the controls are spot-on.
Note to self: chicken farming is NOT a fast, easy road to riches. It's a nice, simple game and it fits the theme. My biggest complaint is that it rapidly became a game of whack-a-mole as the farm filled up, and once it was filled it there was nothing left to do except whack moles. I would have also liked to have seen more gradients in the level of chicken satisfaction so I could know which one needed my help most desperately.
That TV is a relatively big object to maneuver, and the controls feel sluggish until you get enough fire rate improving power ups. The concept is pretty interesting though, going form channel to channel.
I am not coordinated enough for this apparently lol
Had a problem with being sent back a screen each time I had to restart a level after the first. Also got reset mid-run one time for seemingly no reason. The controls were solid though and the theme seemed to fit the style well.
Nice old-school arcade look and feel. I didn't see much in the way of an end goal, however, so I eventually just stopped playing.
I like your take on the theme. It controls well, looks good and plays well. My only complaint is that after dying and starting again, I got one baddie and then no more spawned. Overall, I like it.
Very nice. I like that there are multiple songs to listen to, and the gameplay is frantic and makes good use of the theme.
Really didn't get what I was supposed to be doing, and the controls were pretty finicky. I never did get a plant to grow and the hoe kept getting stuck and I would not be able to pick it up and carry it.
Fun little design, and I have a few thoughts. I would have preferred to see a line-of-sight system rather than area of detection, which results in shots coming from rooms that you can't reach. The controls were easy to manage, but that dying sound... it hurt my ears. lol
I liked the lamp battle at the start as it reminded of Earthbound, but seeing nothing but lamps was a little disappointing. The end part was a little disappointing with the float ability negating any remaining challenge. I got to the end and nothing happened, so I'm not sure if I won or not.
Fun little game, but after a while all I cared about was moving the black bars out of the balls' way. The other colors went mostly unnoticed by me.
I loved the concept, and the puzzles weren't too hard to figure out. The multi-window setup seems a little at odds with the theme of all on one screen, but I liked it.
The questions are randomly selected, so even with 2x the questions they would still repeat at times.
Thanks for all of the input! We really appreciate it.
Crashed hard on me while playing. While it worked, I struggled with it and lost because I kept wasting resources trying to build defenses. The tower icons were a little to close to one another at times and icons overlapped, creating misclicks.
could not play (error)
Really funny, really confusing, really interesting. Took me forever to figure out what I was supposed to be doing. The customer and I died over and over until I figured it out.
Got stuck outside of the play world after dying. Other than that, fun game.
I liked the color palette and the actual combat arena was good and balanced. I liked the controls and the overall concept, but I would have liked a little more feedback on hitting the enemies. Should probably have a limit on mobs at the end in the game over screen to prevent lag and/or crashes.
I liked the concept, and it would seem like it would be a natural on a touch-screen device. My concern is the complete lack of in-game instructions, and the next mission button was hard to find. The voice overs were hilarious, and the music was decent. I would clean up the interface and make the goals a little clearer. Maybe allow the player assign workers to different systems on the ships? Overall fun with room for improvement.
I like the clean, simple visuals. I got temporarily stumped twice, but nothing a little perseverance didn't fix.
Love the music, and the action was crazy frantic.
I played it in conventional mode, and it was ok. Then I played unconventional mode and... wow. That music came out of nowhere and I laughed so hard. Not sure it fits anything but it was indeed unconventional.
I liked this. My only real criticism is that the collision detection sometimes seemed a little off with the red TNT blocks appearing to detonate before I touched them. If they're area detecting, it would help to know the danger zone around them somehow; perhaps a tutorial level with the detonation detection area highlighted?
I really like the visuals as they have a nice, retro charm. The movement controls, while feeling a little too slippery (it feels a little like I'm on running on ice) are straightforward and easy to grasp, and shooting clones (nice use of the theme, btw) is second nature in no time.
I had fun playing but I'm not sure about the use of the theme. The mechanics are solid and there's a good learning curve.
@Mixer I've heard few times from various people that it's hard to kill the car, and I think that's partially because I did a bad job explaining a key mechanic: the car takes more damage the longer the cow is on the road before the car hits it, so place it at the far right of the screen for maximum damage. I updated the description above to hopefully help clarify that. Glad you liked the mechanic!
Big thanks to everyone who's rated and commented on the game so far from Floata (the game's co-developer) and I.
Great terrain graphics, nice controls and fun to play. I would have liked for the space bar to continue text instead of enter since space closer to my hand position during play. My one recommendation during play is a better indication of when the PAL bot gets hit and better/more consistent ways of telling when the enemies are actually dead (aside from a barely audible audio cue). A couple times I started to walk off on one I thought was dead that wasn't. The game does so many other things so well that this little hiccup stands out more than it may have otherwise.
