Absolutely Authentic Streaming Experienceâ„¢ by Whismirk 2020-04-21T01:31:03Z ♥ 1
The chat and donations were pretty funny, and the game was pretty well balanced I think. I wish there were more types of cards though.
Foon → Ludum Dare Explorer → Users → C1FR1
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Abnormal Distribution | jam | 2.50 | 2.50 | 3.50 | 3.00 | 2.50 | 1.00 | 2.50 | |||
| 2022 | 50 | Delay the inevitable | Infector Automata | compo | |||||||||||
| 2021 | 49 | Unstable | Fuse | compo | 405 | 3.18 | 2.95 | 3.33 | 3.38 | 3.19 | 2.88 | 1.94 | 2.64 | ||
| 2021 | 48 | Deeper and deeper | Haunted Basement | unfinished | |||||||||||
| 2020 | 47 | Stuck in a loop | Cloned Graph Trasversal | compo | 2.75 | 3.00 | 3.25 | 2.75 | 2.25 | ||||||
| 2020 | 46 | Keep it alive | Servant Snake | compo | 618 | 3.34 | 3.24 | 3.16 | 3.37 | 2.95 | |||||
| 2019 | 45 | Start with nothing | Trash Seeking | compo | |||||||||||
| 2019 | 44 | Your life is currency | AUTOTRANSPORT | compo | 398 | 3.00 | 2.50 | 2.87 | 2.71 | 3.26 | 3.05 | ||||
| 2018 | 43 | Sacrifices must be made | Flaming Resistance | compo | 328 | 3.20 | 3.02 | 3.35 | 3.26 | 2.83 | 2.81 | 3.44 | |||
| 2018 | 42 | Running out of space | The Last Wall | compo | 2.29 | 2.14 | 2.36 | 2.21 | 2.00 | 2.21 | |||||
| 2018 | 41 | Combine 2 Incompatible Genres | The Merging | compo | 552 | 3.03 | 2.75 | 3.36 | 3.14 | 2.78 | |||||
| 2017 | 40 | The more you have, the worse it is | The Speed of Greed | compo | 629 | 2.68 | 2.55 | 2.61 | 3.32 | 2.45 | 2.27 | 2.35 |
C1FR1 leaves an average of 7.1 feedback comments each event.
The chat and donations were pretty funny, and the game was pretty well balanced I think. I wish there were more types of cards though.
I really like the fast-moving (blood?) in the background, really added to the intensity of it. I would have liked it better if the controls were grouped around one had though. I played it with both hands on the keyboard and just moved my hand to itch and such, but moving the hand usually takes a noticeable bit of time given how fast paced this game is.
I like the water collecting minigame, it makes it more interactive than a normal clicker game. Unfortunately on my computer it didn't render the background on the screen where you are supposed to water the trees, so all I could see was a blue background.
This is the most well balanced game I have played so far. Once I fully understood the mechanics, it was still a challenge to complete, but far from impossible. I would suggest making the speed upgrade better though, I didn't really notice a change in anything except for the win condition.
I really liked your idea of forcing the player to spend their attacks wisely, especially when the HP is based on it. The graphics were also pretty good, especially that attack animation! The sound effect also worked well, although the landing sound could have been more loud/satisfying.
all I really wanted was a cookie
yes cookie
that made me laugh pretty hard once I got it. I think the more expensive sceptres could have been better. The power was there, but the lower attack speed almost made them not worth it.
I have always liked top-down control systems, but this is a unique take on it I don't think I have seen before. I like it! I think it could definitely benefit from a bit more time spent on things like pathing and balancing, but you only have so much time in a jam.
I like the idea, but I think it would be a lot more fun if it was a bit more difficult. At the moment, there is no punishment for going through it slowly, letting you just play it carefully. If you do that it makes it way too easy to steadily gain HP from round to round, even when buying upgrades. I got up to 2k hp before trying to kill myself, then finding a collision bug. (I held down the acceleration button, then I ended up getting to the left wall, where I didn't collide with the top and bottom parts of the path).
art looks great too!
I like how it was kind of like a stealth game, but the second enemy type made it play a lot differently. I found it a bit easy though. I think the enemy type that chases you once they can see you should be a little faster so it is harder to get away from them.
unlike the others, I actually appreciate the acceleration based movement, it makes it more difficult while adding some realism. I think you have the most room for improvement on weapon damage. I felt like the damage from the projectiles was pretty insignificant compared to the damage that I took from lasers.
I think in the end I got to level 4 or 5, I don't know how many levels there are, but I think this type of game would work well with one long randomly generated level.
I am impressed by how challenging these puzzles were while having very simple mechanics. I also like how for most levels, you don't have to do it in a certain set of moves, you have some margin of error which is rare in turn based puzzle games I think. I would have liked to see the theme in this though (unless I am missing something).
