Foon → Ludum Dare Explorer → Users → Capital-Asterisk
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | R-SAVIOR: COVID Destroyer | compo | 447 | 3.50 | 3.21 | 3.26 | 3.44 | 3.92 | 3.55 | 3.05 | 3.52 | |
| 2018 | 43 | Sacrifices must be made | Manned Missile Master | compo | 122 | 3.69 | 3.61 | 3.14 | 3.40 | 3.66 | 3.77 | 3.38 | 3.28 | |
| 2018 | 42 | Running out of space | Electric Fence - Micro B | compo | 294 | 3.47 | 3.45 | 3.33 | 2.90 | 3.07 | 3.42 | 2.97 | 2.97 |
I like knocking an asteroid sideways, where it kills half the platforms. Not that garbage considering the time constraints.
This game needs an explanation; I'm confused but I think I ate the sun by spamming 4.
I'm actually pretty good at KSP, my first mun landing was actually a success. This is difficult, I was surprised to see the kraken included in the game. When I got to level two, burning retrograde, a mysterious force suddenly bumped the ship straight towards the planet with no mercy.
Orbital mechanics are a little strange here, the trajectory does not look Keplerian. All those orbital mechanics things I learned from KSP don't apply. The gravitational acceleration should increase as objects get closer together. The force applied to the craft should be (some number / distance^2), which makes the orbits the right shape. The source code is 404, but love EXEs can be opened with 7zip, I saw that gravitational acceleration remains constant, as I suspected, seeing ```local gravity = vector.smul(-100, vector.normalize(r.position))```, thinking it should be something like ```local gravity = vector.sdiv(someConstantFromTrialAndError, r.position * r.position)``` (completely untested). Great job nonetheless.
It's not much of a game with real gameplay, but is fun anyways.
I'm sure the graphics look really good up close, but the far away top down view makes all that invisible. The music sounds like the crazy bus title screen. The weapons feel very weak as they lack any sound or any sort of feedback to show that they can cause damage.
Weird game, took a while to figure out how to play it. The shaking ship on the title screen made it kind of seem like one of those intentionally bad joke games, but the humor was well balanced with the gameplay. Graphics and everything fits together nicely with the mood, though some sound effects would be nice. Some pots are just too far away, that there's no point in going to them. I'm probably bad at playing this; I never got to the end.
The graphics are not the best, but it sure does feel alive with all the animations. Gameplay is fun and responsive, but gets repetitive after 15 minutes or so. For being the only person who has played this so far, I suggest rating and commenting on other games.
I like this, it has this mysterious feel that happens to be my favourite. Graphics are nice, and reminds me of Unturned; the only problem was the shadows being a bit too intense. It has a few problems like the walls being a bit shaky, and I got stuck in a cabinet. Overall, great game.
The game is stuck in the corner of my screen, and I can't seem to move it.
@dovakla The gun being able to aim up is actually intentional, according to the original plan, where there's a third enemy that floats much higher than the caterpillars, and only turn+shoot or a far away shotgun can take it down. I ran out of time and also got lazy and didn't fix it.
The sideways gun was an old test game for a game engine I was working on in the past. It was a first person shooter hammered together in a short amount of time, where you run around and shoot a bunch robot fans with a giant laser. For fun, I decided to add a third person mode, and a way to inspect the giant laser to show off the cool logo on it. The gun would still fire even though it was tilted to the right. It was fun to run around with the sideways gun, and soon realized, "maybe I can make a game with this type of aiming some day." Though instead, I pointed the gun to the left, since that's how people would normally hold them.
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I couldn't get any higher than a C. The keyboard spamming is enjoyable, and it's a miracle that I can still type this comment. The colour game was stressful, but became satisfying when I thought of faster ways to solve them. The graphics are nicely arranged with nice colours, no eye sore anywhere. Music is a bit repetitive, but it's hard to notice with all the intense clicking and typing. Overall, great job.
Great game, everything fits together nicely. The only problems I had were about the camera and bouncing. The camera starts in a weird place and moves slowly to barely show where I want to go. Bounces don't want to obey physics, and I would sometimes get stuck in the blocks. This only happens at high angles of incidence. I'm guessing it's having a collision with two different blocks at a horizontal and vertical face, so velocity is reversed entirely. A solution to this would be to disable the collisions on a specific face when another block is beside it. Also, the last level was easier than level 4.
I'm pretty sure you're all aware of how repetitive this gameplay is, that's probably my only issue. This dark humor made me laugh, good job. The story here is unforgettable.
Not really sure what's happening in the game. I start the game, walk around and shoot for a few seconds, then get teleported into a boss fight? The version I got feels severely buggy and unplayable.
I actually ran out of ram when I first tried to load this, making a mistake of not closing my 30 or so tabs. I scored 50. The chromes should have been tabs. Gameplay is very basic, and lacks that much variation; the feedback above should be enough.
