FoonLudum Dare ExplorerUsers → CasualNothing

CasualNothing

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalπŸ‘₯Roidsjam7343.032.693.593.823.362.902.163.09
202557DepthsDeliveryjam4.00
202456Tiny CreaturesπŸ‘₯Datiny Five Hundredthsjam5153.573.552.764.073.863.914.103.83
202455SummoningπŸ‘₯Helloonsjam10903.002.733.893.183.262.942.922.94
202354Limited SpaceπŸ‘₯Garbage Stackjam9263.133.133.053.503.052.862.772.97
202353DeliveryπŸ‘₯Psychopompjam9083.263.172.933.973.152.363.21
202352HarvestπŸ‘₯Tune-uki: Human Harvestjam5943.213.052.733.053.283.893.343.05
202251Every 10 secondsπŸ‘₯Major Magicsjam10513.002.602.843.362.783.182.442.89
202250Delay the inevitableπŸ‘₯The Dam Repairmanjam7253.503.663.163.803.263.023.723.02
202149UnstableπŸ‘₯Traffic Jamjam8613.443.652.762.473.763.573.413.52
202148Deeper and deeperπŸ‘₯Spooky Ocean Gamejam15733.072.972.673.773.153.722.093.85

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 CasualNothing

LD48 — Deeper and deeper

Ludum Postal by jvolonte 2021-04-27T03:06:32Z

Really well done. A very complete experience for a game jam game! The poster designs were fun.

LD49 — Unstable

Wizards On The Rocks by alpharock6 2021-10-04T23:23:32Z

The art was very nice. I liked the graphical effect for the wobbliness.

LD50 — Delay the inevitable

Almost Immortal by Narudgi 2022-04-05T02:20:00Z

I liked the mechanic! It was creative.

Official Planetologist by DaleP 2022-04-13T01:23:13Z

An interesting game! I ended up finding a stable configuration on Ross 128 b. I think this has the bones of a fun game. My only criticism would be that I'd like a bit more information exposed. Even without that it's still fun!

PlanetGame.PNG

mote by KianaMosser 2022-04-05T02:34:07Z

All the art was very nice. It served the atmosphere very well.

1000 Ducks by Maxwell3000 2022-04-16T05:31:55Z

A fun little game for sure. Straightforward and tight mechanics that worked.

LD51 — Every 10 seconds

EX SOMNIUM by GuitarBro 2022-10-03T23:26:34Z

Great atmosphere. Good theme execution. I noticed one small thing where I could lock myself back in the starting corridor if I returned my lamp checkpoint to the one at the end of said corridor. The bricks come up behind you and you have to go back to the beginning lamp to reset. Not game breaking and maybe even intentional. Overall cool. Great work! Puzzles are hard to design.

Major Magics by CasualNothing 2022-10-05T05:49:06Z

@hekateras Yeah, we intended for the monster to track you throughout the maze but we couldn't get their movement to work correctly near the end of the jam, so unfortunately they ended up being stationary. Such is the case during game jams sometimes though.

Major Magics by CasualNothing 2022-10-07T02:34:44Z

@peachtreeoath Yes it is! One of our team members thought it would be funny to name the game after it.

Major Magics by CasualNothing 2022-10-08T01:02:35Z

@ninjacreeper47 Yes, we intended for the monster to chase you around, but couldn't get that working before the end time of the jam.

In terms of player, monster, and goal locations, yes that is bound to happen. Each of those three things spawn at random empty locations in the map. We had intended to make the location selection behavior for those things more advanced to avoid spawning you next to either the goal or the monster, but again, we didn't have enough time to do so and had to settle for random locations.

Major Magics by CasualNothing 2022-10-09T00:49:35Z

@nobongo Thank you! I worked very hard on getting the wave function collapse algorithm to work properly so we could use it for level generation. If you're into procedural stuff WFC really is great at making things generate with desired characteristics. We combined that with some A* pathfinding to make holes in the generated level to make sure there was always a route to the finish from wherever the player starts.

SHOTGUN DERBY by lunkums 2022-10-05T01:25:16Z

Simple and clean.

LD54 — Limited Space

Garbage Stack by CasualNothing 2023-10-03T15:01:57Z

@coderaurus you're definitely right about feedback we didn't end up having time to implement proper mechanisms for that. We ended up making this game in about 12-15 hours because of our schedules not allowing us to use the full time. Your score is (number of items) * (height of highest point in the stack). The colored box indicates whether the game judges your stack as stable or not. Red is not stable, yellow is currently stable, and green is currently stable and has been for 3 seconds, which is the point in time where your score is recalculated.

LD55 — Summoning

Helloons by CasualNothing 2024-04-16T04:28:24Z

@breadstick Thanks! I had fun making the 3d drawing and am pretty happy with how it turned out.

