Foon → Ludum Dare Explorer → Users → CogentInvalid
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Duck and also Fire | compo | 62 | 3.95 | 3.91 | 4.25 | 3.90 | 3.69 | 4.11 | 3.90 | |||
| 2022 | 51 | Every 10 seconds | RADARE | compo | 119 | 3.70 | 3.58 | 3.97 | 3.50 | 3.64 | 3.95 | 2.54 | 3.41 | ||
| 2016 | 36 | Ancient Technology | SPHER01D | compo | |||||||||||
| 2015 | 32 | An Unconventional Weapon | TRANSMATTER WHIRLMPOLE VACUUMBUSTER | compo | 251 | 3.52 | 3.64 | 3.68 | 4.16 | 3.22 | 3.50 | 3.11 | 3.09 | 47 | |
| 2014 | 30 | Connected Worlds | Greener Grass | compo | 308 | 3.46 | 3.67 | 3.11 | 2.21 | 3.29 | 3.04 | 2.64 | 3.27 | 52 | |
| 2013 | 28 | You Only Get One | The Enemy | compo | 414 | 3.11 | 2.78 | 2.95 | 2.68 | 2.84 | 2.56 | 2.47 | 37 | ||
| 2013 | 27 | 10 Seconds | PYRAM1D | compo | 165 | 3.53 | 3.38 | 3.16 | 2.87 | 3.16 | 3.32 | 3.36 | 3.36 | 66 | |
| 2013 | 26 | Minimalism | Minimalize | compo | 60 | 3.89 | 3.73 | 4.02 | 4.30 | 3.13 | 3.15 | 2.63 | 3.23 | 100 |
Cool gameplay mechanic, the movement was smooth and the controls were responsive.
The combination of the fluid movement and large pixels made the movement seem really odd but also strangely enjoyable. I would've liked to see more open areas to explore in addition to the tight corridors that make it up right now.
I think your entry really raises some interesting questions about the nature of reality. For instance, games may be art, but are games games?
Great graphics and music. Stencyl is ridiculously laggy even for Flash, and I wasn't able to jump high enough to complete the waterfall level, but what I saw was great.
The graphics were simple, but better pixel art than I could do. The gameplay was pretty simple and the game was short, but the controls and collisions felt good.
Very polished for a game made in 48 hours.
The levels seemed to drag on for too long without much (any?) variation. It's a good game, but I feel like it should have been a lot shorter.
Interesting concept, fun to control the vase. I kind of wish you could rotate gravity faster, though.
Pretty fun game. Like Super Hexagon only without the hexagons. I think the powerups and movement ability made it better than Super Hexagon, actually, at least from a gameplay standpoint. I would have made the player a little faster in exchange for bigger gaps in the shapes, though.
Really fun game. Even though the graphics were minimal, the way the paddle remained perfectly pixellated when rotated made it look really good.
My high score is 18.
I got the same error.
Scratch always seemed hard to work with to me, so I'm impressed by the fact that you managed to get everything that's there in 48 hours. The tank moved a little too slowly for my liking, but I liked the controls and the way the attachment to the tank trailed along behind it.
The graphics were awful but it kind of added to the charm of the game. This is probably the funniest LD game I've played so far.
I couldn't get past the first Next > button. I clicked on it and mashed my keyboard, but couldn't find any way to advance.
Wow. I was the potato the entire time? That's deep.
Great game, would love to see an expanded version. I wish you wouldn't get stuck on walls when moving diagonally, though.
Pretty simple game, but the inability to see far-away walls is interesting and the controls are responsive.
The game mechanic was pretty interesting and the (understandably) minimalistic graphics were functional. Sometimes it was hard to keep track of how certain blocks behaved, though; maybe you could have added in extra visual cues to remind the player of what direction they were allowed to walk through the blocks.
I can't find a way to download this game.
Simple game, but pretty interesting concept.
Just a warning: this game sounds ridiculously loud on one of the computers I tested it on and not on the others. In case this is a problem with the game and not with the computer, be prepared to press M if the game starts to make any lecherous advances on your ears.
The game seemed to run slowly on my computer, maybe because I had a lower framerate. All in all it was pretty good for an early game made in 48 hours. I think the combat would have been more interesting with some flying or jumping enemies (if there were any, I didn't manage to get to them), since it would give jumping more of a purpose besides getting across the bridge.
I see a startling lack of potatoes in this game. Is that part of the lie?
