Foon → Ludum Dare Explorer → Users → chris-delta
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Under The End | compo | 282 | 3.65 | 3.51 | 3.61 | 4.00 | 3.81 | 3.32 | 3.57 | |||
| 2017 | 38 | A Small World | Agaric Abyss | compo | 168 | 3.57 | 3.30 | 3.73 | 3.75 | 3.95 | 3.16 | 2.12 | 3.76 | ||
| 2016 | 35 | Shapeshift | Torus | compo | 454 | 3.23 | 3.21 | 3.14 | 2.97 | 3.31 | 2.89 | 3.71 | 59 | ||
| 2015 | 34 | Two Button Controls / Growing | Subcell | compo | 835 | 2.77 | 2.57 | 2.91 | 2.77 | 2.59 | 2.20 | 2.81 | 44 | ||
| 2015 | 32 | An Unconventional Weapon | Null Chroma | compo | 322 | 3.43 | 3.21 | 4.15 | 4.18 | 3.55 | 2.08 | 2.85 | 62 | ||
| 2014 | 31 | Entire Game on One Screen | Chromyrinth | compo | 614 | 3.14 | 2.48 | 3.62 | 3.83 | 3.03 | 2.41 | 2.06 | 2.67 | 51 |
Visuals and sound are strange and almost offensive and I think it's hilarious. Gameplay is a bit lacking.
Super simple, challenging, super great, definitely the best I've seen so far. I especially love the weird apocalyptic missle defense type mood where you end up with moral dilemmas about which group of imaginary computer people to save.
So sad, and so good for being so sad :(
The hit detection felt a bit fuzzy, but beyond that, beautiful in its simplicity. I love the way it looks, I love the way the screen shakes when the bouncy hits the sides, I love the name.
Simple, but not in a good way. Controls don't feel great.
Very cool concept, though there isn't quite enough feedback as to what your actions are doing.
It looks awful, the gameplay is near non-existant, there's 0 feedback as to what on earth is going on, in short, I don't like it.
Switching the host over to dropbox, thanks!
Hardly anything new, but still a great set of mechanics, and very well done, especially for an LD game.
Best mood I've seen yet. The AI on orange is good enough that I almost feel like it's also playing the game, and it's trying and failing to run away from me.
Energy doesn't quite recharge fast enough, I like it as a mechanic, but standing there waiting for my energy to recharge so I can jump up one tile gets old fast.
I have virtually no idea what's going on, and I would really like to :(
The controls just plain stopped working whenever I went to a different side of the cube :(
The start is a bit rough, but I absolutely had to keep trying for that cute little mouse, and for this wonderful charming music which is definitely in actuality the mouse making cute mouse noises inside my head. Love it!
Very interesting, though I would've played much more of it had it been more challenging.
It's something I haven't seen before, but the camera seemed almost hostile to my progress, and there were quite a few situations where my character was not going where he should, or going where he shouldn't. Fun nontheless.
Looks very nice, and it's a really cool idea, but the combat feels really clunky, and the bad dudes tend to bunch up pretty bad.
The whole game is gorgeous. I really like the mood created by the world changing when you look away, and I really like the way the lighting works. I hate to plug myself, but you and I actually did something moderately similar, and I think you might find my game worth checking out. Just a thought.
The "Hey champ" caught me off guard, and I was too sleep deprived to not laugh. A Jigsaw puzzle isn't exactly a revolutionary concept, but this was a particularly enjoyable Jigsaw puzzle.
Absolutely gorgeous in every way. Great job at adding such good exploration mechanics to a one screen game!
Very fun, vary cool concept, I love how the girls react to what's happening, it really makes a great little background story. The music was extremely offputting, but I can deal.
Hooray for love2D! I'm only one person with only one gamepad, but from what I can tell the controls, the audio, the physics, and the visuals especially are top notch. Great job!
I liked the Rom-hack style difficulty, but the things which your shield protects from seem random and inconsistent
Death is way harsh, I lost focus for a couple seconds after I beat a level and I guess I died after doing so? I dunno, seemed kinda BS. I like the simon thing, and trying to string it together to take everything out as quick as possible makes for a very interesting mechanic!
I like how bullets can hit each other, it's a very nice touch! Felt a bit short, and I wished I could teleport through walls.