Helloons by CasualNothing 2024-04-20T17:22:17Z

@piw For sure, I agree. We did have someone implement scoring code, but we weren't able to incorporate it and test before the deadline. And yes, a tutorial would have been nice but that's a classic thing to go out the window in a game jam because of time. The full controls list is shown on the page here.

LD56 — Tiny Creatures

Datiny Five Hundredths by CasualNothing 2024-10-07T22:54:14Z

@budster16 Thank you! Getting the AI to drive well was a challenge. And yes, with more time we would have liked to add a drift mechanic. Glad you liked the characters!

Datiny Five Hundredths by CasualNothing 2024-10-07T22:56:04Z

@kluvenlaroplan Thank you! We had some wonderful artists designing the characters and their art. To answer your question... maybe :grin:

Datiny Five Hundredths by CasualNothing 2024-10-09T22:59:30Z

@phyrocast Thank you! And yes there is! 3 laps completes the race.

LD57 — Depths

Delivery by CasualNothing 2025-04-09T00:12:09Z

@julia-nistel Thanks! I'm not sure what you mean about the exit button though, did it not work for you?

LD59 — Signal

99 Penalty Kicks by AlexClay 2026-04-21T05:20:02Z

The keeper's hands trailing the movement of the player with the trail renderers was a nice visual effect. The in-world explanations for the various types of opponents were fun. I think you made the right call erring on the side of fun vs difficult. Great work.

LaΓ― Express by Xwilarg 2026-04-21T02:56:37Z

Really cool system and game. It got hard quickly for me (the first level with commercial trains), so I'd have to practice, but it was fun and everything worked!

Pouring Rain by T C 2026-04-21T04:47:45Z

An interesting story with a few fun puzzles. The image in question for walkthrough point 14 was a little hard to track. I liked the portrait art for the characters.

packet_loss by NikaZ 2026-04-21T02:31:45Z

A fun game with some nice emergent mechanics and a very cool mascot!

Roids by CasualNothing 2026-04-21T18:06:57Z

@astraltraveller Thanks for playing! Glad you liked it.

@5n4k3 Thanks!

@richjbaron The frustration is understandable, but is the concept we wanted to explore for this game. That's also why we made the ships as slow as they are, so it's not overwhelming while dealing with the delay.

@reed-molbak A fair criticism. The buttons do make a sound when pressed. Physically moving the buttons was on the todo list, but we couldn't get it done within the jam window. Also agreed on the camera look + zoom combo. Were we to do it again I'd try for camera translation with mouse move instead of camera rotation.

@digital-bacon Thank you! That's basically what we were going for with the delay.

@nikaz Thank you!

@glitchproduction Thank you! Our 3D model maker did great work. Yes, the delay was intentional. We wanted the explore the idea of the delay you'd experience over very long distance communication.

@cloverfall Thank you for giving it a chance as a mechanic! We felt it had some depth to make it worthwhile in the face of the surface level frustration.

@mattlevonian Appreciate the detailed comment. We wanted the control setup to have some level of awkwardness so it felt like you were controlling them remotely rather than just simply piloting the ships. It's a balancing act in that way. I do agree that, while it is present, the delay information could have been communicated more clearly. The first person perspective was again chosen to make you feel like the player 'character' is there in the control tower rather than at the terminal in the ship, but I could see how a static interface would make for easier control. I will concede that the screens could have been a larger portion of the player's screen. When playing the game on full-screen (rather than on Ludum Dare's embedded web build) it's easier to see what's happening with the screens. The linked itch.io web build supports full screen. Gamepad input would be great but wasn't in the cards for how much time we had. What would you suggest for making the the asteroids easier to parse visually? I agree that making the signal delay more prominent would be helpful as mentioned above. If by the 'main view' you mean the window above the control console, that would be an interesting idea.

@artemget Nice work! We could have made the ships faster but we kept them slow to make the game not overwhelmingly difficult. The video feed delay is present by design to simulate the communication over long distances. As the ships get closer to you the delay decreases. And actually, as a peek behind the curtain, it's just the video that has the delay. Your commands sent to the ships happen instantly, so there's no delay in 'input' per se. In fact, if you watch the ships out the main window above the control panel, you can see them responding to commands with no delay.

Directive 13 by Nabil Shelim 2026-04-21T19:29:37Z

Simple game that fits the theme. The juice has a lot of polish. Transitions, object slide-ins, etc. I got stuck on one of the ciphers where there's apparently 2 words for a 3 word decryption. Might be a bug or I might be missing something. Good work though.

Smoke Signal Officer by Tundra 2026-04-21T06:02:31Z

It's an interesting idea, but I can't figure out the first message. The instructions say to do the messages left to right. The first can on the left says to triangulate. I'm to begin a ritual with the message type. The guide says magenta corresponds to triangulation. I send up magenta smoke. I'm told the color is wrong and I have to restart. What am I missing?