FoonLudum Dare ExplorerUsers → CabbageCrow

CabbageCrow

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small WorldSentient Dualityjam5863.032.843.733.072.882.001.892.60

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by CabbageCrow

LD38 — A Small World

Hopper by Porcus_Pie 2017-05-20T13:28:38Z

Wow, that is a really great game.

I like the simple but flexible core game mechanic, as well as the simplistic but cute visuals.

It is a coherence experience and the audio fits too, but after a time it becomes a little bit annoying. Too much ringing and tingling.

There is a little (more visually?) glitch if you are exactly between two planets, but I didn't got stuck.

I also really like the built in tuturial, which introduces gradually the player the game mechanics. It let the player explore the game instead of much reading up-front. A nice progressive approach.

I wonder why the player shouldn't use the overview mode all the time? It's much easier to solve the level this way (from the puzzle aspect). The only two reasons I found not to use it all the time is not having to press a button constantly and its aesthetics. It just looks nicer if you move along the character. Oh, it could add a little bit of a memory challenge. If you want enforcing the overview to be just for orientation, the character shouldn't be able to move while using it.

Don't get me wrong, the game is really nice and very well executed. I like it a lot. :-)

DONATA by Feminem 2017-05-19T16:56:29Z

This is a good example for me, that style matters more than graphics. The animations, effects etc. make it a nice experience, even though everything is low-poly. It feels smooth either way.

I didn't know the ingredient, I had to watch the video. [Hint approaching] Afterwards I saw the hint in Act I.

Act II - Simulation sickness danger! This can be greatly reduced by fixating a point on the "horizon" and moving the camera up and down instead of just turning the camera up and down.

It doesn't shine in gameplay, but the other elements made it worth for me.

Bazooka Freaks by Neato 2017-05-19T16:37:36Z

Great game!

Worms inside a sphere is already good, but with the sun and thus another gravitational field is super! And greatly executed. The silly game jam sound effects are funny. :-D

Giant Robots by Manax 2017-05-19T12:24:48Z

Nice style! :-) The mechanics are pretty simple and I miss information of the upgrades. So it is more trial and error.

I expected the weapon selection to be different, with up and down too, not only right and left.

It is a charming idea of the setting.

Fog and Glass by Alex bezuska 2017-05-19T12:53:02Z

You could call it maybe a linear visual novel?

Even if it is a "not-game" it still has its place here. I really like the mood it generates through the audio.

Yet Another Zombie Wave Shooter by urfbound 2017-05-19T12:29:39Z

It has common game mechanics, but the sounds are very funny! :-D

I had also performance problems with the third wave with WebGL. :-/

Space Mailman by Kepons 2017-05-19T14:46:16Z

I like this game, but the difficulty feels artificial. The problem is that you don't know how far the planet is away. Just a lack of information. It would help too if you have more reference points, so you know how fast you are moving.

Besides that it looks really good and feels polished.

Get Off My Lawn by xentai-inside 2017-05-19T14:17:37Z

Those flips during his jumps! ^^

Nice little contra-like shooter (flip jumps - eh?). Some feedback: It seems the hitbox for picking up stuff is a bit too small. Also it's a pity you can't shoot up or down without moving.

Besides that nice game. The boss at the end seemed dangerous, but only until he left after some shots. ^^ But the game runs and can be extended. :-)

All The Way Down by luthwyhn 2017-05-19T13:57:35Z

It's a nice small game. Of course it can use more polish, but you did achieve the most important thing - you finished a playable version. Congrats for that. :-)

From here on you can improve it or just take your lessons learned to the next project.

A Small World . . . or is it? by gamerjenn 2017-05-19T12:49:03Z

The implementation is pretty good, but I miss the actual gameplay. :-/ Just collecting items isn't very entertaining for long.

But as long as you learnt something during making this game it is a success. :-)

Island Catcher by Poller 2017-05-19T16:17:49Z

Nice interpretation of a typing game. Even with physics! ;-)

Lonely Moon by manou 2017-05-19T15:56:38Z

The actions in the game itself aren't that challenging, but adding the timer and oxygen were a quick and effective fix. I felt pressured, but I wouldn't like this for a bigger game. ^^

It was a bit frustrating if you get stuck at some edge, because of the time pressure. :-/

LD38: Planetary Command by schiapu 2017-05-19T16:11:51Z

It's pretty hard, even on easy! What about gamepad support? Could be easier with an analog stick. Of course you would have to consider the max. speed of the turrent.

Nicely done.

Tau Zero by sharpcoder 2017-05-19T12:58:10Z

The game is a bit unforgiving. You don't know how far the planets are apart and also some times the hitbox doesn't seem fair.

Super Plumber Man vs The Evil Elf King by BeamKirby 2017-05-19T14:52:17Z

Great and funny game! Power fantasy rules. And the polish of it, awesome!

Only the subs of the king are out of sync, but the voice acting is too good. :-D

Ghostscaling by STUDIOCRAFTapps Developpement 2017-05-19T15:42:58Z

A very unique combination of game mechanics, I like it. :-)

The learning curve is for my taste too steep, more dead easy levels at the start would really help.