Nice, clean, simple visuals are a plus and make it easy to tell where and what everything is. The various loading times were a bit of a surprise, given the seemingly simple design, and I would have liked to be able to jump on the move instead of having to stop first.
This is a fun game with a unique control mechanic. The music fit very well, and the sparse use of sound effects was a good design choice.
Simple/clean art style, but the controls were a little finicky for my tastes. I didn't see any use of the theme, though.
Nice use of the theme and it controls pretty well (especially grabbing bunches of cars at once) but two minor critiques. First the "lose" animation sequence strikes me as a little long for what it is (with seemingly no way to skip or speed it up). Considering how often I saw it while playing, it got a little old after awhile.
Secondly, and this one is for the monster and not you, the developer - if you're starving to death and desperately trying to shovel food into your own mouth, STOP DODGING IT. Seriously, no wonder you keep starving to death, you crazy monster... you're actively avoiding your own attempts at self-nourishment!
Anyway, it was fun, and that monster seriously needs to learn to feed itself properly. Good work!
pretty fun good entry
Controls are a bit unresponsive but it is a fun game ,music sounds good
The rotation controls in the air felt float-y at first but the more I played, the more I appreciated them. Lots of fun, and I had a blast just cruising and plowing over people and penguins alike.
pretty fun lotta clicking
It's good fun, and the premise is entertaining. I found that I got my best scores when I would tumble end over end into a mess of green guys and than lay flat and roll over them all.
Your choice of font was something of an irritant, personally as I had to stare at the post game screen each time to decipher my final score and I gave up altogether trying to read the time remaining.
pretty fun , not a bad concept would play this more definetly
pretty fun, hard but fun
its kinda like sim tower , like the game though
This was really nicely done, I love the perspective down on floor-level giving you a nice view of the monster's rampage. The voice work really added to it as well, and it was just a lot of fun to play. Excellent entry!
very fun , graphics could use a touch but cool.
Interesting concept, but I had trouble with hit detection, judging when I was or wasn't going to contact one of the sensor bars.
Fun to play and it's a buzz when I nail a long-range shot, but I was never able to accrue enough money for anything more than cool-down improvements and never got past wave seven on world one or two, so unfortunately I didn't get to see the more expensive bonuses.
very nicely done no music but fun
little difficult at first but very fun, good job
fun clicker
I liked the concept and it controls fairly well. The simple slide noise as the water drop grows and shrinks fits well and I'm glad that you eschewed any squishy, splashy sounds as it rolled around.
My one complaint was that the picking up of the water sources felt a mite finicky and imprecise, perhaps due to collision detection.
I came in expecting something along the lines of Foosball, so getting a pinball game was a nice treat. It controlled very well, and the graphics were simple and clean. My best win was 9:5 with 10,060 points.
I enjoyed this! I personally liked weaving in and around objects more than I really had to, even if it cost me more than a few times.
Breaking things was also fun, and the time I lost because I broke an AC unit and it carried me off the screen to my doom as it fell on me, I lol'd.
Good entry, fun to play and excellent use of both themes.
Fun, but a little tedious with the dog moving in steps. Those yellow thingamajigs shooting pieces off my dog were as close as I saw to a hazard, and once I learned that I could eat them, that challenge disappeared. The music is epic fun.
This was pretty impressive, especially the music, which really set the mood. As someone who doesn't like storms, the "lighting round" was particularly affecting.
The click and throw controls felt a little sticky at times when the beetles would only get moved but not thrown. This became particularly troublesome when their numbers rose and success required faster mouse movements.
This was a really nice game! The block placing mechanic was well thought-out and it controlled really well. Well done.
We thank you from the bottom of our hearts for your kind comments and helpful hope fro us as game pdev, your comments assist us to make better games for you
Fun concept, interesting controls (reminds me of Donkey Kong: King of Swing on GBA)and clean visuals. I kept swinging myself clean off of the vine and into the abyss in my excitement to climb.
The climber seems a little light-weight and swings around more than I would expect. Perhaps weighing him down more so that he tends to hang down rather than whipping around feel better? In any case, nice entry.
At first I was thinking, "I look like a cup, not a flower." That's what I get for not reading the first screen more thoroughly, I guess. lol
The old 80's arcade look and sounds turned out well and it controls smoothly (the two button limit negating being able to go backwards notwithstanding), but despite multiple plays I never did manage to grow that flower.
With my average life span in this game, you'd think this should have been called Flappy Ninja. lol
I did have trouble with the jump key not always responding, leading to a few of my many deaths.
I enjoyed this, and it looks like something that could be polished further and be even more fun, like something from the old Xbox Live Arcade. My one complaint would be not having a lap counter on the screen anywhere.