My character doesn't show up, neither do the white dots. This is kinda preventing me from playing what looks like a good game :/
Took me a while to realize ENTER opens the pause menu, it doesn't seem like that's written down anywhere. This game is freakin' gorgeous, and freakin' fun to play, and freakin' polished. The sounds and animations and everything when you hit enemies are perfect. The visual style is very charming. The exploration feels great. Love it!
This is pretty great, minus the visuals, but hey, Ludum Dare, what can be done. I'm imagining an ideal version of this game where there's like a little diplomat sprite that makes facial expressions at you when you type things it doesn't want to hear. Maybe some of them smoke cigars. I imagine the warrior poet has a cigar. I'm very excited about a game which is basically a typing tutor. Maybe I should be.
My friend and I made awful MSPaint drawings of our weaponry at the end of the game.
Here you go: http://imgur.com/a/fU7we
You have made my night.
Ryusui, I was thinking exactly the same thing! If I feel like doing any improvements to this that'll probably be one of the first!
For some reason none of the keys work until after I've pressed space once. That's minor though. Very difficult at first, but very fun once I got into the flow of it. I would've liked button prompts or clearly delineated lanes that the bars travel down, but the staggered size and colors of the different bars helps a lot.
I'm not really sure what it is I'm meant to be doing here, if I sleep more than 5 seconds the peasant population explodes and it becomes unplayable, and if I walk my screen slowly goes red until it becomes unplayable. Looks nice, and the rotating planet made everything feel small and cute and lovely.
Collision is borken, humor misses badly, looks kinda cruddy, gameplay is uninteresting.
It looks nice, I wish the controls were a bit more straightforward, but beyond that there's not enough finished to really get a good impression. I certainly like the idea!
Very creative, and very fun. I'm not sure if this was on purpose, but my game ended on a wonderful custom error screen (attempt to index nil on line 310 if it wasn't :P), and it left me with a smile!
I really like the music, it creates a fantastic atmosphere, I just wish the loop were longer and/or cleaner. The gameplay is very clever, but a bit frustrating.
Windows x86 version came with the OSX version as well? just a note.
Hilarious and creative concept, well executed, graphics that enhance the mood, fantastic music, I really can't think of anything other than all fives to give this
Something feels strange to me about a web based game with gamepad controls, just a thought, not important. I liked the flavor text for the sequences, but I didn't really manage to figure out the pattern to them. I also often got tangled up, with pink on the left and blue on the right, and that did bad things to my head. If you had made the audio rating available I would've given you a good score there, but it's probably better to just say that I really like the music anyway.
I like the way it looks, and I like the concept, and I like the way it feels. I don't like how slowly you fry enemies, how fast the enemies move, or how fast the sun moves. The gameplay ends up feeling pretty samey because of those.
The random aiming was a bit wonky, and I don't like how you don't maintain upward momentum, great level design though!
I'm working on getting this figured out, Love2D has very suddenly crapped out on me. Thanks to everybody for telling me how it's screwing up, it helps a bunch!
Alright, it ought to be solved now.
I lied. More work.
It should work now, but I've had to backdate Love2D to get it to work, so it might just maybe be unstable. Comment anything you find and if there are enough problems I'll just maintain a separate 'fixed' version. Thanks everyone!
My soul feels so yarnful
This is possibly the worst looking Ludum Dare game I've ever seen, but it's also possibly the most fun and creative. Nice job!
Very creative idea! I'd love to see this more fleshed out!
Okay, bit too trippy for me. I really love the audio, and beyond that I have no idea what's going on, which I also kind of love.
Very nice, made me think
Neat little thing, balanced a bit more difficult than I'd like it, but I had fun anyway!
jelch: Did you have a controller plugged in? I noticed a bug similar to that when I was trying to add controller support, so I decided to just not mention the existence of buggy controller support :p
Tsevion: No, I haven't even heard of that movie. "Torus" refers to the weird topology of the labyrinth, and to the monster.
Weeping Rupee, thanks a bunch for copying that stack trace! Unfortunately it didn't help much, it looks like you ran into some kind of weird corner case. I added a check that should prevent whatever caused that from being a crash bug in the future. As well, I nuked all trace of the buggy controller bullshit that's been giving people trouble. Thanks again, hope you don't get too unlucky this time!
Neat! You and I had kind of sort of similar not the same at all ideas!
Surprisingly engaging for something so simple
Love the style, but there's not much to the gameplay.