Game is beautiful in every way, but I literally finished it in 47 seconds.
Bizarrely unrealistic, but fun. I had to figure out the controls by myself, I couldn't find any instructions, a bit confusing because I'm more use to sling shot style controls; I never used the hammer thing, guessing it's to hit obstacles. I like the silhouette art style, but things like the rocket plume and blood don't really fit. I got use to the game fairly quickly, and started speedrunning the levels, which was enjoyable. Overall, nice entry.
RIP: Law of Conservation of Mass
I've been part of the spraying crew for quite a while now, and this is nothing like real life.
This game broke my expectations. When playing this, I had no idea long chains of exploding mettatons would ever be part of the puzzles. The graphics are clean, music is memorable, and the mechanics are impressive. The only problem I have is concern for other players; I bet many got stuck at level 4 and stopped playing. I managed to reach the end, but I believe the function of metal boxes, timing, and chain explosions are not explained well to the majority of people who would rate the game. Lack of explanation is what kills the players of half the games I ever made, abandoning the game before getting to the best parts. This is one of my favourites and highest rated so far, excellent work!
Many things I can point out, such as hard to read english; but overall, the violence in this game, no matter how simple the art style is, has managed to disturb me (this is a good thing). I had fun playing this.
First time playing, and I was attacked by the kraken from KSP: vehicle was flung into orbit after getting hit for the first time. It's way too easy to get stuck, but at least un-flip is a nice feature. The last part was impossible to get to, but I got flung into orbit again. I mashed the keys and realized that pressing [5] brought up the sacrifice menu and just finished the game that way. Nicely mysterious game, good job.
I like the mysterious and unsettling feeling I get from this game, especially the audio. Its difficult to piece together what was happening, and it took me a while to realize the main character is a psychopathy or something. I finished the game by making an offering.
This game is pretty intense, I like it. I never played anything like this before. The graphics look very serious with the grey colours and sharp details. It fits perfectly knowing that lots of people are going to die. Though it's a little conflicting to have 14009 casualties due to passive aggressive explosives that read "BOMB" on them xD. The game doesn't want to continue after day 6, assuming that is the end (edit: it hanged).
One thing I'd suggest changing, is the notes of the beep sounds. It sounds more like pokemon evolving, and not something that kills people. Put the notes 1 semitone apart instead of 2 semitones, like a shark attack; and maybe not use the default TripleOscillator preset.
I often prefer action games, but this happens to be one of my favourites so far. Awesome job!
Very nicely explained but unsatisfying. The bow is the only weapon needed for the entire game, and the aim doesn't account for the tilted camera perspective. A lot of other weapons are just under-powered compared to it, that there's no use for them. Most of the enemies presented aren't ideal to fight in close range. A black or blue cube approaching means I have to back away and switch to the bow.
Doing something like reflecting with the shield is difficult to pull off, but it does so little in return. The hammer is one of the most disappointing, its swing animation is slower than just looking around very quickly, doesn't feel natural, and a point-blank charged hit doesn't actually hit. Along with the sword, you are guaranteed to be damaged when using it.
I believe adding sound and balancing the weapons can make a pretty big difference in the gameplay, and also satisfaction when killing enemies.
The graphics are pretty good, but they're literally just cubes, and the effects are at the edge of what is considered a derivative work. The colour choices are soothing at least.
As you can probably tell, I didn't enjoy this game as much. It's most likely that spoiled myself by meatshotting caterpillars in my LD42 game. Good job anyways.
The controls here remind me of my LD42 game, but crashing into the walls isn't that fun. It's stressful how the walls have a lot of friction; everyone, especially the player, gets stuck on them. It's also difficult to tell how much the player has rotated, and which direction forward is. The isometric graphics are pretty cool, though it doesn't feel that much like an exploding space station: lacks fires, explosions, some sort of broken up technology feeling. Good job anyways.
The Galaga theme plays in my head each time a round starts. This combat is quite awesome, though it's a bit annoying how the small fighters just turn around when they're close to their target. Took a couple tries to pass wave 3, which is kind of a barrier to the rest of the levels, and would always die at around wave 7. I played further while writing this comment, and realized the insane range of the fighter kamikaze and got up to wave 9.
The only problem I have with this game, is that the ships can act pretty stupidly, giving a slight RNG-to-win feeling, and it's easy to accidentally sacrifice an entire destroyer instead of the fighter beside it. The challenge I found here was finding the right opportunity to wipe out 3 frigates with a single fighter, which can completely turn the tide of the battle. It feels kind of like landing a meatshot in TF2.
Audio here is the best example of how to use sfxr properly. No sounds are overused, and fit very nicely with what is happening; such as the charge up->explosion, and small details like the increasing pitch of the beeps when counting ships after a round. Some ambient music could have been nice.