Level four stumped me, unfortunately, but the concept is intriguing. I liked the minimalist aesthetic, but even some simple 8-bit style sound effects would have gone a long way.
Quick question: is there a 'quit' button in the game? I had to alt-tab and close it that way when I was done. That's not a game-breaker but it is something to keep in mind for future games, especially full screen ones.
Had trouble understanding when a hit counted as a success or a fail, and failing seemed to be almost random. Nice concept, but it could use more clarification.
I like the concept, and the sound work is good. My concerns are the cars blocking your view of spikes right behind them (leading to the player taking unavoidable hits), the car doesn't seem to move fast enough side to side to match the speed of objects on the road (making collecting and dodging more cumbersome), and fuel cans could probably give more than just 2 fuel per pickup, given how sparse they are.
Enjoyable with interesting retro graphics. It played well in single player but was a little cumbersome as a multiplayer game.
Shooting the caravans off was fun, but the collision detection seems a little dodgy between them and the trees. They would often hit trees that it looked like they should have passed cleanly by.
Collecting the little people was an interesting mechanic but it seems like it would have felt smoother if they came to my city a faster instead of just meandering over.
This was allot harder than it probably had to be, as the people fell from high above the elevator long before I could get them. If they waited longer it would feel more balanced.
I like the gameplay, and the responsiveness between the controls and the animations was really good. My one complaint was when the track would bend, at times it would block my ability to see what shape the next wall needed behind my ship, resulting in hits I couldn't avoid save for blind luck.
I love the music, the visuals fit the experience (the wind gusts from the fans and the small background details in particular), making this one of my favorite games so far. It seems simple but the puzzles show care in their balance and the design exhibits good attention to detail.
all in all i think this is a pretty fun entry
This was an innovative take on the theme, and surprisingly challenging with a solid learning curve.
Great artwork! The game was a lot harder than I expected going in, but the balance was still pretty good.
The pixels flying everywhere while I used the razor were very satisfying! It wouldn't have been the same without that effect.
good job on your entry, I thought that it was fun and amusing all at the same time.
pretty interesting idea , little hard to follow but was a good entry
nice game very little sound effects music was cool though.all in all i liked this entry
very fun game , nice work on the concept and the theme . over all very good entry
Other than the sluggish-feeling transformations, this was a solid - and fairly challenging - game. The controls felt smooth and not stiff or rigid, which is always a plus with a platformer.
Nice concept, I just wish the magical girl form either ran faster or fired more rapidly.
I love the mechanic of growing the snake, it controls perfectly, and the levels are really well balanced. The audio was atmospheric and fitting as well.
That was much more difficult that I thought it would be! When the red circles fist started moving and chewing through the shapes I panicked. lol The visuals are simple but do the job and the audio fits the game. There's a definite positive trial-and-error vibe here as you play a level, learn its layout and movements, and eventually (hopefully) win.
I like the idea, and it was executed pretty well. I did find, though, that I could roll off the map and get the "you lose" sound even after I'd gotten the "you win" menu if I kept rolling around, plus I won once after I'd already lost because my defeated square came to a rest on the checkerboard platform.
It's a little buggy but still a neat, well executed concept, and a good take on the theme.
over all a very neat entry
Fun little title, and very simple to play. If I would make one suggestion, I would like to get points for descending levels as well as killing things, rewarding survival as much as combat.
I like the concept, and the paralax scrolling is a nice touch. The animations and controls felt a little rigid, though, which made some of the jumps a bit harder than they probably were meant to be.
good for your first game like the story as well
Very nice! The visuals, as blinry said, are stunning, so congrats to your friend on that. The gameplay was straight forward and the puzzles self-explanatory, but it was fun to solve each room nonetheless. I ended up getting toasty by the fireplace, and it was worth it.
I really liked this, and the art style was great (I especially loved the way the 'shhhh' was done) but if not for checking these comments, I would have assumed there was no goal other then shhh-ing around a vacant room. Thankfully, I did look here - I would have missed out on a great experience if I hadn't!
@Zgragselus The mouse look sensitivity was something we struggled with for the majority of the build. We would have liked to have included a sensitivity slider but unfortunately time did not allow for that.
The resource management aspect was clever, requiring me to change what was on at any given time to keep up the resources to build turrets. My favorite visual in the game was the light from the window moving across the floor. This was a solid entry.
That was really fun. The visuals reminded me, for some reason, of a more modern take on the old game Noctis. I liked the concept of monitoring a remote robot from inside of the ship, but having to go to the opposite side of the room to constantly check my vitals was a bit of a hassle. It would help the player if there was some kind of UI or audio cue when they got to a critical state.
love it just cause its from ohio like me :) also good job
After figuring out the controls (not because they were hard, but because I was looking at it wrong lol), I got to like the gameplay. At first it felt a little arbitrary but after re-reading your post here I got a grasp on the mechanics and it stared making sense. I really liked the graphics, in particular. They were really charming!