Neat little toy! Well executed, but there's not a whole lot to it.
Really captures the feel of a lot of retro platformers. The difficulty too!
Very pretty! While hunting through the mazes and for scattered puzzle pieces is somewhat frustrating, the visuals and the mystery of the tight field of view were plenty to keep me engaged while exploring!
Quite fun, if a bit simple. Shooting and destroying the enemy ships is very satisfying, and the movement is for the most part pretty good, but I wish there was a way to control the speed of the ship, and a better UI to show where the planet is. The mood created by the music is awesome, and it would only need a bit of balancing/mastering to be perfect.
@cerno-b You're very right about the controls being complex if you found a quirky control that wasn't even supposed to be in there! I'm not sure what's going on there, but you shouldn't need to hold anything down to hold droplets, it should be one click/press to pick up, and one to drop. I definitely could've done the controls better.
The wind sound was actually quite easy, I basically just poked at sliders in [bfxr](http://www.bfxr.net/) until it sounded right. If you want to try that yourself, I find that the most important piece in general for making nice atmospheric sounds is to turn 'compression' down.
If you'd like to play a version that introduces controls and mechanics more gradually, you should check out the current post-compo version, which adds an interactive tutorial to deal with some of the control weirdness.
Thanks to you and everybody else for the feedback so far!
@chao there was actually a way to destroy plants! Holding 'down' at the base of a shroom uproots it! Totally understand how you missed it in the pure text tutorial though. Thanks for playing!
The getting from place to place is close to fun, but the upwards-only thrust makes it inevitable that you get trapped in orbit around the planet you were trying to touch. The exploration itself isn't intrinsically satisfying, so the progress bar ends up feeling cold and low-effort. Tweaks to the controls and a strong focus on the mood of the exploration would improve this game significantly.
Charming, but really samey for how long it is. Many of the screens had some very satisfying challenge, but the good will I had for the initial charm was quickly eroded away by frustration when a challenge I was satisfied to have beaten popped up on another planet, completely unchanged. I feel like you could have halved the number of planets and condensed away the re-used screens and it would have flowed much better.
Still, the music was very nice and the matter-of-factness of the ending left me on a good note.
Neat interpretation of the theme, but the sound is really grating, the movement feels awful, and the collision is too buggy and inconsistent for me to feel confident I can actually beat it on one of these tries. Keep working at it, and this could be great down the line!
This is so hilariously morbid that I feel like if I go into any detail on what I love about it I'll come across as a psychopath. Definitely the coolest interpretation of the theme I've come across so far, and definitely one of the coolest visual styles.
Very cute! The puzzles weren't exactly puzzles, there was a lot of backtracking, and it honestly didn't look very good, but it left me with a good feeling, and that's what matters
Great mood to this! It would have been nice to have more interesting terrain around in some small capacity, and I really would have appreciated a "walk backwards" button for positioning myself. The fact that you can't quite look down really helped the atmosphere by emphasizing that you're supposed to be looking at the stars, as did the pillars that named constellations, and the silhouette of those pillars against the sky was very striking. This is certainly one of the most unique Ludum Dare games I've played, stick to it!
Super fun, especially for something so simple! The music and the animations really fit together to create a very energetic mood.
This game has a ton of technical problems, movement is almost annoyingly slow, and the transitions are frustratingly long. That being said, the further I got into this game the more cool little mechanics revealed themselves, and the more I liked it. Like others, I got stuck at the laser bug, but I'm definitely going to come back to this and finish playing once that's fixed! Great job!
Like r/place, but much easier for people to create obnoxious advertisements. The KSP system somebody made was pretty cool, but there's not much to like about the core of this game.
Is this what really happens to the frogs when you put chemicals in the water?
I enjoyed this, the art is nice and the parameters of the central upgrade mechanic have enough depth and variety to carry it the full length of the game.
I do wish there was more meaningful variety in the enemies, they definitely don't carry the full length of the game, and it sets up a lot of uncertainty about the final boss. Like, by the end, I know I can smash the same enemies I could barely beat at the start, but I have no idea where I'm at relative to the boss, or what kind of things I should be taking to prepare. I did smash the boss, but it didn't feel on-purpose.
