Dungeon Runners by Valandre 2011-05-02T15:56:00
Loved the clean graphics. I'm always amused by dungeons as hero grinders. Quite nice.
Foon → Ludum Dare Explorer → Users → cambrian_era
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | You're It! | compo | 318 | 3.30 | 3.55 | 3.35 | 2.20 | 3.65 | 3.28 | 2.94 | 35 | |||
| 2015 | 32 | An Unconventional Weapon | infusion | compo | 14 | |||||||||||
| 2014 | 29 | Beneath the Surface | Army of Gnone | compo | 28 | 4.05 | 3.83 | 4.05 | 3.61 | 3.85 | 3.43 | 3.28 | 3.80 | 71 | ||
| 2013 | 28 | You Only Get One | Bieb-Ar and the Chamber of Eternity | compo | 584 | 2.91 | 2.81 | 2.90 | 2.27 | 3.64 | 2.95 | 2.72 | 3.11 | 22 | ||
| 2013 | 26 | Minimalism | Beeat | compo | 721 | 3.00 | 2.67 | 3.00 | 2.93 | 3.19 | 2.81 | 2.25 | 2.77 | 45 | ||
| 2012 | 25 | You are the Villain | Zomega | compo | 86 | 3.57 | 3.32 | 3.27 | 4.04 | 4.09 | 3.74 | 4.10 | 3.60 | 46 | ||
| 2012 | 24 | Evolution | Seed 1,801,360 | compo | 211 | 3.29 | 2.60 | 2.84 | 2.52 | 4.18 | 2.26 | 1.29 | 3.68 | 40 | ||
| 2012 | 23 | Tiny World | Pin Party | compo | 308 | 3.18 | 3.07 | 2.67 | 3.04 | 3.07 | 3.46 | 2.83 | 2.86 | 47 | ||
| 2011 | 22 | Alone | Alone Together | compo | 96 | 3.30 | 2.75 | 3.80 | 3.75 | 3.20 | 3.40 | 2.93 | 3.00 | 2.08 | 46 | |
| 2011 | 21 | Escape | Slip Away | compo | 50 | 3.61 | 2.90 | 3.52 | 3.16 | 4.06 | 3.76 | 1.47 | 2.40 | 2 | ||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Pitch In | compo | 14 | 3.76 | 3.52 | 4.00 | 2.83 | 3.52 | 3.76 | 2.71 | 2.11 | 6 |
Loved the clean graphics. I'm always amused by dungeons as hero grinders. Quite nice.
Cool idea. Sadly, I wasn't able to get the music to play. The rest of the game seemed to work, but no music. I see it says original track found here, but I don't see a link.
Thanks for all the comments and feedback all, I really appreciate it!
Very cool. There do seem to be some buggy areas. I got stuck in an area where the obvious way to proceed wouldn't work (you'd immediately die by a trap you couldn't see from the previous room).
Congrats on finishing! Obviously, more levels would've been nice. I appreciated the voice instructions, since it wasn't immediately obvious what I had to do.
Can you... be more specific? Did you need/want more of them?
I feel like you've got a solid core here. The tower defense/RTS thing has a lot of potential and I can see the sort of simple-but-complex system where the upgrades for certain classes influence others. I just didn't know what anything actually meant or how it would, in real game terms, actually influence anything. Still, I think it can be polished and refined into something really awesome.
The lights did add a lot to the atmosphere. I found it too dark, though. I could barely see my character at first. I realize my monitor is probably darker than most, but even so, it's something to keep in mind. More than anything, I felt like I WANTED it to be more like a twin-stick shooter, where you could run in one direction and shoot in another, rather than the FPS controls it has. That, combined with a bit faster movement and less momentum on the character and it'd probably start feeling a lot more fun.
OK, the music made me laugh, and the two-ship gameplay was pretty neat. Of course, the music kept playing once I closed the tab, so as I write this, I'm hearing doom da doom da doom da doom.
It's nice and simple, so that's always a thing. A couple of notes, though. First, it takes a second (well, like a half second) of holding a direction before she starts moving, which makes avoiding things awkward. Second, the bounding boxes seem to be a bit off. I was getting hurt by things I wasn't visually touching. Still, it's a good effort.
Nice game, well made, graphics and sound are good. However, I found it frustrating, since the enemies most as fast as you do, once they're nearby, they can just drain you and since they can jump out at you in the dark, they can often get near you before you can do anything.