Enceladus by mgoadric 2017-05-19T12:09:21Z

It is quite strange and at first I didn't understand how it worked. I thought my moves are mirrored by the other astronauts in some way, like in a mirror or repeated but with turned directions. Then I got it, that you play them one after each other. It was very confusing, because the way the levels introduce it to you. Maybe don't let the other astronauts move with the old inputs, but start from anew when entering the level the first time? (And also providing a clear/reset button to do that manually mid game?) This needs some work explaining it via text and via exploring - best with lots of redundancy. But then it is an interesting concept.

Therrain by stuffed wombat 2017-05-19T17:02:36Z

Very nice entry, I like the cinematic intro. ^^

It's an interesting mix of gameplay elements. Audio and visuals are really nice! :-)

My Small Mind by Icewind 2017-05-19T16:41:56Z

Very nice aesthetics.

There are many block moving puzzles, but the added story and also the element with the shaddows are nice.

Match the Fleas by DaisyChubb 2017-05-19T16:02:13Z

First: Congrats to your first game! :-)

Yes, the randomness is lacking, but I guess you want to dive in further into game making and maybe improve on that for this game.

The gameplay is simple, like memory but a bit different and it has a funny setting.

Go on! :-)

CryoDream .2 by KeenMustDie 2017-05-20T13:07:25Z

I kinda like it, even if it doesn't quite fit. But who cares! Having fun at ludum dare, right? :-)

Turtle World by TheCattin 2017-05-19T13:06:45Z

Really original idea, I like the concept. A new kind of puzzle platformer.

At first I didn't get it, that's probably a tutorial issue. As with every novel concept you have to get it into the player heads before they can enjoy it. You should put quite some effort in this so not understanding wont be a hindrance for your game.

Qwer CiTy by Le Slo 2017-05-19T14:07:43Z

Interesting idea! It kinda simulates a touch screen. You need some time to get used to this way of controlling things, but there is quite some potential.

Miskro by ghodan 2017-05-19T14:38:25Z

A really great game! The style is gorgeous. But because of the shading you don't always know what the terrain is like. I'm really fond of simplistic styles which look good. They fascinate me, that you can accomplish that much with pretty little.

But somehow shrinking and growing doesn't work for me ... :-/

Sentient Duality by CabbageCrow 2017-05-19T16:08:38Z

In retrospect it would be better that you can see more of the level (zoom out and different player position), so you don't have to move blindly. There are kind of implicit indicators when you are safe, but they are probably not clear enough or soon enough learnt.

Landing inside of objects during switching is a wanted risk, but it is probably not controllable enough by the player yet. It shouldn't be done by learning the level by heart.

The wave feels a bit wonky, maybe it should be a bit reduced (or done via options as a difficulty mode?) I find it easier to play with an gamepad, because you have more control or at least feel of the direction you are heading.

Noted for the future - thanks for all the feedback.

Sentient Duality by CabbageCrow 2017-05-20T12:53:16Z

@philomory Thanks for the breakdown for possible directions. :-)

I like to search for innovative game mechanics first which serves as a core of a game instead of other approaches. Or at least that it contains one, if I start with something else (story, setting, genre ...).

Did you approach the other entity at the end? However, the win and loose screen are pretty basic, due to time contraints. Let's call them functional. ^^

There can be a lot done and I see such projects as prototypes on which insights you can build upon. An they are proof of concepts.

Naming is one of my quirks, finding a descriptive and smart name, yet isn't too long and also (at least a bit) memorable. It's not easy, but I think it pays of - especially for games which get actually published. ^^

Sentient Duality by CabbageCrow 2017-05-20T16:35:50Z

@icxon Sshhh! Don't tell everybody. ^^

Of course a polished version would include some (or all) of these suggested things and for sure tutorial levels. Thanks pointing them out either way. :-)

Talk Isn't Cheap by Riker Greenslade 2017-05-19T13:54:21Z

Some people like graph theory. ;-)

I like this game, that it contain graphs and the music is a blast. It didn't quite get it, why the messages got slower, but I think this is because it shows the speed relatively (to the fastest one or the current age)?

Also I don't quite know how speed and how bandwith exactly influence the messages. More is better of course and I know both terms, but how do they work in the game? That isn't completely clear for me.

That are just areas I would improve, in the end I liked the experience. :-)

Tiniest Assassin 2 by mercerbox 2017-05-19T15:00:20Z

Nice idea, but the controls are too sluggish and unresponsive. I couldn't play it for long, sorry.

Hunting Frog by Indeximal 2017-05-19T15:31:13Z

This is a game jam done right. A simple game mechanic, good controls, visually simple but aesthetic - and finished. ;-)

I especially like the tongue of the frog. ^^

Carmina's World by Maximo Pech 2017-05-19T14:01:17Z

This game has a nice retro touch to it. :-)

At the beginning I wandered aimlessly around because I went to the left. A little bit of guidance would be good. ^^

I was pretty surprised of the pumpkin boss. Fortunately you have many (or indefinitely?) lives or else I would have died very quickly.

New God in the Town by erdiizgi 2017-05-19T12:18:02Z

Nice idea, if you like micro-managing. Not my kind of game, but I can see that some will like it. It probably needs a bit more on-screen info, like the current setting of people, where they are moving next. Also maybe make friends and enemies easier to spot? Like draw a green and red line between them (just a direct line)?