I like the concept and it runs really well. I'd be interested in seeing what kind of game play could be matched up with this design, if you continued to work on it.
That was really fun! It got so hectic and crazy around the 40k point mark that I was struggling just to keep track of it all. Great take on the theme and a lot of fun to play.
I liked the L and D islands for Ludum Dare, and the narrative was ok, but I usually kind of like more gameplay in my games. It actually - in a weird way - reminded me of the FMV games from the 90s, where you basically just pressed a key at a particular time to make the game continue.
This was fun! It took me three lives to figure out the rhythm, but once I did it played really well. The movement hit that sweet spot between too slippery and too stiff, and the balance was really solid. I did great - growing rapidly, defending my little creatures, harvesting asteroids - when we got attacked, and my planet did not survive. Definitely worth playing through again multiple times, though, looking for that high score.
I really liked this! I would like to be able to play in a window, and also save my progress to come back to, but overall this was really fun, nostalgic and rock-solid to play.
That was a lot of fun, and the controls were super easy to use. I loved the visuals (doing tricks in the plane is always fun) but for me, the song is the show stealer. It's fun, catchy, and reminds me favorably of the songs Kap'n would sing in Animal Crossing.
Fun and simple arcade-style game. Those ducks were brutal! What were the little green cubes littered around, though? I couldn't seem to interact with them at all.
The implementation of flying out a small world was really cool, and it played great. I did, however, find myself instinctively pressing down the go up and up to go down, flight sim-style, and crashing a bunch, but the actual controls you chose probably make more sense in this scenario. Nice work!
Interesting concept, it reminded me a bit of an old diner/restaurant cooking game that I can never recall the name of but enjoyed. The controls work fine, but I struggled to figure out exactly what I wanted to do, and I never did see the tutorial video you mentioned. At the start I kept tossing my burgers in the garbage because the holes looked like plates to me at first. The one thing I'd suggest if you continue working on this is a more granular meter for doneness, perhaps three levels of green to indicate perfect doneness.
I'm not familiar with the clicker genre of games (despite having seen many of them) so it took me some time to get a feel for how it worked, but once I did the system and mechanics worked well together. The clicking sometimes felt a little bit imprecise when trying to select individual turrets instead of the planet, but that might have been just me.
Visually, I loved the shadow from the planet and moon. It was such a subtle touch, but it looked very sharp. The audio cues were a good, but perhaps a little louder than I expected.
This is amazing! I thought I loved the camera shift/collapse mechanic, but then I discovered that it changed based on my look direction, and my mind was blown. The controls, sounds, graphics, everything are awesome. I love this game!
That was fun, and the cat showing up the first time was a jump-in-my-seat moment. I slept for the first time, woke up and went to fill a watering can and suddenly **GIANT KILLER HOT PINK CAT OF DEATH!** I ended up nearly starving to death, though, because stuff was growing so slowly for me, but instead I chose the hero's death and charged headlong at **GIANT KILLER HOT PINK CAT OF DEATH**.
That ended just as one would expect. :laughing:
Nicely done. After nurturing humanity for we over a hundred generations, I made every attempt to wipe them off of the map - but those little buggers are persistent! lol
*I am become Globe Guzzler, the devourer of worlds.*
It played well, looked good, had good sound effects and music, and was pretty fun. I had a little bit of trouble seeing when I was being shot at, but that's not that big a deal.
I liked the music, the art style worked, and the controls were solid, but my favorite part were the particle effects when you blew up a ship. If they just disappeared or faded away, it would have been missing something. Them shattering and falling to the ground was a really nice touch.
I liked exploring the terrain, and the ship model was really good. I see a good bit of potential here, so I'd suggest continuing to work on it.
Amazingly fun! I had a blast with this, and it looked and played so very smoothly that I just fell comfortably into the controls and interface.
very fun , funny music and awesome map...
Very fun, lots of high obstacle areas.
great game
That was funny as hell - caught me completely off guard when I went to bed.
Lots of fun once I figured out how to play. The mechanic was tricky to learn but so satisfying.
That was awesome! It was tricky to play with my lack of rhythm, but I did manage to drive the baddie back with the power of music. Loved the music and the animations.
@Icehottet The B key will kill the fruit at any time - even on the catapult, which lets you pick the fruit you want to use.
@Illaks You're sacrificing your food to protect yourself.
We probably could have spelled that out better in the game... lol
Looking like an old four-color comic book and playing as a superhero similar to The Tick was pretty funny. The controls - especially with an Xbox controller - were really on-point.
Fairly easy, quick action, and easy to understand controls.