It's a little tough to find things to say because it's not very gameplay-driven. Maybe if there had been some way to have the narrative unfold as the player interacts with the world, rather than it being an animation with a short sequence in between, it might have been more engaging. The music, however, added a lot and really helped sell the mood.
This may be one of the most realistic simulations I've played all year. Perfectly described my life.
Cool entry, I feel like with so many people to meet, I lost track of who was who, though.
I didn't really have any trouble learning how to play, though I still found it hard to click fast enough and keep track of the people with matching icons. This was actually kind of similar to the first concept I had for this LD, so I'm glad someone made something like it!
I thought I could see the lizard, but it turned out to be some dirt on my monitor.
The music was great and I loved the idea. I think the levels were randomly generated? I felt like that might've worked against it as I was pressing the reset button fairly often after getting stuck and on occasion I felt like I was just resetting until I got a favorable board rather than solving the puzzles. I'd love to see the concept expanded, though, I think there's enough there for a full game.
Ahh, super old school. Brutal, though. I might take another crack at it later. A few new-school concessions like infinite lives might've actually made it more enjoyable in the rushed LD context. Still, I keep wanting to go back and play it again so...
This is one of my favorite games so far. It's a bit like a combination between defense games and triple town. The balance feels a bit off because it's an LD game, but I found myself playing it for a lot longer than I had expected.
A couple thoughts:
It seems to run really fast on my machine, which makes it hard to play. Jumping in particular is problematic. I mention it because I'm not sure that's the intent.
Also, when you're moving I think it'd be helpful to try to get the camera to move ahead of the player, especially with a game like this.
The graphics are nice and cartoony and I like the concept, it could probably be expanded.
I really like the concept and I feel like it could be fleshed out. Bugs did make the game somewhat difficult to actually play, and having things on one universe immediately affect the other one sometimes meant stuff seemed to happen almost randomly. I didn't realize at first why things might flip out. If it were clearer what was happening, it might've been more fun, but I still enjoyed the game.
Graphics were cool, the story was... interesting? I genuinely wanted to know what was up with the cube. Maybe I missed a step somewhere and got the bad end.
I had a hard time navigating... I got that it was a cube, but it never really fit together in my mind as one. Also a more subtle hopping sound might've worked a bit better.
I dug the graphics, the GameBoy vibe really adds a lot and the game felt pretty meaty. The jumping felt a little wonky because it seemed very linear? It wasn't that big a deal, though, because the game was more about exploration and I never felt like I was asked to do tricky platforming, so it's all good. Yeah!
I got a score of 582! Would've liked to see more... stuff, but that's how Ludum Dare goes. Pretty fun 'little' game, everything felt good and ran well.
KevinWorkman, wow, that's.. actually kind of impressive.
BlackBulletIV, doh, I forgot to put in that the arrow above the lead angel points either to the nearest angel or back to the pin, so you just follow that.
... and here I'd thought I'd made the only entry that was a shooter that had rainbows and bears.
I dig the graphics. Plus bears.
Poor kittens. I had trouble with the collision and jumping, it made going over water rather tricky sometimes. But then, sometimes it didn't register that I'd fallen in water.
Rotation effect was cool, though.
This is really silly!
I didn't really get how to play. I mean, I got the controls and all, but a bit more about the rules would have been helpful.
I dug it. Music was cool, the art style worked. I didn't feel terribly invested in my painting, but I still liked the concept.
I had trouble with reloading as well. I'd hit the key and nothing would happen then a while later, it reloaded. I guess I expected that hitting 'r' or whatever instantly reloads, but it seems to start some sort of reload process, so it just wasn't what I was expecting (or it's a bug, I dunno!)
Music and art and sound were all nice, and arena shooties is always fun, though.
I dug the pixel graphics and the mutating colors, didn't really see that there was much, if anything, to actually play, though. Nothing attacked me or anything.
I really liked the concept and I'd love to see it expanded. Sure, the controls felt a little wonky, particularly mating things, but I thought it was quite clever.
It's really cool that this was done by high school students. More game design classes are always a plus! I was impressed by just how much there was... lots of levels, music, plot, everything. Even if you have a big team, getting things to come together can be tough. Good job!
Whoops, fixed. Thanks!
Gabriel,
What I'm seeing online is that that usually means the data folder is missing. Can you check that there actually IS a seed_Data folder in that folder? Maybe something happened during extraction.