This is one of my favourite compo entries so far. Concept is memorable and perfectly fits the theme, amazing work.
I played through it without knowing that right click is iron sights, was quite a challenge. Very nicely done, though I think things like slow enemies and health pickup speed kind of took away from the "fast pace" of the game. Graphics are simple and elegant, but the grass might be too saturated. The gun is very satisfying, something only a few entries demonstrate properly. There's something about obliterating a tiny green cube with such a powerful pistol, that brings so much joy to me. Great game.
This game gets too hard too fast. The sacrifices required fits the theme well. It took me a while to realize that spamming the gun was the way to go. It's hard to predict where the rings/asteroids are going to be, and the particle effects block too much and the game becomes purely RNG to win. I like the voxel art style, but I don't like how the ship moves, it annoys me (I prioritized smooth movement in my game, check it out, it's kind of similar). Audio is too generic, and needs work. Overall, great job.
"F = ma" and a bunch of other physics things, suggests that dropping everyone at the beginning is a solution, which also leads to hitting a sphere at mach 3. This game is still very unrealistic in a way I like. I didn't find the rotating useful at all, and finished the game without it. I scored 357, saving 3/8 of them. The warning signs are very scattered and hard to understand, except for the part near the end; it's really easy to hit things. I don't think stuff was well polished, but to me they were part of the challenge. The nerdy humor in this game is enjoyable, good job.
I played through this to see all the possible ways to die. This got a laugh out of me.
Bizarrely unrealistic, but fun. How easily the rocket flips, is far worse than forgetting to turn on SAS in Kerbal Space Program. I got to the moon, but I believe that balancing the rocket is too difficult and would often feel like RNG death. I really like the clean graphics, except for the particle effects which can use some work.
Very engaging story, I played through 3 endings so far and they all made me sad. Some work can be done with displaying the hand drawn graphics on screen, stretching and jagged edges bothered me a few times. Good game, fits the theme well.
Also, if you want people to play your game, then I highly suggest playing, rating, and leaving comments on other games. My previous game was completely unnoticed for a week until I did so.
BIRDS!!!
Something better than angry birds in less than 2 days. This is one of those few compo pixel art entries that actually work very well. The only things I didn't like was the particle effects and a minor issue with rats going off screen. I might be biased towards anything that has feathers and a beak, this game is awesome. Sequel, now.
I like this idea, though there's a few glitches I can point out: Stranded Gombi indicator can go negative, an invisible wall can keep the Gombo stuck leading to an easy win, and touching the ground can end the game. I was first holding down the mouse to control the ship, but I soon figured out that single clicks was the way. It's hard to tell what's going on at first, but it's very easy to figure out, and is actually quite fun to play. I like how the Gombo can kill the ship in a few seconds when you're not careful, and the spamming counterattacks are satisfying. The rushed art style actually works pretty well, and overall, great job.
The game feels too incomplete, which affects how I enjoyed it. Nice graphics and sound style. * Comment above * It says Ludum Dare 48 * Enemy movement seems bugged * Sword doesn't do anything * Teleport and sword can be used to escape the room * Button in the middle breaks, unable to continue the game.
This is one heck of an interesting story that kept me engaged for quite a while. I generally like cli-fi settings, robotic characters, and highlighting the flaws of humans. I'd often plan stories of a similar premise myself.
As far as I've explored, there are two endings: one where the caretaker keeps humans as pets, and the other where humans return normally (and maybe destroy earth again).
There was a few comma splices and sentence fragments here and there, but was overall readable. I'm probably going to remember this for a long time, nice job.
Why does this game eat so much memory besides being low poly and very little textures? I'm using the linux version, and it eats like 700mb. It seems to load resources when they are first used, making the game stutter for the first few seconds of gameplay. I don't know if Godot itself is to blame here.
It's hard to tell when the scorpion is attacking, and it can be killed very easily by holding W and spamming attack. There isn't really much gameplay here to talk about.
On a technical level, this game is broken; though the art style is headed somewhere. The colours work very well, and the models look nice. I find the animations are a little weird, where some parts are choppy and some are smooth, or at some angles it's hard to tell that the character is even walking. The blood particles kind of conflicts with the style.
I was unable to keep it alive, but the game was really fun nonetheless. The graphical style, colours, and music fit together well; nothing feels too incomplete.
It's hard to tell if I'm properly operating the pacemaker button. I'd assume each 'possible cause of death' has it's own health from 100, that ticks down. The surgical minigames are fairly intuitive, but take multiple retries of the game to figure out.
The bleeding minigame should have a limit to how much open wounds should appear, it becomes impossible after a few seconds or just by being unlucky.
It was hard to see the blue line on the stitching minigame, took a while to figure out I had to click and drag starting from one end. There should be some indicator of where to put the mouse, and also not to have any overlapping cuts because it looks weird.