Had a good time slaughtering fish... things... for meat. The controls were easy and responsive, and movement was faster than I expected (which was a pleasant surprise)
I love it when a game includes controller support; it seems like such a small thing sometimes, but - especially in genres like platformers - it makes such a big difference as far as playability. The roll move felt a little laggy, but consistently so, which allowed me to still time it well.
My favorite part, no question, is the check point system. Not having to start all the way back at the start after making some progress was a huge plus. I would, however, recommend locking playing movement until the camera catches up, because I died once before even seeing my character because I blindly walked into a saw blade.
Speaking of the saw blades; they - along with the quick respawns and challenging jumps - had me nicknaming this, while playing, "Super Meat Boy: Santa's Story." lol
Fun to play, but a little laggy on the web version. The controls worked really well, the graphics were clean and sharp, and the sounds were sharp and fit the game.
That was really fun! I got stuck a few times, but the hints on the page got me back on track.
That was fun, and right up my alley. Nice!
That was really fun! It took me a few turns to really understand the mechanics, but it was fun once I did. It was laggy for me, though, which made it harder to play.
Looks sharp, but the movement was just a bit stilted.
I love the gravitational pull effect when you near the other blobs! Countless times I'd be damn near another point and a blob would appear underneath me where I couldn't see it, costing me the game. I'm not sure there's a fix for that, though, aside from safety-checking for the player's position before spawning blobs.
I love the graphic design. The use of color and light, simple shapes, and the old CRT TV static made it feel like I was playing a really trippy NES game back in the day.
I'm not sure this is how it was supposed to be solved, but I fell through the floor after the big drop and hopped along under the ground to the end.
That was a brain-bender. I would recommend a level reset option, or at least the option to move a word back off of the board to make more room while trying things.
That was super creative! Apparently, square wheels aren't ideal for racing. Who knew...?
My determination to make a worthy phone booth mobile didn't get me to the end of the track, but it was fun to race. The jittery/glitchy movement and collision in the part finding process could use some fine-tuning.
I wish I didn't get myself arrested so often (this *can't* be good for my personal record), but the funny voice overs kept me going even when the less-than-precise controls got be thrown behind bars again and again.
I had way more success garnering views in this game than I do in real life, which was nice. The randomized themes leaving me with nothing popular to do for my next video had me wanting a refresh/skip option, but the need to get a video out on time (quality or content be damned) fit pretty well.
I wish the space suit didn't slow me down so much (or always whistle as I breathe), but it played well and looked pretty good.
The use of light and color were super-nice, and finding batteries so I could made my day lol. My one suggestion would be to clean up the spent bullet projectiles a little more aggressively after they hit the walls so they're not piling up and making movement harder.
Sweet, precise movement controls, along with clean, easy-to-read visuals. Nicely done!
That was fun! I love the challenge, and the atmosphere had a Portal-gone-bad kind of vibe. I always felt like I should have had more reach on the blocks/eyes than I did, but that was by design I found out. Well done!
I got a real Eden vibe from this lol. The moving/blinking apples freaked me out the first time I saw them!
This was a big surprise - I wasn't expecting a Factorio-like here. It took me quite a while to get a feel for what I was doing, but once I did I had a nice little operation going. My biggest criticism is making the two item selection menus independant. By that I mean, when I'm trying to place a conveyor belt, automatically de-select the coal or copper ore so I'm not accidentally placing both each time.
The puzzle mechanics were really creative and fun, and the controls made it fairly easy to play. The wobble of the power ups was a bit disconcerting, but my biggest criticism is that the black box used for level transitions only filled about the middle 2/3rds of the screen and didn't fully leave the screen to the right. As a result it blocked my view of the right edge of the screen and hid the flag completely on one occasion.
I'm soooo bad at pattern/rhythm games! lol I got to day four but kept on screwing up and that record scratch noise was unnerving so I kept panicking and missing more, causing more record scratch noises... rinse and repeat.
The controls were easy to learn and the basic mechanic well executed, but I couldn't tell if the icons synced with the music at all. If so, it was could have been my lack of rhythm that caused me to miss it.
The rope click detection was a little dodgier than I would have liked, but the concept was good and otherwise well executed.
I wish the I had some kind of on-screen indicator of which way the blue cells would move first when I hit spacebar, because I kept missing when I'd forget if they went right or left first. Other than that, it felt good to wipe that virus out of existence. lol
That got real trippy, real quick. I ran into the same error as Koolruz, btw. I liked the music!
Them's some brain-bending puzzles! I'm not the most clever when it comes to puzzle-solving, and though the goal was often clear enough about what to do, figuring out how made my head hurt. The controls were easy enough to learn and use, and the visual cues helped guide me through.
That reminds me a bit of Qix for the Atari 5200! I love the distortion effect when you collect a mushroom, and the increasing speed as the challenge was a nice touch.