(Writing after reading your comment above to similar complaints, I'd recommend it may have been better to communicate the ramping up in enemy difficulty by showing the player different enemies, i.e. by ordering them slime->wolf->golem, or by just changing their color palette based on their level of threat. Mini-bosses at the end of each area could also help with this, and I was actually disappointed when I got to the end of the first area and there was no particular challenge, just a change in environment.)
Kudos as well for the least irritating music loop I've heard all jam :p. Genuinely though the music and sound are simple, tasteful, great.
Neat! I think the difficulty is tuned about right; yes it's hard, but it's hard in a way that you can improve at and see your distance going up, without indefinite survival ever becoming easy. The art is nice, the movement/shooting are solid. It got old faster than I got good at it, I think because nothing really changes any distance out. Definitely more fun than I expect from a jam game anyway!
The last puzzle was really cool!
No huge complaints here, I wish that some of the basics had been tutorialized the first level didn't really explain the mirror mechanic, and I had to accidentally figure out I could push mirrors in the second level.
I understand though how too much tutorial could interfere with what you were going for, and after those two little things I really appreciated little the meta-puzzles of what you can do with new mechanics.
@lone-wolf Yeah that's a bug somewhere in the coupling between the box2d physics and custom terrain system, I noticed it and was trying to cobble a quick fix for it, but it's not a simple problem, I was only able to make it less likely. I'm sorry you weren't able to complete it! If you decide you want to, or anybody else trips on that and sees this, the workaround I offer is to not touch the buggier-looking parts of the seams in the terrain, they look buggy because they are buggy :/
@lone-wolf Oh yeah, and Lua ftw!
@bmacintosh I did actually include the ability to drop materials (click on em in your inventory) and forgot to tutorialize it. You do lose them when you do that, because "where do I drop the physics object that it will behave well" is a surprisingly difficult problem, so it's not a whole lot better than just building trash. Any case, I'll add that feature to the description real quick.
Regarding sameyness, I felt post-compo that I should have made the distance you have to dig to win about 30% shorter, I think I may be asking more time than most reviewers are willing to give. It is what it is now.
Thanks so much for the detail!
@runuchok You do start with a starter pack, of 3 copper! The tutorial guides you how to use it and everything! I get how you could miss it though, if you used the written tutorial or died early on, I've watched a couple of buddies do the same thing.
Sorry as well you got unlucky on the copper spawn. It's meant to be challenging to get to at points, but I had wanted to guarantee a small vein next to the start, and then have the tutorial show you how to mine it. I was very short on time scripting the tutorial so I went with the starter kit option instead.
Thanks for the feedback!
@noble-robot I'd hate to accept a good score for a game you couldn't play. With the wiring, did you try on clicking the node you want to connect to and then somewhere else? That's how it's meant to work, if that's not working for you then I can't imagine what would be going wrong. If none of the other tools are working for you then the engine must not like something about your setup, but that would be very surprising to me.
@radmccool That isn't supposed to happen (though the actual end is similar), it's a bug in terrain collision at the seams between chunks which is unfortunately not even close to trivial to fix, and that causes the whole physics engine to have a stroke. A near-identical bug is present in the rendering, so the places that are buggy look buggy, and you can avoid it happening by digging them to look smooth. Thanks for sticking with it, I'm sorry that caught you so many times!
Cute idea, cool concept with the camera. The controls and collision were odd enough that I found more success flinging myself into pits than properly avoiding obstacles, and I did get the donut in the end, so I'll call myself a speedrunning master.
somewhat endearing
words funny
art goofy
politics unwelcome
very samey
be confident
This is a very fun and unique idea, and it surprises me with how unique, and how not-obvious from the theme it is, to have seen the idea twice (see https://ldjam.com/events/ludum-dare/48/save-her).
The main issue I had was balance, it felt much too difficult for a casual jam player, I was only able to get as close as 7% in 3 tries. What I found most frustrating was when a machine I was in the process of working on would re-break; I understand the realism of it, but considering user experience it would have been a nice touch to prevent that from happening. I was also discouraged by how, given the finite health and increasing difficulty, early mistakes can become unrecoverable no matter how well you play later in.
Regarding the machines themselves, the the switches were quite easy (but I feel good for gameplay, as they're a quick thing you can just go do), the console was a cool idea that my own cruddy keyboard ruined for me, and the wave thingy was very creative and fit very well. I wanted to like the 3-bar thing, but it seemed to demand more accuracy than I could muster with the given interface. The spinning sphere was a cool idea, but in practice it got so out-of-control, and took so long to fix, that it felt like a waste of time to even bother with.