Simple game, but it controls well and gets challenging fast.
This is hilarious. It's the perfect game, minus the gameplay.
I died a lot and I complained in the comments section about it. I think the problem is that you accelerate too quickly on the ground and too slowly in the air. Besides that, the skill loss mechanic seems interesting (although I never got far enough to test it out) and the levels seem well-designed to facilitate that mechanic.
One small bug: if you finish the game and then try to restart it, it automatically takes you back to the "you won" screen.
Really clever "game". Almost too clever; even by the second to last level I was still wondering in the back of my head if I was supposed to do something. Definitely the funniest LD game I've played so far.
Very unique and tense. The keyboard controls were responsive which is pretty much all you can ask for from a game like this. Overall, very good.
Good movement. I was going to say it was a little too slow horizontally, but then I noticed you could slide. Overall it's a very good game.
Surprising amount of depth for a game made in 48 hours.
You can move down through doors by holding down S while you stand on them. I think that's where you got stuck.
Whoops, accidentally submitted last LD's game. That's embarrassing. Fixed.
Seems like a problem with the shaders, which I removed from the game but not the code. It should be fixed now.
Man, has anyone even been able to play my game yet?
Cool concept, good movement and graphics too.
The gameplay is pretty standard but I liked the vector-style graphics, and the powerups were a nice addition.
The sound when the race ends is a little too loud, but overall a good game.
Definitely the funniest of the 12 games I've played so far. The graphics and music were both good too.
Great art, good controls too. The time dilation effect was cool, although it was sometimes hard to know when to use it based on where the enemies were.
Very tense, I like how quickly the gameplay changes. It gets a little claustrophobic at times, though, especially with how slowly you move.
Took me a while to figure it out, but it's a really interesting concept. I wish I had people to play it with, since it seems like it would be a lot of fun.
Good concept, smoothly executed.
Simple, but really fun. The fact that the blue squares became more common <10 seconds and less common above 10 seconds created a nice element of pacing to the gameplay. Probably one of the few games that I'll hang onto after the competition ends.
Collisions were a little off, but as far as a first game goes it's pretty good.
I wasn't able to finish the blob's perspective, because the game crashes after I hit the first green switch. There also seemed to be some issues with the music not stopping or starting at the appropriate times, so I started the second perspective with the boss music still running (not that I'm complaining- it's really good music.) The gameplay is deceptively challenging, and there's a surprising amount of content here for something made in 48 hours. Overall, I enjoyed this experience quite a lot.
The collision detection was unpleasant at times, especially when I keep sliding down the corners of platforms I'm trying to jump onto, but it was at least better than many other games'. The movement itself was very fluid, and the puzzles were well thought-out and fit with the main mechanic of the game.
Not a very long game, but the idea was executed well.
At first I thought the controls were a little floaty, but after getting used to them they seemed to make sense, and were actually pretty satisfying. I do wish you could control your jump height by holding down the button, however. Also, you probably should have made it more clear that you're not supposed to stand in between the lava beams in Level 3 to get through, unless you are supposed to, in which case you should have made the hitboxes more forgiving.
The movement was very smooth, which is a good thing given how hard this game is. The resolution was a little too high for the window to fit entirely on my screen, so sometimes I had to guess the location of jump pads at the bottom. Overall, though, it was an enjoyable game.
Unfortunately, I'm not enough of a ninja to beat the final boss. Or the LOFBASNFBLASOLBASFIB, as I keep trying to spell it.
It took a while at first to realize that the characters' movement would be reversed when they hit a wall, but once I got that down it was surprisingly fun.
I really liked the interplay between the awake and dream worlds, and the ways each of them affected the sleep and stress meters. The dynamic music was good, too.
Great style and story, but the controls were ridiculously cumbersome, especially towards the end.
Pretty fun. The instructions made it seem more complicated than it actually was.
I love the idea, and the window's visual effect is pretty cool. I liked the interactions between the two worlds.
Ha. Not sure if it's a game, but I like it.
I loved the juiciness and smoothness of the controls. The puzzle mechanics were introduced at a good pace, and the box-stacking reminds me a little bit of Block Dude, the 3rd-best game for the TI-84 series of handheld gaming consoles/school-required calculation devices.
@renatopp: Yeah, the randomness can mess you up sometimes. I did add some weighting to the randomness to counteract that, though; if one section of the screen has fewer clouds/blue flying things in it, it's more likely to spawn things there in the future.