Insanely chill experience. It's the kind of game I could have on in the background while working on something else and check in on periodically to buy new cars or change up my crops. I loved it!
I liked it! It was easier for me in keyboard mode, and the action was really good!
I liked the graphics and sounds, and the controls (besides wrapping my brain around up to jump while running down, which for some reason took me some time to get used to) were solid. I'm usually not a fan of running towards the camera, but this was a good take on that concept. I do wish there was a keyboard key I could press to restart the run on the game over screen instead of having to reach over to my mouse.
After some practice, I topped out at 19 baskets! π I wish the click detection was a little better on the crops, because the limiting factor was just missing the crops when trying to pick them up.
I complained the entire journey about not being able to use my scythe on anything, and the reward was a level just dedicated to using my scythe on stuff? Very nice touch!
I liked the graphics, but I wish either the chat text was a little faster or instead of outright skipping on a keypress it finished writing it out instantly first.
I'm terrible at QTEs, so the fact that failing one didn't result in a loss of life was a huge bonus. The only criticism I have is that there should be an end-goal, be it a timer or number of plants pulled.
I got old-school Super Off Road vibes from the gameplay, but Fez vibes from the graphics. lol I especially like the way the lighting changes on the boxes/plots as you cross the finish line. I would also like to extend my gratitude to all the Farmula Grain Prix fans in attendance for sitting through so many rain showers (especially when I started adding windmills). lol
Uhhh... π± lol That was so much fun until the end. Now I'm gonna need sleep tonight with my lights on. π
A lot of fun, except when Hogsworth (I never caught a name for the little guy, so I just nicknamed him Hogsworth) would get stuck on the terrain and wouldn't roll or jump. Especially as he got bigger and faster, collision issues got worse. The graphics, sound and gameplay were great!
Simple, easy to play, with a tarot card reading feel.
That story got real dark, real quick! lol I do wish the rocks flew a little faster, though.
The art was charming as all-get-out, the concept was good, the sound was pleasing to the ears. My one complaint is that the fling mechanic was a little finicky.
If the framerate was more stable, it could have been really good. As it is, it's still pretty good and the concept is really creative.
As a hamburger addict, this was right up my alley lol. I don't think it nails "harvest" as a theme, but anytime I get to make a burger, I'm right there.
I love the Asteroids vibe, and the oversized laser, like other have said, was awesome.
I was reminded of Black and White, the god game from Lionhead while playing this. It was really hard to keep my chickens satisfied with both food and sleep, and I accidently tossed them off the map a few times, too. π I like the concept, and if the chickens were a little more self-sufficient that would be nice - but would they really still be chickens if they could take care of themselves? π
Everybody's gangsta (and by everybody, I mean all the other ants in the game) until Giant Ant with a Tank On Its Back rolls up.
LD56-JackDTaylor 10_8_2024 11_58_45 PM.png
I loved playing, especially once I found a dead lvl 300 ant that I ate to grow huge. Once you're that big, though, it's kind of hard to lose on purpose, since I was killing everything and eating at such a rate that I was gaining more health than I would lose. It also made navigating a pain, since I could really only go forward, but that's life as Big Ant on Campus. π
That was a really fun, chill game. Not being well versed in idle/clicker games, it took me a while to acclimate to the mechanics, but once I did, I sent all my doggos happily into orbit.
I love the pole dancing roach! π I had trouble finding the bugs on the last stage, but not in a frustrating way, and I did eventually find them.
That was really fun - and funny! A Godzilla simulator crossed with QWOP.
I love the visuals (especially the use of reflectivity on the circuit boards), and the action was frantic yet very responsive.
I had a good time playing, but I got stuck in Chompy's mouth and glitched inside of him and couldn't move. The voicework was really good, and I liked the artwork allot.
The movement felt really good, running and jumping across the playfield. I wish the ball/creatures reacted more when hit, like they flew farther when hit, but it still works well as-is.
Super chill to play, with relaxing music and simple, fun controls!
I really dig this one! I love the graphics and how smooth the scrolling is, it plays really, REALLY well, and the voices are funny. Great game!!
I made it eleven days, but man, them warrior ants eat allot! lol
Takes me back to the old lightgun games at the arcade, although Corpse Killer also sprung to mind. The challenge is real, and my only real gripe is suddenly getting kicked back to the main menu upon dying, rather than any game over menus (I only rated on the LD56 build, not the post-Jam builds).
I like the concept, but the intense depth of field effect is a little overwhelming and makes seeing where I'm going harder than it probably should be. I maxed out at getting two cats evicted before getting caught. Them cats are vicious! lol
I love the mood and graphics, and the gameplay was easy to learn and understand. I really enjoyed this!