My last criticism is the lack of sound, in my opinion I'd rather have seen sound than a 5th machine, it would have really solidified the atmosphere.
Overall, I had a lot of fun with this, the high-pressure atmosphere is great, the visuals are a spot-on in their minimalism, and somehow I got the feeling of actually descending into a black hole despite literally no direct visual indication of such.
We made very similar games, but decorated them very very differently. Got a solid giggle here, the screenshake and the pizza splorts really set an appropriately ridiculous tone.
Something about the controls just wouldn't let me wrap my mind around them, I kept finding my fingers in the wrong place, and every time I opened the shop I had a brief panic trying to remember which button was the buy button while my food was ticking down in the background and pizza Jeff was somehow throwing pizzas in the entirely wrong direction despite me being on TOP OF YOUR TABLE JEFF, HOW CAN YOU MISS ME. This is perhaps an intended experience, but I did not like it.
Art is decent, nothing to write home about, tasteful for the scale of pixel art, and sufficiently unified to where nothing felt off (except the background, but it didn't bother me). The end was in about the right place, maybe a touch too far, but I really appreciated that there was an explicit goal to reach.
The music is nice, fits the game, doesn't clash with the sound effects (of which the sound of clicking the cubes is a standout favorite). The music didn't actually play on the web version though and I had to go grab it out of the source code when I noticed in your description that it should have been there. (Benefit-of-the-doubt, I blame the engine, not rating on that)
There's not really much here for me to say, it's very very simple. The difficulty curve is a bit strange, it feels like the first few floors are right at the edge of possible, but after you can afford armor it gets unlosable. Other than what to purchase (I think the only strategy is health until you get some cash, armor until you can't lose, then attack to speed things up), the game basically plays itself as encouraged by clicking.
The individual graphical elements are all good, but would be improved overall if they all matched.
Excellent story, excellent sense of humor, the animations for the various machines are great, like this is all some horribly cobbled-together Rube Goldberg machine.
It's balanced too difficult when moving I think. If it was slower paced but you couldn't stop and breathe by not winding the weight, and as well if you could always see the parameters, then I would have had a lot more fun with it.
I too am sad you had to keep the game mute. Sounds for the various contraptions could have really added to the humor!
Hey, just found a guy with a similar idea: https://ldjam.com/events/ludum-dare/48/deeper-than-beyond It's funny to me that both of you came up with such a similar concept which is both very unique and not at all obvious from the theme.
I don't know if this was more or less fun to me for having accidentally skipped the part where you draw the symbol. One could definitely analyze some kind of theme in the series of blank pages at the end which the writer believed had symbols on them.
At the end you call the story unfinished, but I think the length was about right, the mechanics didn't exactly need much in-depth exploration.
Any case, good sense of humor, the sound sets a great mood which the setting of the story holds up, the graphics are simple and better for it. 'ppreciate ya bud.
Very pretty, but I didn't have much fun with it. Most of the challenge was fighting with the controls, mouselook tied to pitch instead of yaw is something I've never seen before, and I can't wrap my head around it. The basic gameloop of "bait the missiles and gather the purples" emphasizes this movement system, and would be plenty serviceable if the mouselook were improved.
Cool concept, I loved the simplicity of the base mechanics, but it did get samey pretty fast, I think the levels were a bit too easy to just breeze right through like a maniac.
The art and sound in this game have this bizarre deep-fried quality that I'm not sure if I'm supposed to like or not, but I do.
Very cool, your goal here was clearly to pursue a certain atmosphere. The environment is quite nice and is serviceable in that (I really appreciated the moment of turning around and finding everything suddenly red), but the audio was incredible!
My only criticism is that it's a pure walking sim, I would have enjoyed some more monster activity, but 48 hours is 48 hours and that clearly wasn't your priority.
How'd you produce the sounds? There's a lot of little noises in there that I personally couldn't have found two things to bang together to make.
I had some fun fighting the first enemy queen, and watching my preposterous army of ants stream through the tunnels to wherever they're going, and I actually lost despite my insane numbers because I picked a poor spot to attack from, which exceeded my expectations of the strategic depth of a game where you don't control your units directly.