I really enjoyed playing this, but as soon as it got to the spinning lasers it got much more difficult for me, maybe there could be some obstacle that is harder to pass than the vertical lasers but easier than the spinning lasers? It would also be cool if it was generated, rather than the same level over and over again.
I really like the the concept of being able to move to a position, then having a cooldown before you can change course, it really made you think about what you are doing and plan your movements. I would have liked to see some relationship between the elements and the levels they represented.
I thought this was fun to watch, not much of a challenge, but still plenty amusing. I had a bit of trouble with getting some kids trapped and unable to jump into hell, but by that point my village was big enough to kill satan anyway.
this is a pretty cool unique game I think. The things you mentioned would make the game better. I would probably just want some tutorial levels so you don't have to guess what each action does, and something that makes it nessisary to kill your guys. I am pretty sure each of the levels are possible without killing any of them which kind of works against the theme, maybe there is a type of terrain that you can't drill through and you have to sacrifice one of your guys to blow it up?
I think the rules could be slightly altered to make the game much more interesting. You would be punished more for having too many ludums if you made the cost of the ludums n^2 where n = # of ludums on the planet.
I like the faces the planet makes btw.
The mechanics are unique, and I think have a lot of potential, since they can kind of mix platforming with a puzzle game. I would like to see more levels that use that puzzle aspect. You might want to include instructions on how to launch, I am not sure everybody knows what they need to open in order to run it.
This is a pretty good platformer, and there are plenty of levels, but I would have liked to see a game that incorporates the theme as a gameplay mechanic, rather than a unique end level animation.
I like the size of the dungeon and versatility of the enemies. although I would like to have seen a minimap for the dungeon that is visible while playing, I would have pulled it up on my second monitor but I was just playing on my laptop.
I really like this, it doesn't look like graphics and audio had very much time spent on them, but you made some interesting puzzles given the limited time. If you spent more time making more levels that are more challenging I think it would be a pretty good puzzle game. I also like that you are given some extra guys in case you loose some to enemies, so that you don't have to worry about being perfect, yet you still have to be conservative with them.
the tossing animation for the gnomes is hilarious. Movement was a bit awkward tho. The music played very quietly for me, but when I turned up the system volume I enjoyed it.
I got a bit addicted, this is good, but at the end I don't feel like there is enough of an incentive to build generators for the more expensive blocks, and it gets really menial. I still really enjoyed it though, especially the first part.
pretty fun little game, I like the graphics, but imo it feels a bit sudden when you destroy an asteroid, probably because the particles disappear immediately, I think it would be better if they hung around and disappeared like they normally do instead of just suddenly disappearing. An explosion animation would have also fixed this.
I like the difficulty curve and the slow introduction of new features, the level design was pretty good as well.
good idea, but if you stand on a pole you can get an infinitely high score (only got to 20 though)
I like the idea, which is actually kind of like a 3d version of my game. The journey up is fun and interesting, but once you get to the top, the gameplay gets kind of boring and time consuming. The idea of having limited blobs is a great idea, but it is kind of eliminated because you get blobs back almost immediately. I didn't play the post-compo version, so I don't know if you fixed any of this.
this was really fun, it was balanced pretty well, and the story was amusing enough. there was a bit of a hitbox/map bug on level two (the hitbox went out lower than the characters at one point, its towards the bottom, shouldn't be too hard to notice). I assume the coins reduce the power of Z because I destroyed them all and Z was kind of a pushover (normal not challenge mode, I pretty much just had to shoot him once with weapon 4). Also when skipping dialogue, hitting escape the first time should display all of the text rather than dismissing it.
I shall call them debras too, and I will only eat pidda.
its somewhat skill based to get a large area of zapped dots, but the ending score seems almost 100% luck based, I have covered about half the area then died early one one run, then on the next round I covered the whole board and got about a third of the previous score. High score for me is 129,064. Aside from the amount of luck involved its an interesting concept, and its kinda fun trying to get a high score. Visuals are pretty good too.
the first bit is pretty fun, but then the map kinda breaks down a bit. I found some sort of outside area in the castle, and explored it a bit but it was pretty hard to navigate, not sure what that was intended to be, maybe it was a shortcut I couldn't figure out how to use. once or twice I managed to turn the player so that it was facing the ground and I had to restart. If you keep working on this I would spend more time on the map, because the game play itself is pretty good. I don't know a ton about music but this music sounded pretty cool, and it was pretty easy to follow along with the beat. A visual cue would be nice though.
the controls could use some work, but otherwise its a pretty good game.
the graphics (specifically the background) got a bit buggy after a bit, also the camera started vibrating... Aside from that, its pretty fun to play
pretty good idea with a nice execution, I also really like how you made the pendulum also work as a way to spin the gear, would have not thought of that if I made it. My only complaint is that blue kills you... blue tends to be associated with good things, so it might make more sense to color the hazards red, or change the texture into spikes or something.