I enjoyed flying around, but I wish there was a speed up/turbo button so I could fly a little faster - you're a small ship in a big world, after all. Getting the coins into the machine took up most of my time, since they seemed to miss the slot more often than not. In the end, it's a fun experience, one that could shine with some more polish.
I love the visual style! I wish the guns reloaded a little faster, to give the player a little more of a chance, though.
I love the old-school arcade machine vector art! I wish there was an easier way to tell which baddies would take two hits from a distance, but other than that, I really liked it!
A breeding pet battle game for a game jam? Really impressive! I was caught off-guard when I realized I could breed fish to home in on specific traits I wanted, which - again - seems really hard to nail in a game made in a weekend. I won all the matches, but I gotta be honest, I'm not really sure how. π The other fish seemed to be doing just fine, swimming around merrily on the other side of the tank, and then I won. Win's a win, I guess! π
I liked it, it had a real Pikmin vibe. I just wish there was an easy way to tell your characters to not attack the wrong monster. For instance, when I tell them to attack a baddie on the other side of the map, I wish they wouldn't engage with every monster on the way there.
Thank you - I forgot to change that!
I love it! It plays really well, the graphics are simple and easy on the eyes, and the reading of the types of stamps was funny. I didn't complete the bonus level, because it was too hard for me, but I may come back and try again later!
I like it! The rotund waddling main character was charming, and the gameplay loop was satisfying.
A fun game, but it could have used a few unique lines of dialog for each character, just to mix it up a bit.
Excellent! The action was really satisfying, the boss fight was fun, the graphics were good, and the music was awesome. A stellar entry! One point of note was that at the end of the boss fight, I wasn't sure how to end the fight at first.
Creative mechanic of chasing down your projectile to collect it and fire again. I lost once when my ball got engulfed in a horde of baddies where I couldn't get it. π
I loved it! The music set the tone, and the graphics were really clean and well done. It took me a few to acclimate to the what the game wanted, but that's more me being slow on the uptake than anything reflective of the game itself. Excellent work!
I love the visuals, but it really didn't fit the theme in any real way, and the clock progression mechanic was really finicky for me. It wouldn't progress sometimes, and other times it would just jump to the end.
I really enjoyed this game! The map was easy to learn, but I had trouble discerning glowing objects occasionally. I also got attacked by people who were supposedly knocked out (i.e. coffee mugs flying at me from near a downed body), which was frustrating. That slap, though, was really satisfying and once I started to learn the map I got better at tracking stuff down.
I love the arcade cabinet model, and the bounciness of the rod and real were charming. It took me some time to dial in on the casting, but once I did I was reeling in the fishies with aplomb!
I like the aesthetic you went for, and the concept is interesting. One nitpick: you might want to tweak the camera placement so that it doesn't clip through the walls so easily, because that's a bit distracting.
I love the concept, and the controls are fun and easy to use. I was, however, unable to figure out how to successfully serve a drink. I mixed it up but couldn't pour it into any of the cups. I could pour it on the cups, or on the counter, but never *into* any of the cups.
I'll admit, I had reservations about the controls going into the game, having played games with a similar perspective in game jams in the past, but holy cow this one plays well. The controls were tight and responsive, and I'm so glad you didn't use tank/driving controls and instead opted for full 360-degree movement. The sense of weight and momentum was real but not overbearing - a hard balance the strike. The graphics were excellent, as well, evoking a modern spin on classic arcade games.
I like it - the graphics were retro yet clean, and the controls were easy to use. I could have used a better indicator for my gorilla's attacks, since I often missed and got mauled by leopards as a result. lol
I enjoyed the challenge of snatching up specific falling items, but a little more warning on when it's going to change types would help prevent accidentally picking up the wrong item as often.
I was able to completely skip the first two sections of the game by going up the stairs and out the back of the building, so that was fun (I did go back and play it properly afterwards, though). The horizontal movement controls appear to be reversed, and it's really easy to die for reasons I couldn't really understand - it seemed to happen at random, even while just standing around or opening a chest.
Awesome graphics, great music, solid controls. One small issue I found - when I went back in the house (instead of behind it), the fruit despawned (also the scrolls respawned on the desk, but I couldn't interact with them) and I was softlocked until I restarted the game.
@ryan-michaels That's a very good point - I was programming using a mouse with its speed/DPI tuned up, so I scaled mouselook to match. It didn't occur to me that it wouldn't scale back well.
This was really tough - and then I discovered the trick of driving backwards, which makes the oil slicks no longer affect me. I don't go very fast, but I also don't spin out anymore, so I win everytime. Neat idea!
Wow, that was tough! I had a hard time reading the angles to hit the enemies, and it seemed like the projected predictive path was often wildly wayward. Still a fun entry, but it kicked my butt up and down the street. lol
I love the mechanic! It reminds me of Frozen Synapse, and the end game replay is a nice touch. However, the replay was buggy for me, occasionally showing the wrong characters as alive and killing characters who weren't actually killed. Fix that up and I could see this being a fun little game to play with friends online.
