Foon → Ludum Dare Explorer → Users → Carlos Giraldo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Park & Match | jam | 298 | 3.66 | 3.55 | 3.30 | 3.80 | 3.79 | 3.05 | 3.20 |
Not bad at all for the amount of time you said you had. Don't know what led to you have so little time or what other ideas you had that you discarded. But I would not stress so much about waiting for THE idea to come. Execution is more important I believe.
Interesting idea! Liked the challenge of moving based on recoil, though I think the firing automatically makes it too uncontrollable.
Another parking competitor! Spectacular presentation! Phenomenal music and sounds. My only complaint is that there doesn't seem to be a lose condition. [EDIT] k spoke too soon about the lose condition. Still, it would be better if there was an indicator of sorts.
Really cool game. Reminds me of Major Magnet or Mario Galaxy. Good level design and game feel. Would be interesting to see what a predicted path would look. Good job!
Hey good job! I enjoyed reading the story and exploring the crazy planets described. You have good writing abilities and would love to see this fleshed out more with potentially more choices per planet and accompanying art. I would have preferred if the planets description didn't match your objectives so explicitly, so that it feels better when you check something of the list without being so expected. Nice mood too. Keep it up!
Solid shooting and controls. Didn't have much to do with the theme, and the level design didn't flow that naturally from target to target. But it felt pretty gratifying to hit the targets and there could be room there for some interesting traversal options to spice things up.
Great level of polish all around! some of my complaints have already been echoed here. Having a visible finish line, Maybe a jump function, More leeway on falling. But overall, fantastically put together entry!
Ha! my mortal parking enemy! Love the humor and stylings. Great song too! I like the difference in mechanics compare to my parking game. This one is more realistic and thoughtful. Though I found I struggled too much on the character controls vs the car controls.
Hey parking brethren! I can see the similarities with my game. I liked how the car controls felt and how some handle differently. It seems you designed with controller in mind which is why you have the cursor. On PC, its kinda of annoying to use. There need to more pressure I think or some other mechanic to really stand out. Good job!
Really enjoy the feel of launching the blocks. The movements should be less sensitive since its too easy to move 2 spaces instead of one. Not sure if having to shoot and different walls helps or hurts the game. But what I played is a good base to build upon.
Like the concept. It's very chaotic but like the pinball feel to it.
Good effort but I'll echo what @shockwire
Really cool. Enjoyed almost every aspect of it. The presentation and audio was top notch. On the controls side, I was having a lot of issues because in my brain. You aim at where you want to thrust, thus taking you the opposite direction, so I was always going the wrong way even when I was trying to adjust. Other than that, It's a great idea I would like to see taken further!
Really like the animations of the character and its pretty cute seeing him climbing. Don't see though how it ties into the theme that much but I think there is some ground upon which to build something pretty interesting.
Cool Match 3! As others have said. It doesn't have the some of the other match 3 components that help spicy up the gameplay, and the ship aspect is doesn't seem as fleshed out comparatively. I would try to add more interactivity to the ship aspect, instead of it being fully automated.
Liked the artstyle. The gameplay needs some work. To beat the AI you can just spam the fire button and easy win. I would change it to have attacks be more strategic. I experiment with having limited tridents and the ability to throw low, mid, high. Maybe a block. Good work though for COMPO
Nice take on the TD genre. Pretty tough and there is good room for potential on towers that affect the creep in interesting ways. I would also avoid making the starcraft protoss similarities to strong to give it its own identity. Good job!
Like the art and presentation overall. Controls felt floaty and would have been nice to seem some other mechanic to help differentiate it. Nevertheless a worthy entry!
Yea, it was hard to understand the controls plus it seemed to me fairly frustrating trying to position myself. Liked the shader!
Great concept that works perfectly with the theme. Fighting enemies felt more like sweeping trash to the sides than fighting though.
Really like the idea. With the gameplay, my strategy at the end was just to restart and try to get a center circle to get as large as possible, which isn't that fun but it gives the biggest score instead of trying to do circles elsewhere. I would find ways to motivate the player to do circles in specific areas. With some sounds and other nice feedback elements, It can turn into something special! Good entry!
Great effort. Had fun! my comment is that one is pretty much encourage to simply spam everything and eventually you will win. So I would add things that make you be more careful or plan other strategies
Amazing effort for making it for the gameboy.