@rob: There isn't really any differentiation to the levels, true. The number of arrows at the top of the screen show you how much further you have to go until the end, but I didn't really make that clear.
@Marcellus: Have you tried jumping? The goal of the game is to go upwards; if you fall off the screen, the game ends. The controls are listed in the game description and readme.txt.
@Stan Sypek: If no more clouds are spawning, then there's definitely something wrong. I can't imagine what might be causing that, especially given that blocks and fish are spawning correctly. Maybe there's some problem with the drawing that makes them invisible under certain conditions... Do the blue flying things in the screenshots appear for you?
I couldn't keep track of all the colored portal stuff, so when I got to the first hallway I decided to turn right and quit. :P Just kidding. I actually fumbled around with my uniform for a while, not quite sure how to "put it on", or even what that phrase means, before stumbling into the portal and dying horribly. In any case, I like the sense of humor here, and hope you continue working on the game.
Cool concept, if somewhat stressful. It took me a while to figure out what exactly I was supposed to do, but it was pretty fun to try and redirect things where they need to go.
I liked the mechanic, and what levels there were were designed pretty well around it. Sometimes I did get confused as to where the exit to each level was; it would help if you had a more recognizable graphic for level exits.
Really cool concept, and it was fun to play. Getting stuck was a hassle, though; I feel like it would have been easier to avoid if you put some kind of spike or other hazard in the alcoves so a player could easily see it ahead of time and avoid it.
The movement was surprisingly smooth for a top-down game. The collision detection was a bit off, but it didn't affect gameplay at all (except for one time when I somehow managed to walk off the map and die). In the end, I think the fluidity of movement (and comfortable movement speed) really helped the game keep from being too tedious.
The controls were fairly responsive and intuitive. It was a little hard getting used to the different speeds of the two characters, but it worked well as a puzzle element.
Pretty simple game, but I like it. I feel like stars should have been even bigger so it's more of a challenge to avoid them (and so you can easily tell they aren't planets).
I couldn't connect to your website to download/play the game. It might be under some stress right now.
The bicycle was pretty hard to control, but then again that might be the point. I liked the way gravity changed as you made your way up/down the level, and the graphics were great.
I liked the core mechanic, and it was presented and developed in a way that was really easy to understand as a player. I just wished there were more levels. Looking forward to the post-compo version!
I love the graphics, especially the parallax effect on the floor. I liked the exploration aspect between the different worlds, but it was often hard to tell where I was supposed to go, or where a particular door would lead (or if the door would set me back, forcing me to retread a certain area again.)
The movement was very fluid and responsive, but sometimes the robot moved so quickly (and jumped automatically) in such a way that there was very little time to react to things. Also, the camera followed the robot too little to see hazards above or below him sometimes. Other than that, it was executed really well.
Fun game! Took a while to figure out how to land a unicorn, but it wasn't too hard once I got the hang of it.
Great concept, and pretty fun too! I like the vector-y visual style.
Nice juice and polish! I got 2:58 in 204 clicks.
Nice job. I love the ending!
Great game! Surprising amount of content for 48 hours.
The art was amazing! The gameplay started off kind of boring, but got a little more interesting with the addition of the slingshot and bow and arrow. Would've liked some sound effects, but it worked fine regardless.
I like the retro artstyle! This game is quite polished all around. The gameplay is simple but engaging, although its tile-based nature makes platforming a little awkward. Also, I think the difficulty curve went up a little too quickly. But overall, excellent work!
The graphical effects and music give this game a really nice atmosphere! The gameplay is pretty standard, but the smooth controls make it fun to play anyway.
Cool concept. Gets hectic pretty quickly, and it's fun to try to juggle all the different switches as the pace ramps up.
A pretty fun game! I like the balance between having to collect things and dodge the hazards at the same time.
I walked away with $4150. Even though the gameplay was simple, the game show framing and risk/reward of choosing whether to keep playing was fun. Mouse sensitivity options would have been good, and it might have been nice to start adding multiple buttons per round as the game went on.
Really fun shooting game with good feedback and juice. I was able to kill 76 enemies in 287 seconds. The guns all felt fun to use and distinct from each other, although the assault rifle felt like the best one by far because close range is too dangerous. It would've been nice to have something to do when your weapon gets taken away other than just dodge enemy attacks - maybe if there were health kits around the level you could run around and collect those.
I felt some pretty serious input lag, I guess because all movement happens on the server and there's no client-side prediction? Considering how complicated multiplayer is, I can forgive it.