It took me a few tries to figure out where I was trying to go (didn't notice the gold block at first), so I was just running around wildly. After I started using the shrinking map to hone in on the block, I finally got the rhythm of the game. My only critique would be not ending the level immediately after winning or losing, because you cut off the audio cue you had there.
I love the concept! I'd like to see this fleshed out after LD as a more complete game - it seems like there's a lot of potential here. I had some significant hitching/lag, especially during spawning of characters. Also, one one level the boss spawned outside of the map, and I had to clip my gun through the wall to kill it. Hopefully you'll continue developing this - I'd love to see more of it!
Infinite runner + card game is a combo I never would have thought of, but in practice it seems to work well. I kept ending up wedged in the far-right lane because I drew next to no 'move left' cards. Is that part of the balance, or was I just unlucky? The controls are smooth, and the only critique I would have is the shadow behind the player makes timing jumps feel somewhat tricky when just starting out.
That was fun! I at first thought for sure the bottom row was unbeatable, but once I learned I could stay airborne, it was game on! lol The sound effects/music fit perfectly, and the graphics were really nice pixel art.
On one run, I lost two of my three lives in the first 15 seconds or so, but survived three more rounds with my last dude. 7s are jerks, hunting me down like that.
On specific detail I want to comment on, in particular, was the telegraphing of attacks. Being able to see and anticipate the attacks made the game really playable without feeling hand-holdy.
I love the atmosphere. The car controls could use some touching up as they feel stiff and decidedly un-car-like, but the zombies looming in the dark until illuminated by your headlights was good, and I loved the swarm upon dying. That was my favorite part!
Also, like some others have said, power ups seem a little too few and far between. A few play sessions in and I've only seen one total non-fuel or repair powerup.
Wow, I haven't played a text-based game *or* a MOBA in a long while, so getting back into both took some time. I did win (as ranger), some 900 turns in. This was fun!
I loved how the strategy showed up as I played. At first the commands felt somewhat arbitrary, but playing more allowed me to learn what to do when. Simple to look at, easy to play, and surprisingly fun and competive.
As I was playing I kept thinking about how this would make a good board game. Chess/checkers with a soccer ball - I could see playing that with some friends while eating pizza around a table. As a video game, it also works well. My biggest comment is the 1-2-2-1 movement order, which felt confusing, but I can see why it might be better for balance.
The balance of the card draws was really solid. It was fairly easy to cycle cards to get where I needed to go, without being completely trivial. The sprite graphics really fit, as well (I kept thinking of Ice Climbers while playing).
It took me a while to figure out why I couldn't shoot (answer: I'm a dummy and didn't notice the differences between the weapons, their ammo, and their corresponding colors), but once I was able to fight back, it was a surprisingly fun game. I'm not a battle royale fan, by any means. This game, though, with its short, fast, small matches and quick restart made it fun to keep trying. Also, the control was just slippery enough that I felt like I wasn't always 100% responsible by my fails without feeling cheated by the game or the physics. That's something Nintendo's always been great at, and is a really tough balancing point to hit, so good work there.
My main suggestion would have been to color code the weapon icons in some way to match their colors in the field. Good work!
Decent action, but I wish I could either attack faster or could at least see a better cue of when my attack was ready. The controls worked fine, and the fail state - hands aloft, evaporating into the ether - was a nice detail instead of just printing "you lost" printed across the screen.
Solid controls, nice action, and entertaining facts. I especially like the character artwork.
That was a riot. At first I felt too rapidly swarmed, but then I discovered what I came to call EZ-Mode Hill, and Rackety Rekt everyone who came near.
RacketyRekt 2018-05-07 08-02-59-69.jpg
Ok, that was fun. I'm not sure if the green guy is supposed to have a gun floating in the middle of his view, but aside from that this was solid. The balance was good, the controls were spot-on, and the visuals had a retro/minimalist vibe. A real rocket model would be nice, but that can come later.
I was wondering if I was supposed to just survive as long as possible until I noticed the tiny black text in the top right with my objectives on it. That's the one thing I would recommend improving: making the goal text more noticeable. This could potentially be done by putting a solid colored background behind it, so the text pops more.
All in all, I enjoyed this - chalk this up as another Ludum Dare 41 entry I'd love to see more of in the future.
I like the concept. It controlled well enough and the block spawning was smooth and seemingly issue-free. My biggest critiques would be movement speed (it's a little sluggish, especially early on when there aren't many blocks) and that all blocks take one hit - perhaps if different colored blocks took different numbers of hits, for example. All in all, a solid first entry.