Great job. Loved the art, from the illustrations, to the FF7 style character models. With a little work to the particles and some sweet camera angles when doing the magic, and baby... you got a stew going!
Interesting idea! The lack of feedback makes it hard to understand at first, but after that, there is an interesting game loop within. The art style would be nice if it was more cohesive. The character and the props are all voxels put then other stuff is not. With a little more variety and options with crafting, it has good potential.
Good effects and awesome concept. Wish the hit detection on attacking the screen felt clearer. Might have been cool to have more use to the dash, like allowing you to bypass the enemies or something
Liked the style of the characters and how they animated! Work on adding feedback to the shooting, like particles or flashing character color. The transition to other sections of the level also felt weird and slowed the game down.
Neat concept! The collisions gave me some trouble.
Great work! loved the feeling of controlling the forklift and operating it. I think that you should not block that much of the players vision even if it isn't realistic.
There is some good potential here! Art-wise, adding a few details here and there, like street lines that are --- and stop sign. Picking up trash by pressing a button I believe slows things down to much. It seemed random when and where trash would spawn. Would be cool if it spawned in a set pattern so that you could plan routes like real garbage trucks. Having to deal with incoming cars would be cool too. Also Maybe starting with some of the neighborhood already trashed and having some trash you can only pickup with upgrades later might be interesting.
Incredible execution. From the presentation side. Almost everything is top notch. My only complaint is the combat section has a different style than the other elements, making it clash a little. Not using a mouse to move items seems counter intuitive, though I understand it might make it much easier. Seeing some numbers on the combat side would help reinforce the strength of your current items too. There is also some occasions where I'm left waiting for too long without being able to do anything. Other than that... as Macho Man Randy Savage would say... the cream rises to the top. And this is certainly of the creamiest!
Great choice in mixing 2D and 3D, I think it works very well. Enjoyed the other elements of the presentation as well. Personally, I would have preferred the dashes to be faster. Also, would be cool is if you can set waypoints for dashes so you can do flanks and stuff. Great job from the team!
Liked what you did with the dungeon geometry and lighting. The robot animations where pretty cool too. The camera and some of the sizes of the doors and the collisions hampered the experiences. Plus the unfinished areas where one can easily fall.
Love the swirly effect. Hit detection is kinda wonky but not bad!
Great effort and like the concept. Gameplay wise, I had a hard time figuring out if what I was doing was right. With better art that communicates the relationships of the rooms better. Also I don't feel I understand whether I should be building faster or more carefully in order to not lose.
Really liked the puzzles. Controls for switching to them and how it auto switches is a small source of frustration on an otherwise great compo entry!
Cool idea and style! didn't realize about the rewind till the end. Definitively has potential with having target eggs to collect and smaller levels
Great presentation and gameplay loop! controls are a little hard and the hammer would have been better a separate key than switching I think.
Liked the gameplay and had good feel. A little too punishing. I would slightly slow the lasers. More patterns would also be cool to add some more dynamics. Like ships attacking from the sides or giant meteors from the right.
One of the best entries I've played! Although I don't feel it ties to the theme as well, as a game, it's extremely polished and fun. My suggestions would be to make it easier to know when you have a ball lined up, since for me, I had to rotate the rings constantly to know. I think there are some indicators already but I would make them more obvious. But nevertheless, this is a gem! Fantastic entry.
Good job with this one! The art is done well for the concept. The difficulty spikes nicely. Downsides are the controls maybe too sluggish, though being too responsive would make it too easy. So I would try maybe pushing it a little bit.
Liked the different dimension changing aspect of it. Would have been cool to see the objectives change for each dimension somehow instead of just collection more fuel.
Really liked the idea. My suggestions would be make the AI behavior slightly more predictable and also make it clearer which section of the map is gonna fall, since there were a couple of times I died without knowing if it was going to be it or me.
This is truly impressive. Great level of polish across the board. In terms of balance, it's pretty hard to keep people happy, and I believe one doesn't have enough tools to not avoid feeling frustrated. Overall, this is still one of the best ones this jam.
Great game! almost a perfect runner. Controls are tricky in differentiating between floating and jumping. Also, some lower spikes are seemed to low and I didn't register them as an actual spike instead of some level detail.
Liked the challenge of rolling on a oblong shape. I think there is potential with adding more balloon type physics like more bounce or even letting air out for a boost.
