Foon → Ludum Dare Explorer → Users → Chomby
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Detect Metal | compo | 193 | 3.28 | 3.47 | 3.23 | 3.93 | 3.37 | 3.27 | 2.85 | 3.02 |
I enjoyed playing, I like the visuals. I think the presentation of time travel was intuitive.
I think the long slot machine puzzle could be improved by letting players shift the contents of cells up and down.
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I enjoyed it. I like the concept of fighting the wall while you run. The game got easier for me once I realized you can triple jump.
I like sound it creates a suspenseful mood. The interior has a lot of detail and the outside feels nice to walk through, I like the low poly trees. I did lose my way though.
I beat the game, I enjoyed it. I like the start menu and how the ending sequence leads back in to another playthrough. It's creative, good job.
I enjoy the clandestine atmosphere created and think it ties in with the theme well. Methodically taking control of different points and drawing circles to reveal the secret base did give me a good feeling, like I was playing a simulation game. Each screen has the bubble shape to it which is a nice detail. I wasn't able to intercept a message with the password though despite overlapping three circles and crossing DRA 1 over the intersection.
That was a fun short game. I liked the minefield puzzle for how I checked the path, memorized it, then walked it. The pixel art and music are well done too.
I liked the experience. There was a good setup for the story but wish there was more clarity on whether the story was progressing correctly or not. I was in an 8 day streak of no messages, maybe I failed to do something, I did miss a science being due one day. I see you mention branching paths.
This game made me feel like a lighthouse keeper with a morse code machine and that's cool. I figured it out but FYI you need to click individual ships to send orders. I thought the port could be a little more generous with accepting boats about to dock because the multitasking becomes a lot to keep up with. The visuals are also really nice and indicators for what signal just went out and whether it went out correct.
I had fun playing. The screen distortion improving as signal improves is a cool effect. At first I thought the effect was too strong but seeing it improve when you placed Relay down, I understood why it was like.
I made it to night 8. I had to be careful to watch my health bar when fighting enemies. I got taken out by the rectangular enemy.
I think the day and night cycle is balanced well, I had just enough time to mine, build turrets, fend off in the night. Impressive for 48 hours!
Thank you for the feedback so far. To explain the combat: The flies have 5 hit points, and pellets pass through all enemies hitboxes. So that does make it unclear if your attack hit or not. If I had more time, I'd address this first & make this hitbox a little bigger.
I hope this helps new players understand: hold attack to auto-shoot at least 5 pellets per fly.
@henk Thanks for playing. The score is bugged. The intent was playing for a high score in one of three zones. Or play through all 3 and keep your score. I should've set a notification to players after they reach max score in a zone, i.e. no more treasure.
@saering Thanks for the sound & visuals feedback.
@crowelian Thanks for playing!
@rafa-fiedo Unfortunately any sort of pellet/enemy hit feedback was missing. I'm working on sharing a post-jam version.
@drtizzle and @conradoclark and @wouter52 I agree the shoot direction is a little 'fiddly'. My reference was the arcade game 'Pocky and Rocky' and while it worked for that game, there's a lot of other stuff going on in that game that supports that control scheme. Furthermore, *other* games that were inspired by P&R since went on to address the 'shooting direction' problem their own way. So yes I probably should've tried to expand a bit more on the attack controls.
@bentglasstube thanks for playing and noticing the music
@euler-moises thanks for playing! Yeah the fly spawn rate is a little aggressive.
I like the game. I could get through two lights before missing the timing. The symbols are distinct enough to tell apart.
A nice atmospheric experience. I like the details of the TV static still being heard from another room, and the bathroom light being cast on the bedroom wall.
I had a lot of fun playing this. Some notes: * the sounds are great. There's a lot of variety but they all feel right for an asteroids like space game. * enemy movement has a lot of life to it. It really feels like an intelligent swarm of enemies. * the graphics are all cohesive with each other and the glow is a nice effect.
Really fun matching puzzle concept. The dials control very well too.