I dug it. Old school arcade feel. I could see it being expanded with powerups and such and it'd still feel fun to play.
Loved the graphics and I'm partial to tile/train games. Sometimes the hero would drop right on my head, and at first I found it hard to figure out where the tracks needed to start and stop.
Looks and sounds great, plays smooth. Wish there was more to it. Even being able to choose when I could turn into a bat after collecting the gem would add a lot, I think.
Oh man, I found is sort of impossible to actually play, but I'd love to see this made into a full game.
Fun and simple arcade action. I like it.
I never trusted a rhombus. And hyperbolic planes? Forget it. In any case, I got to the third area, then I walked to the left and apparently fell out of the world.
Cool! Graphics were really cute. I feel like it has a lot of potential, like, you could have different powders that spread in different ways with different effects. My only complaint is that the randomness of the enemies meant that winning or losing felt somewhat arbitrary.
Gorgeous.
I really dug it. Graphics looked nice and worked, audio was good. I got a sense for the story pretty well from the get-go. Yeah, the controls were a little finicky, but they worked.
Thanks for the info, zenmumbler! Unfortunately, I won't have access to a Mac until after judging is over, but at least that was Mac users can play it.
someone, and anyone else having issues with mouse not grabbing: try the non-compo version. Rate the original however you'd like, of course, but I'd rather people be able to play it.
I like the concept. Maze/dungeon defense sort of thing. It does, however, feel sort of arbitrary. Potions appear seemingly at random, so you might set up some careful traps only to have the hero wander into a potion, for instance. I feel like there are a number of directions you could go with the concept, though, and that's a good thing.
I diligently made train noises throughout.
A lot of fun and engaging, even with such simple gameplay. I got sucked in shooting zombies, getting a rhythm going. Would've loved some Christmas music, but given the time limit, it feels rather well polished.
The idea is sound, but it doesn't work as well as it could. I expected the black holes to pull the ship toward them, and it spins around. Which would be fine but sometimes I couldn't gauge when the ship would go left or right. Placing one on the left, for instance, might make it jog right. It was hard to get an intuitive feel for it. The graphics and sound were nice, though.
I don't know why, but I was unable to get this to run in the plugin or to download. It might just be GameJolt, so I'll try again later...
Well, that's the first game I've ever played that actually made me dizzy. I think a more subtle background and higher quality audio (as in, some of it sounded really fuzzy) would help that. If there was a goal, I couldn't figure it out, but I still thought the concept can definitely work I just had a hard time sticking with it to make it through it.
I honestly couldn't figure out the other goals. I could get to the top pretty quick by mashing 7 and 9, though. I feel like even something this simple could be interesting, if the circles needed to be lured or trapped or moved in some day.
Multiple games at the same time is a pretty neat concept, but I had a hard time with even playing pong because it was hard to see the ball with the screen vignetting and the white page background doesn't help. Otherwise, it's pretty solid.
I think something's off in the jump code. Sometimes you do little hops, sometimes it's a big leap. Still, best font-based run and jump game I've played this year!
I liked it. The mechanic worked quite well and the music was nice.
I liked the idea and it works pretty well. I kind of felt, though, that I wasn't sure why things happened and thus I was sort of clicking around. Were there goals? Just a time limit? As a toy, I enjoyed it. As a game, though, I felt a bit annoyed. I just wasn't sure which it was trying to be.
Good music and it was rather fun, once I understood the basic strategy. Nice!
I love the look and I think the Cube stuff could be sweet, but I found it to be rather frustrating. I don't think the sort of slow, awkward rolling lends itself to gunplay. Or maybe I'm just disposed towards adventure games. Still, quite nice.
Very clever. I dig it.
Loved the look and music of it. Felt a little unsure of what I was doing during the second half, but I managed to shoot stuff.
Red pumps? plz. He should totally have had some nice peep-toe sandals or something strappy, maybe!
The mood was lovely, graphics worked well, and audio helped things along. I'm not sure I'd want more gameplay per se, actually, but maybe if it didn't look/feel like a shooter, it'd be easier to handle. If it were an adventure game or something, there wouldn't be as much of a problem. In any case, I enjoyed it.
Wow, that's ambitious. I have a soft spot for these sorts of games... I'd love to see this sort of minimal version as a mobile game, myself.
I got stuck, but managed to get through it. I really dig the concept, and I'd love to see it be fleshed out as a mobile game.