Nice presentation and post effects you got there. The theme shined through nicely and I found it a very charming experience. It's not the most fun I've had, but as a packaged experience, it's very solid. Boat controls could use some tweaking and knowing exactly you can drop off a passenger would help iron out the small frustrations. Very good job!
Cool concept for an arena game. Nice work fleshing out some different game modes. I would look to adding some other type of obstacles that block the shots. But other than that, good work!
At first I didn't understand you could move blocks to crush aliens. But after that, I found it a really interesting game. Using the keyboard to move objects is unique, but I found it more a source of frustration. It server no different purpose than simply clicking one tile and then the other. I would either find ways to make the keyboard more useful, or switch to a more standard control method. Overall. Great job on the presentation!
Pretty good for your first racing game! Loved the sound effects. I kept starting in the opposite direction because of the starting camera angle. I'ts a little tough right now. I didn't understand what the boost squares were since I didn't notice I was going faster. Overall a good building block for a very interesting retro racing game.
Really cool idea and artstyle. Though I had a difficult time simply trying to place the buildings where I wanted them too. Feels a little too random. Overall... its still solid entry for me.
Really like the mood of the game. I got a bug where I slept close the dirt and was able to slowly rise withing the dirt to the top of the level and win :( I think a closer camera would have helped in pushing the claustrophobic nature of the situation and possibly reinforce the theme more.
Good effort! I'ts always tough to do a 3D project with characters and 3rd-person cameras. Liked the low-poly look. I think the idea of collecting loot and evading traps works better in tighter, more linear maps. That helps narrow the players focus which help them stay more engaged.
This a good feeling game. Great job on the chain mechanic and the visual and audio feedback for it. My only comments would be it was hard for me to know how long was the cooldown before my next shot since I didn't notice an ammo counter. Also, adding special trash that helps or hinders you in cool ways would be good ways to add more dynamics
Very well executed! Loved every element of the presentation and the concept itself. Gameplay-wsie, it felt weird that I could only use the side walls, though I understand why visually. Impressive entry nonetheless!
Very cute game! Cool concept with potential. Collision issues aside, Seen more feedback from when you push people would really add to it, like seeing them fall down. Lovely art and catchy tune! Great job this time!
Good effort! love the character model! As a game, it feels to simplistic. Maybe add more things you need to keep track of like the trash turns into pellets that you have to dispose in another machine, or some trash requires special tools to dispose.
Liked the idea. It would be cool I think to add more types of minigames warioware style. This would add more unpredictability to the challenges which I think with one puzzle style... get stale for me quick.
Enjoyed reading the descriptions! Made it to 22 days. Would like to see some indicator of if you made the right call later on so one could adjust.
@larryseinfeld The indicator can come in the form of some funny text when they are released liked the sued the state or a newspaper article. I agree in not giving too much away.
Love the art! great characters, lighting, texturing, environment, and UI. It's a shame I didn't hear any sounds. Gameplay-wise, the guest AI felt pretty good and realistic. As it is, I would have added a timing thing where you have to move in a certain number of people per minute or so. Overall, sans audio, some of the best presentation in the jamp. With the charm to boot!
Great solid game, hard to find any feedback to give.
Liked the idea of having the maze grow depending on what you do. Moving the character across the level I think takes too long since its a lot of spamming. Would recommend making the levels shorter and the movement more drastic
Interesting idea! Didn't get very far but there is potential in game where you have to keep an encroaching force from consuming you, and finding items or places that help you get deeper. I would work on trying to nail a consistent art style. The background and characters don't really match. I would also avoid having the player go on a clicking spree and have puzzles that are more thoughtful about what to do to proceed, like in Machinarium.
Good controls and aesthetic!
Liked the mood and the art style. Controls need work if it wants to be a platformer. It also seems like there is supposed to be a flashlight and that would have helped the mood and maybe some mechanics with it.
Really enjoyed the presentation and the humor in pushing the penguins away. I think if you make the fish shadows that point to where its going to land darker and turn off shadows for the one, it could help in making easier to grasp. Maybe quicken the speed of the push animation. But overall, great job all around!
I would echo most of the comments already here. Don't be discouraged since the hardest thing is actually just finishing. I would focus on the strengths. Exploring the ship is neat and the little astronaut is pretty cool. Make sure the styles are consistent. Make the controls a little more responsive. Add more feedback so its more obvious what is happening.
Great presentation! Gameplay could use some elements to break the routine. Music pretty good, though sounded a little too classical.