If might have been more strategically interesting if you got fewer ants (making digging more costly instead of instant) and if minerals/gold spawned in clusters (giving meaningful places to dig towards and potential points of conflict). As well, I'm really not a fan of the art, though I understand it's more utilitarian than properly stylistic; I personally dislike pixel art that doesn't align to pixel boundaries, and as well a lot of colors blend where they shouldn't or contrast where they shouldn't.
A small oversight that I won't rate based on, the mineral cost of mining means that you can soft lock the game by running out of minerals.
A neat little scene to walk around in, I appreciated the level of detail included with the little monologues. The walking was a bit odd, very slow acceleration and I didn't understand the purpose of the dash since there was nothing to really avoid, and it didn't dash much anyway. Had some trouble finding which thing was meant to be the exit, it didn't really stand out against the environment. I do wish there was more to the story, I wasn't satisfied with the available slice.
Quite pretty, in a basic but good kind of way. The behavior of the projectiles was interesting, but I was disappointed that there wasn't any interesting use for the ricochet mechanic. I did have fun banking it off walls to hit entities, but actually accomplishing that was a significant gamble.
The combination of the entities bobbing and the arc of the gun made actually hitting stuff more difficult than felt good. As well, there wasn't enough variety to gameplay to make deeper levels feel meaningfully different. If the levels were designed rather than generated, that could have helped a lot I think.
Certainly not groundbreaking, there must be a million and a half flash games out there that work like this, but that's because it's fun.
Some of the levels were unreasonably unforgiving. Making a mistake often meant getting hurled into an even more difficult challenge, and making a mistake is very very easy. As well, the seemingly uncontrollable bounces make some mistakes easier than easy, entirely unavoidable.
The opening cutscene sold me on the theme. I don't generally score high on theme when the only aspect of the game that fits it is the framing, but there was meaningful effort in the framing that actually added something, and that I appreciated.
I loved the sound, and the art, simple as it is, works well. I appreciated all of the little touches of polish, like the screen shake, the illumination around the eye, and the level transition.
Ridiculous. Love it.
I'll admit to flicking my microphone instead of going "blub", I have neighbours and it's late and my mic sucks, sue me.
The levels are difficult, but fair and creative, they show off the mechanic well. I think a slower difficulty curve would have been preferable to teach the mechanic better, especially for a jam game.
Art works, music works, no complaints about any of that, would've given a good overall score for scribbled junk and the sounds of dogs barking if that's how you had decided to dress up the mechanic.
Clicked for Jerma, stayed for monke, very sad to leave him, I hope he is well fed without me.
This is riddled with jank and not tutorialized, for the love of god write up a quick tutorial in your description. I feel justified saying that in an unpleasant way because I absolutely love everything else, and I'm disappointed that the fundamentals of actually getting to the everything else are so screwed. Glad I powered through though to actually figure it out and play it.
To anybody else confused, place pots so that they point towards the exit, or other pots. Different pots represent different functions. Blue flowers serve a dual purpose of providing the input y=x (i.e. the first level's solution is one blue pot pointing at the result), as well as powering pots like 1 and -1 (they won't actually output their values without a blue input). From there everything should be figure-out-able if you know the math.
Review though: Quite pretty, excessive use of memes but tasteful in context, already said I love the mechanics, and the couple of levels that are there are enjoyable to solve. Even if it were tutorialized, the mechanics are not even remotely accessible if you don't have a decent grasp of math, and I really appreciate that it is uncompromising in that. I was giddy to get a derivative pot, good job playing to your audience.
Neat idea! Rather too short on content to say much about, but the boss fight was a cool little implementation of your idea.
A good base, but not much depth to the exploration.
I understand and agree with not having things be immediately visible, but being entirely invisible makes them kind of moot as a game mechanic, the optimal strategy seems to just be dig to the bottom and then exhaust the rest of your stamina along the bottom row to maximize dug area. Strategizing around the most stamina-efficient path to reach the bottom is a fun little puzzle though, I would have liked to see more depth to it.
The music works well, manages to set the right mood, and the art of the little miner is just lovely, he looks so worn down by life and yet so cute.
I had some fun with this. Simple, straightforward, nothing-wrong-with-it gameplay, wrapped up in serviceable graphics and sound which I didn't like but didn't drive me too nuts.
If I could change one thing, I'd move the camera further ahead of the player. As fun as reacting on the fly to these little challenges was, I feel a lot of potential was lost for challenges that would take planning and thinking and all that nerd jazz.