Overall, very difficult, well polished for a compo, and worth playing.
I don't even have to know the context or what is actually happening; the audio, colours, dialog and effects really set the mood here. Also, the main character looks like the reddit mascot.
It's a little nostalgic, but I'm kind of annoyed of the movement, mostly because of how it's bound to repeated key events. I'd prefer it smooth but still tile-aligned, which I think can be done without conflicting with the rest of the game's style.
At first it was hard to tell where to go, but it was actually fun to explore. I played through the dagger and elixir ending.
Was it really the martian wind that wiped that dust off of Oppy's solar panels?
This is probably the best compo game I've played so far. Everything fits together beautifully. The only thing I'd add is maybe a canyon wall or something in the background so it doesn't look so flat.
Sometimes the game feels unfair where the rover breaks behind a rock and does a 360 scan at the same time then dies, something like that. I don't have anything else to say, it's perfect.
So the cat either dies or doesn't die when it enters the box... or does it? It's both dead and alive when tied to a quantum state, and the future state of the room affects the wave function of whether the cat has died in the past. Probably makes total sense in the quantum world, or Schrodinger in this game has gone nuts.
Not really much gameplay with the trial and error, but the art style is neat. Besides the controls, the instructions of what to do in the game are clear from the start. The highlighting of certain key words was used effectively.
@brachistosauro It keep going until the player is overwhelmed by numbers, or computer runs out of memory. It becomes impossible for a human at around level 20. I'd say an aimbot can go to level 50 or something.
@linky439 The laser DPS gets increased each time. Note that the first few small cowonas killed takes a little less than half a second to kill, and later on becomes perceptually instant.
@clayton-does-things The game gets really intense after a few more levels, skip forward in the video a bit to see what I mean. It plays like a tank, but yeah it does feel pretty slow. It would be worth rewriting the movement, but it already took an entire day to write in the first place. There was plans to give unlockable weapons, note the left arm, but I had no time to implement it.
löve how this works on linux. My best (but not perfect) speedrun of this took 50.7 seconds. The graphical style and colours fit together pretty well.
On a technical level, I was somehow interested/concerned over the torch's particle system out of all things, and decided to pop open the source code. It already looks fine, but it caught my attention for some reason. I'm not sure what's going on in the code, but it seems there's some weirdness with that set_motion function. Anyways, I think that it would look nicer if the velocities of the existing particles were changed just as the player started/stopped moving.
"Please don’t press anything during countdown or the shark will fly away!"
*mashes keys during countdown*
This reminds me of an old flash game "Sydney Shark"
The colours actually pretty well chosen as everything stands out and is easy to see. I feel that edible objects are placed too far apart to be fair.
The sounds and animations actually add quite a significant amount of life into the characters. Even if the game doesn't get progressively harder or anything, it adds a bit of replay value. The baby is terrifying though. I played this up to 63 or something.
engine lights on fire: ok
balloon lights on fire: makes sense
water tank lights on fire: .... wtf???
I don't think the engie horse "lacks in ability to keep things in good health," he can ignite nearby objects just by existing.
I might be lucky for not having any input problems. Nice how you can't get away with just randomly wandering around and whacking stuff with the wrench, and some strategizing was required to pass the stage. Falling off the edge can be used to quickly get back to the center. This kind of makes sense because unicorn teleportation; though players should be punished by this somehow, like getting stunned for a few seconds.
Simply walking is fun and silly, and the non-linear wrench swinging animation is a nice touch; your art style is just good. The only thing I'll nit pick is the fixing sound. The pitch changing is a good indicator and is intuitive, but it kind of sounds like it's breaking. It'll be better as some arpeggiated sweep or a recording of hitting a metal box.
It's difficult to replicate, but I think there's a glitch with the stair climbing code, where sometimes walls can be walked up.
It wasn't that hard as a fan of shooter games. I think the portable shields are a bit overpowered. The text that pops up on the middle of the screen is also kind of distracting. I'd use a different sound for when a meatball hits the plant, as it was sometimes hard to tell if I was successfully shielding being so close to the plant. Besides being mostly programmer art, it's still very enjoyable overall.
Oh heck yeah birds, and there's linux too. Getting that same libc error, and reinstalling a new libc is going to break everything else. It needs lib2d.h, but I can't find it anywhere. Ended up just playing the emscripten version.
This game feels like a top down version of the NES game "Bird Week"
Pretty ambitious to do this with C and without much of a engine, enough for me to not complain about anything. Nice work.
This art style is unlike anything I've seen in a while, it's great.
There isn't really anything that encourages the player to keep playing though. The movement can also use a bit more vector math (which is hell for most people but is worth it most of the time). Adding a tiny bit of audio can make a pretty big difference in this game, even just a ladder climbing sound.