I would tweak the controls to make it easier to change lanes. I liked the traffic flow and the different road environments and cars though.
@magicera Reducing number of lanes, blocking lanes with construction. Increasing traffic flow so there is more weaving between cars could be good things to try,
Great job with the art and effects. The small touches like the stars stretching when you boost and how the bullets stretch are all well done. The controls also feel very good when handling the ship. Wish there more stuff to do like shoot other ships, but it's otherwise a good entry!
I enjoyed some aspects of the controls. The double jump I think needs more oompf to feel good. The wall climbing aspect feels weird to me. It doesn't communicate or feel like an ability of the character and more like an exploit. I think a good direction would be make it more like wall jumping and giving a nice boost of height when doing it
Good entry! I would work on cleaning up the art to be more consistent. there is a mix of cartoony and realistic that I don't think matches that well. I understand the premise of the game, but it was confusing at first. I would get rid of having the first-person camera and stick to a fixed-perspective. Would also make it so that turns end quicker so that you don't have to wait much for the dragons to fly and land.
Definitively like the concept of dealing with self-managed visual real-estate. Just wish there was a little more to do since it is for me too straight-forward. It reminds me of a clicker game so I would take inspiration with them on how to deal with grind-based mechanics
The ambient sounds are really good! Love the transitions from levels as well, good effort on the world-building. My only frustration is with the character collision and physics, which feel janky, especially with moving platforms.
Good job on your first! For me it feels a little too much like work hehe. I think adding things like levers than can stop the flow or redirect packages to the shelf. I think sorting packages could be a potentially better avenue for fun mechanics.
Liked the idea. Also really liked the character models. The physics of moving stuff and handing it to the knight felt weird. Would have liked to see the battle. The loop itself is alright. Would be cool to buy stuff an equip him with other stuff.
Good job on the modeling and characters. That human animation had me chuckling. I will echo what people have said about the difficult controls and tight doorways.
Liked the idea of combining Tetris and the rocket. It changes how you would place blocks and its and interesting twist. Currently its frustrating with some pieces being unable to be rotated vertically. And it's a good idea to let the players get used to the rocket before having them land since most likely they will crash and feel frustrated at not knowing the controls and having to lose the level they spent time preparing.
Great job with the opening. Liked the art-style. My problem with the gameplay was that it was too hard to know exactly it was going to go after you jump from the planet. I would make it a little easier because I was over or undershooting 90% of time. Maybe make the rotation of the planets affect the accuracy and make the starting planets slower so that the player can get the hang of it.
Simple puzzles but fun nonetheless. There is a lot of wasted space on the screen so I would increase the size of the tiles. Falling of a corner I think is a pain that shouldn't be there. Also, work on reducing the number of tiles and adding different types. Make it a smaller, more dense experience. I think that would help in readability and add less needless moving.
I'ts a shame there are not more levels cause the game was starting to get good. They game is about efficiency. It can be hard to balance with the levels being to straightforward. So adding more dynamic elements that make players compromise the predicted path is good. Like you were doing at the end with the enemies. Keep it up!
Very good job doing a city sim in such a short amount of time. Smart to simplify it to just roads and one utility. Overall, balancing could use some work since I think the city builds a little too slowly and you run out of cash quickly. Overall, very impressed!
Love the tutorial! Gameplay felt polished and there is some good amount of content! It was sometimes hard to know when ships would dock as it seem they crashed when they should have docked.
Liked the swarm and look of them moving. It felt a little too straightforward to me. Maybe add an additional goal to do besides survive. Like collect certain things and move them another area while avoiding the swarm
Great first jam. If you haven't already, look for super monkey ball for inspiration on good ball controls
There aren't enough claymation games out there! I think gameplay-wise, there is some work to be done to make it more compelling. I didn't notice a difficulty spike and it was frustrating not knowing when I was in range to press E. I think breaking it down to discreet waves and making the enemies come from set paths so the the player can prepare. Maybe adding some deploy-able items and some different variety enemies to shake it up. Still, big props for doing clay!
Liked the lighting and colors though the shake and bloom effects were a bit much imo. Controls felt weird for a top-down shooter. Would have preferred a more traditional scheme. Didn't feel too original so would have liked to see some interesting mechanic or scenario.