Nice and relaxing. The first go-around I did not find The One, but the second time, they were right there when I started. Maybe that means something? Dug the music, as well.
Dr. Mo, can you describe what was wrong and what browser/OS you were using? The tile/scrolling is all Phaser, really. I do realize that it's not REALLY a cheat code, it's just part of the conceit that this is a Japanese arcade game of an American cartoon from 1988 starring Justin Bieber. ;)
Gorgeous graphics, moody music. However, I got frustrated after a while. The problem I had was that you have so much momentum that whenever I thought I was making progress, I'd fling myself into an enemy that was just offscreen before I had more time to react. Aquaria is one of my favorite games ever and this looks great, just wish I could finish it.
Very clever use of the controls and the music fits perfectly.
Yeesh, that was grim. Looks and sounds good, but more than that, it 'feels' nice. Well, until you inevitably drown, I suppose.
Lovely aesthetic and surprisingly relaxing for a game about digging up corpses. I wish there was more to 'do' with the drill, I felt I was sort of randomly driving around hoping to hit the right thing, but still quite nice.
Lovely graphics. Nice spin on the sandworm idea.
The harpoon mechanics work really well. Would be cool to see this expanded on after the jam.
Well, sure it's a cool puzzle game, but where are the beards!?
Cool concept, and the mechanics actually work. I'm terrible at card games, but I understood this one. And, it goes without saying, the graphics are excellent. I'd play a full version of this one.
Hard to explain, but it sort of reminds me of Wonder Boy in Monster Land? Cartoony graphics were quite nice. Wish there had been more done with the whole sleep mechanic.
The graphics look simple, but they're quite nicely animated and the music was good as well. The actual mechanics work quite well and I thought it was fun to play. Very nice.
I couldn't really figure out what to do. I think this is a case where I feel like if the world was smaller, it would've been easier for me to feel like I knew where I was going. Or maybe a 'ping' mechanic? It's got a nice 2600 vibe, though, so I dug simple graphics.
Oh man, so many aliens! Music was quite nice, as well.
Quite pretty and I really like the idea, but I got stuck without realizing that that it wasn't quite finished. I would love to see it expanded into a full game.
I love the idea of playing a mimic octopus and the wibbly-wobbly arms work well... maybe a little too well. Eventually I found that my best strategy was just to kind of stay in one place and gyrate. Oh, great music, too.
I got a high score of 38850! Quite fun. As infinite runners (or, you know, surfers) go, it feels pretty unique. I like that it mixes up the game types. I wish there had been more mines to do tricks off and that the general difficulty was a bit higher, but I'm a masochist that way. The music was excellent.
I have a hard time with stealth games, so I ended up giving up, unfortunately. There's a ton of content here, though, for a jam game, and music as well. Pretty cool. People in that town must have some serious jumpin' muscles to get to their doors!
I couldn't get it to work... The mouse controls worked, but the keyboard ones didn't. Too bad, it looked quite pretty.
The music is quite good and it looks pretty good. I'm sure you know the main problems, but a few things to recommend, if you decide to finish it; wasd+space is pretty hard to use. Your ship is huge, smaller would probably work better. Anyway, keep it up!
Nice and moody, music works well with it. I couldn't figure out what to do once I scanned all the statues, though.
I managed to get 150 once I figured out the controls... shows what I get for not paying attention. The mood is quite nice. I played The Mariner's Revenge Song while playing this one to add a soundtrack.
Congrats on your first LD! The shaking really bugged me, unfortunately. I could't see the spikes, either, which made it pretty frustrating. The main thing that could've improved it was more of an indication on where I should go. I found it hard to deal with navigating a maze under a time limit and doing platforming. Still, it's a solid first entry.
Looks and sounds great, cool concept, just wish there was more of a 'puzzle' to it? I sort of lobbed things around until I won. I feel it could be turned into something really cool with those base mechanics!
The idea is pretty cool, I dug it (get it?). I wish I had more of an idea what I was doing, though. Also, I find the WASD+Space controls hard to use, but that's just me. I did, however, play Baby Got Back while playing it, just to add a soundtrack!
Very nice pixel art. Can I give bonus points for the name?
I like some of the concepts, like the time changing aspects and such, and it looks quite nice, but I still found it rather frustrating. In level 2, I was on some pillars, and then they went up and I thought I was done, but apparently I died? I feel like I was lacking feedback in what I did, whether something was dangerous or helpful. That's partially the point, I realize, but still. I think it's a solid effort, though.