I really like the idea, but I didn't see a clear correlation between the music and the obstacles. I also think there should be a little more incentive to stay on the path of the music, since in some songs the point squares are not very plentiful. Good job!
I saw your explanation for not letting the player move forward/backwards, but why can't they look directly downwards? also it is a bit weird on the bottom because the camera kind of gets stuck in a position if you keep looking down once you have hit the limit.
I know this is like 4 months late, but if anyone wants to run this on osx, you need to run the jvm with an extra setting, navigate to the folder in terminal, then execute the following command ```java -XstartOnFirstThread -jar Ludum\ Dare\ 40\ Mac.jar```
i broke it... the hitboxes are not perfect so I managed to fly out the top right corner. I then went towards the bottom and flew at ground level so that I could collect humans without using the tractor beam. If you just fly left and right around there, it is impossible for the helicopters to hit you... until you spawn so many helicopters it lags the game. I got around 50 humans before I gave up on the framerate.
would be more interesting if the map was either randomly generated, or if you had multiple. I found the exit on the second run (I don't know how I died on the first).
takes a second to understand what everything does, but its pretty fun. There is some sort of audio bug when the fire reaches the edge of the screen btw.
LD49 — Unstable (10)
Vineyard by Alvan Arulandu 2021-10-18T20:48:53Z ♥ 1
Really well put together game with nice textures, although the gameplay could have used some more focus in my opinion. Also it was a bit hard to properly use the camera, more continuous camera control would have been easier to use than the screen switching I think (if that makes any sense?)
Chaos Cube by Balduvian Dead 2021-10-17T19:36:38Z ♥ 1
flawless game with perfect collision
Moonbase Melee by GustavB 2021-10-16T17:47:18Z ♥ 2
First time around I didn't really get the "Unstable Energy" mechanic, a more thorough explanation would have been nice. Second time around I paid a bit more attention and it got more and more fun as I got better, and I managed to bop the listed developer record.
record.png
The melee attack paired paired with zipping around the arena from enemy to enemy was really fun, and it had a nice satisfying swing animation too.
Clad In Plaid by ModdingMachine 2021-10-16T17:07:56Z ♥ 1
I got to 833, it was pretty fun, although I wish you had a little bit more time to react to the projectiles. For the most part I just tanked the sus boxes and tried to shoot as many of the resulting bricks as I could. The tutorial was hilarious but not all of the sprites for the falling stuff showed up for me. Once the game started the sprites made it obvious what was what so I didn't mind that.
False Angel by Jonah_SRG 2021-10-15T17:14:51Z ♥ 1
Really nice assets, and I like that you implemented the theme in two different ways! My only gripes are with the balance of the levels. The left and right movement on the first level felt awkwardly slow, and the 2nd level had quite the difficulty spike since you had to pay attention to so many different things while constantly doing inputs. The third level was a satisfying conclusion though. Good job!
Potion Trouble by Yorsh 2021-10-11T09:52:58Z ♥ 1
very nice graphics with a consistent style, nice job! The music was also pretty good.
I did run into a collision issue once though. I somehow got stuck on the lower left of the blue circle thing. I think what happened was I fell off the top, then tried to climb back on while still falling, then got stuck. A minor issue for sure though, I wasn't able to recreate it.
Dark Forest of Echoes by Tygrak 2021-10-09T12:11:12Z ♥ 1
the bullet hell at the end was pretty fun, I kinda wish that was the main part of the game even.
U.N.S.T.A.B.L.E by Stefanie Leitch 2021-10-08T11:56:23Z ♥ 1
Really well balanced game. I was worried that once the tutorial part ended I wouldn't be able to keep up but it was just about right once I properly understood the mechanics.
The tutorial was pretty good the first time around, but it did get a bit annoying on my second attempt. It would have been good to separate a "game" mode and a "tutorial" mode so that you don't have to wait for all the mechanics to start working.
A puzzle with a cube and lazers by A.Bond 2021-10-06T22:26:06Z ♥ 0
I liked the levels where you had to do some forward planning, however I think it did get a bit too much for a level or two where the difficult part of the level was just memorizing the layout before turning out the lights. I would have also preferred a larger focus on puzzle mechanics that the player can interact with, like boxes that the player can move around to block lasers, rather than spinning parts of the environment that you have to wait for.
overall good job though, especially on the lasers, those looked pretty nice.
Bennet Froggy by Weirdybeardyman 2021-10-04T22:14:09Z ♥ 1
you did a really good job of replicating the feel of playing getting over it, while having completely different mechanics, well done!
I personally would have preferred having some checkpoints but making it harder to stay balanced, but I suppose that wouldn't have been as faithful to getting over it.