Cool Idea and really liked the art. Having to click the abilities instead of hotkeys hurts the experience I think. Making the enemies patterns more predictable would also help. And some of the enemy attacks were to quick for me to react properly. Multiplayer might also be interesting to see. Overall, great job!
Hey I really liked the one. I feel there is some good potential. The phase shift gun is pretty cool and the level design was decent too. Really funky track! The game is slightly deceptive though. At first, because of the similarities to Jet Set Radio visually, speed was a factor. But you actually have to proceed carefully for some of the obstacles. Maybe changing one or the other to better communicate the desired pace. The shooting controls need a lot of work, since that was my greatest source of frustration, besides wonky collision with the gun. Overall though, very clever ideas here.
Good job! I liked the idea of having the platforms contract to the center. At first, I didn't know there were upgrades since my attention was centered. I think having a bigger space is better for a twin stick shooter.
This entry was Jamming! Nice job with the Blueberry controls. Felt responsive. Some improvements I think can be done are: On the level design from, some areas require you to be a certain size and it can be frustrating to reach them and lose time trying to make it work. Jumps the hug the corners of cliffs are also really tough and too easy to fall off. It would be nice if the water let you float so that you could have a chance to escaping a watery death easier. Overall, great job!
Very polished and fun game. My only complaint is that on fullscreen 16:9, the top of the screen is very risky since there is less space, I tend to wait to shoot horizontally, which I don't think should factor into a players decision.
Pretty cool idea, a little easy but that just takes some balancing passes to fix. Liked the concept of folders. Pretty cool blue-screen too
Loved the presentation! Gameplay wise, didn't really click with me. I was trying to understand what the other bars meant event after reading the instructions. I think working on improving the player feedback so that its clearer what bars do and have the player understand why they need to do the patterns. Maybe start with a test subject that has few squares to feel and have a transition when its filled so that the player has a moment to appreciate what they did.
Definitely like the hook mechanic! would work on improving the responsiveness of the controls, which feel sluggish. It's also easy to not know exactly where you are going because the background is not moving. So I would add some scrolling elements. Overall though there is potential with the hook.
@mukult Thanks, I spent most of the start of the jam on getting the cars to feel good to control.
@shafournee I didn't quite nail the balance for that to happen, which is my biggest issue with the game right now.
@matank Thanks. I had planned for more cars and even coded some different car types like ones that boost all colors and others that actually hurt other cars and needs to be parked away.
There is a round indicator on the top left which starts at R1. for every x number of yellow cars scored, it updates and makes the game harder.
Didn't nail the balance for the matching to matter much. I think i needed to boost the matching multiplier and nerf the standard tick rate plus add a parking quality measure to encourage better parking plus reduce the spawn rate of the cars so that players spend more time thinking than reacting.
@aurelwuensch Thanks! I had planned to check for parking quality based on how straight you park and balance the game so that one spends more time thinking about space than reacting to the queue of cars
@deprecat Thanks! My initial design was that players should spend more time parking cars at advantageous positions and trying to match colors. I kind failed at that balance since it's a more reactionary game now. Messing with the timers are maybe rewarding better parking and boosting matching color boost plus nerfing regular tick rate for conversion could help.
@dominic-graziano Thanks! I spend most of my initial effort on controls. The scoring system is an area that I'm not communicating clearly. I wanted to avoid doing floating UIs and wanted real-world elements instead and was ironically enough running out of space for them. The scoring system is based on X number of yellow cars left to pass through the gate in yellow, and a round indicator which starts at R! on the top left. Also sucks I'm not showing them on the game over screen per se
@robochase6000 Good feedback! My intention was not to be about driving per se so much as choosing which spots to use with which color. So that something I need to make easier to focus on the other aspects.
@teo-miklethun Yea, didn't get a chance to do a collider cleanup pass.
@jonasz999 Thanks for the heads up, forgot to set the game to public. Should be good now.
@bitdecay Thanks for the feedback! The scoring aspect is one of the areas I'm not happy with. There is a score based on rounds (top left) and cards left to next round (yellow number). But it's not that clear and it's the area I'm going to be changing the most.
@haberworks Glad you liked it! Sorry about the car getting stuck problem. Didn't have time to clean up colliders and it is the most frustrating part of the game right now.
Fun game! love the feel of the rocket. I would like to see more consistency with knowing when I'm going to squeeze through or get crushed to death
Love the humor, the portraits, and the music. Good balance. Good job!
Loved the illustrations and what was accomplished over the weekend.