The graphics and music are quite nice and it played well enough, though I wish there were powerups or something. One thing, the controls seemed to have only one direction at a time, like, up or right or whatever, which seems pretty awkward for a twin stick shooter.
Oddly frightening? I really like the concept.
I'm terrible at endless runners, but a good, solid entry.
That's quite a title screen you've got! I get that the whole physicsness of it is the point, and it could be cool, but I found it more annoying than funny. I had a hard time knowing what my hand would grab. I think it'd work better if you could sort of fling things around with a flick, that way you could 'dig' through your ingredients and just toss the right ones in. I think that could actually make it into a fun mobile game.
I know it's supposed to be a virus, but I visualized it as rolling around in stacks of Vienna sausages. Definitely feels like a toy that could be made into a game and I feel like it could be pretty fun if it was.
Very nicely done. Too difficult for me to get very far, but it plays excellent and the pixel art is sweet.
A winner is me! Sounds nice.
First, those graphics are amazing. The music is good, too. However... you managed to combine two of my worst genres, so I have no idea what I was doing. Still, definitely something to expand on, post-jam. Very cool.
So, the music and art work well, but this could have really done with more instructions. I fiddled with settings and eventually got to a point where I could just leave the miners going and everything was stable so I won the game... I just wasn't sure why.
The weird floaty low-gravity gameplay is surprisingly addictive. The graphics work well to set the mood, too. I did get stuck after finding a space melon or something. Pretty cool.
Madness!
I love the colors and the mood... I got pretty confused, though. I got a few seeds, then nothing and I couldn't really tell if I was running or not.
Very nice aesthetic. Eventually, I just stopped worrying about trying to sort things and ran around with a can of spam watching his eyebrows wiggle.
Pretty cool. A few things that would probably improve it: A bit more friction/drag on movement, so it's less slidey, a reason not to just dig through everything, and more of a general challenge/goal. I mean, hey, I know it's 48 hours! Nice music as well!
Pretty cool, I had a lot of fun playing it. The mood works well and the four-tentacle thing was cool. Snatching torpedoes and such.
You know, I'm a big fan of wandering through caves, but there may have been a bit TOO much wandering through caves. I think some of the middle could've been cut. I guess I made it to an end, though I don't know if it was the right one? The atmosphere was quite nice and the music was great.
Sure, it's simple but a lot of fun and quite polished.
144 points. A lot of fun!
So... it's like a metaphor for life? Eat and poop until eventually you die. Pretty bleak. Congrats on finishing, though. I bet you could build this into a puzzle game or even a worm RPG. Think about it.
Very pretty, cool mood, nice graphics. I did find the mechanics a bit tricky. Namely, I would've really liked an indicator of where my shots would go. Shooting dark things in the darkness is tough enough. I'm sure that's a time thing, but in a future version, it'd be nice to be able to line up trick shots, see how they bounce, etc.
Cool, I liked the concept; I'm a fan of 'reverse the gameplay' concepts. I had a hard time at first since I kept recruiting people too close to the edge of my influence, meaning that they'd always fight any potential recruits before they could be recruited. But I did eventually win!
Quite fun when you get in a rhythm, and a lot of polish (especially the music). Only complaint is that difficulty felt a bit uneven in that the hardest thing was when no cars spawned to launch you into the air.
This was a great variation on the Flappy setup, a lot of fun.
Cool use of the Unreal stuff, was fun stomping around and chucking boulders at things.
Cool for three hours, I didn't mind the scratchy graphics. Had trouble making the fright hit anything, tho.
Oh man, I found it really hard. I'm just not very good at these sorts of games. But it looked and sounded great, and the core mechanics were solid, I just... kept dying so much!
I had some trouble finding stuff to eat, but cool otherwise!
The controls felt really good, making chasing those kids rather enjoyable. Aaaand of course, it's a tag game. :)
I really dug the core mechanic and the graphics and pew pew sounds worked well. I had some trouble with the controls, which, I'll be honest, were a bit tough to describe. Maybe like, more feedback (visual, maybe?) on why I can't press a certain direction might make it feel better, rather than thinking, "Why doesn't this work?" As I played I GOT the mechanics, but it took me a little bit.
Graphics and music were great, really liked the concept.
Oh man, this is one great looking and sounding PICO-8 game. Very cool.
Loved it. Music and art worked great. While I'm sure there were silly things to discover, the play stuff worked really well.