I really appreciated the formula change in the last level, and then the second formula change in the last level, both were great little switchups that caught me off guard.
This is an interesting idea, but I didn't really enjoy playing it. It's a combination of the interface requiring all this clicking, and the delay being inconsistent.
On the interface, this game would be frustrating to play even without the delay mechanic. On the inconsistency of the delay mechanic, I came in expecting an element of skill in timing commands, but what I'm experiencing is more like a gambling mechanic.
I did enjoy the little puzzle with the spiral of currents in the middle, that was satisfying to solve. This was a really creative integration of the theme into the mechanics as well.
Quite simple, the puzzles worked, the ticking clock mechanic was fun. It's a nice touch that the solution changes when you screw it up and retry.
The graphics have a bit of an MS Paint thing going on, but I could tell what everything was, so that wasn't really a problem.
Engaging for the ~90 seconds it took to beat, but on the other hand, it only took ~90 seconds to beat.
I clicked thinking I was gonna give you a bunch of grief if you didn't have a Linux build lol
In all seriousness, this is a great gag, the gameplay wasn't very engaging but it really didn't need to be, thte idea holds itself up.
Please clean up your download! You have a compressed binary, and an uncompressed binary, and your source code, and it makes the download unjustifiably huge. Not scoring on that, just complaining.
I liked everything about this game except the game part of the game, and the portrayal of some of the characters. The latter is a taste/culture thing, but regarding the former, it's just not engaging, and I nearly quit after the first 30 seconds figuring I had done everything I was going to get to. I was right, but I'm glad I stayed for the less tangible details. I'll say the decrease in the number of items in later days was a neat idea, but didn't exactly help me enjoy playing. There really needed to be more to the mechanic.
The details going on in the background are great (though some initially tricked me into expecting a story hook from them), and the music is so easy to fail to appreciate, being as tasteful as it is. To anybody else reading this, listen to it! It's great! That's <48 hours for legitimately good music that changes level to level!
I don't understand what I'm supposed to be doing, it seems like just walking off edges until 100m is reached?
I found the music quite irritating.
Parts of this looked okay, the depth signs had a neat aesthetic to them.
I feel like I must be missing something, if there's more to the game then could you please include a description?
Opening Menu baffled me for a moment, my first thought was that it was meant to be like a Mega Man level select screen, but the level called "Rules and control" didn't sound very fun...
Seriously though, real criticism. The graphics are really rough and the music is too repetitive. As well, it's tough to tell where hitting the spikes will actually count, I feel like I always have to be overly careful about them. The controls are a bit odd, they seem to be scrambled pretty higgeldy piggeldy around the keyboard, and I keep forgetting that 'W' doesn't do anything, especially while climbing. The overall effect is that I feel too perpetually confused to really get into the flow of things.
The actual mechanics are great, you built an excellent metroidvania structure and you filled it with all kinds of really interesting, challenging, and fun movement puzzles that take full advantage of the movement mechanics that are introduced. As well, your movement puzzles do a great job of gradually introducing the depth in the system that comes from combining all of these simple little mechanics. It's all really pretty elegant, and I can tell you had fun designing them. The only thing I don't like about the movement is the jerky response to input, but honestly the levels are designed around that well enough that I don't mind.
The graphics are endearingly jank and I love them.
Two small criticisms of the gameplay: First there isn't enough variety in your tracks to be fun, they dwell too much on very easy patterns, even in the Hard difficulty. Second: the parallax difference between the front and back columns of rats can make some parts hard to read, although that's more of a statement than a criticism, it might be what you were going for.
The music is great too, far above my expectations for a Compo game, I was actually pretty unimpressed until I realized the music was part of your 48 hours, mad respect.
Very creative idea! I didn't find it engaging, since the strategy is just to find and walk alongside the 0s. I'll disagree with the other commenters that the 0 blocks with mines in them are a problem, I think your chosen algorithm for determining the count on a tile is fine, the better choice even, it just needs to be communicated more directly.
Even if I didn't have fun, I can really appreciate the simplicity of this.
Fun while it lasted! I A-ranked all 3 levels, it's tough to judge with just those 3 though. Of those 3, all I can say is they're tuned to developer-difficulty, and could do with either being somewhat easier, or having an easier set of levels preceding them for a new player to build skill on. Certainly, a lovely idea, executed well.