In any case, I liked the music, and I thought the level rearranging itself was cool, although maybe it would've worked better with a smaller level so you could get acquainted with the layout before it changes. Didn't get the chance to play with anyone online.
Really nice atmosphere and presentation! The first time I played I completely forgot there was an upgrade system, oops. It wasn't hard to beat the game like that when putting all of your materials into the submarine instead of spending them on upgrades. Even with upgrades, it seemed like the 10-second radar ping wasn't too helpful as opposed to just looking at the silhouettes of nearby objects. The delay before firing a torpedo was a little difficult to work with, too. But the controls were all really smooth in general.
I beat it with 0:47 to spare. Very frantic, and the time management aspect of things was fun. It took me a bit to figure out the specifics of where to refill the food and where to sleep while under time pressure, but it didn't take long to get the hang of it.
I really liked the concept of collecting upgrades to try to keep pace with the enemies, and it was fun to get stronger over time.
The biggest thing the game needs is more feedback - right now it's hard to tell when you're dealing damage to the enemies, and there's no response when you get hit. The player's hitbox seems big, too; I often felt like I was getting hit when I shouldn't have been.
It seemed like your performance in the game depended mostly on how lucky you got with your initial upgrades - if you didn't get anything good at first, you were doomed. With low stats I often found that I couldn't collect the upgrades that dropped because they were blocked by enemies that I couldn't kill quickly enough. When you did get lucky, though, you got better than the enemies at an exponential rate and completely outclassed them in a short time, which was very satisfying when it happened.
I got it in 202.1357 seconds. Nice job, it was cool figuring out the way through the maze as the level rotates. The controls were a little slippery, though. It helps if the player quickly accelerates to their top speed and then stays there, rather than continuing to accelerate as you hold down the button. Having a double jump with a slower max speed might've made mobility a little easier.
Super atmospheric and mysterious, pretty scary as well. I liked the dialogue and how it prevented the slow-paced exploration from getting boring. Controls were a little difficult and not being able to look up or down was rough, but at least the game didn't require too much skilled movement. A few times I lost control of the submarine and fell to the floor and didn't know why. I found "I AM EVERYTHING", don't know if there's more endings or a use for harpoons.
Great mood and audio, and the wallrunning was a lot of fun. I especially liked the visual effect for the echolocation pulse. Sadly it was part of the theme, but on some levels I kept finding myself doing nothing but jump once and wait around for the next 10-second pulse. I did appreciate how if you went fast enough you could travel along with the pulse, though, so it seemed like the levels where you had to move quickly were more fun than the ones where you had to look around and make precise jumps. (I wrote this before looking at the comments and saw that you came to the same conclusion, lol.)
The sound design was really good, the stark visuals worked well, and the tension of losing your sight every ten seconds was compelling - though I think for it to really work you would need to see glimpses of something moving through the level, or something else that gives you something specific to worry about when the lights are off. Or have things change in a scary way when the lights come back on.
The VO was nice, but probably too dense. I didn't hear the first four or so lines because I accidentally triggered them to play on top of each other. The horror side of things also works better when you're in silence.
Incredible art, fun concept, and the character was smooth to control. Being able to push chairs around was weirdly fun.
I had trouble at first figuring out where the coffee machine and the boss were, and I didn't realize you would drop the coffee if you pressed E while not standing next to the boss, so I dropped a few cups without realizing it at first.
I appreciated how certain paths would get randomly blocked off, forcing you to find another way through, and would have appreciated a lot more stuff like that in the game. Right now the game is pretty trivial to beat if you just get coffee as fast as you can.
Nice movement mechanics and level design! I appreciated the dynamic music, too.
I think I would've preferred if I were able to retry stages over and over until I got them right instead of losing lives - maybe at the end of the stage you could choose to instantly retry it or lose a life. There were some times I tried to dash diagonally into a wall but didn't quite make it because of how the dash slows down at the end. I also kept expecting to be able to dash upwards next to a wall and wall-jump out of it. Other than that I thought controlling the character was a lot of fun.
Nice concept, it's fun to try to find a way to navigate everything where it's supposed to go simultaneously. I found it super hard at first and lost almost immediately, not knowing where the correct stations were or how to navigate the trains there. It got easier when I realized it was only sending yellow and red trains at first. That said, once it started throwing different colors at me it got super hard again. I think having to scroll across the screen to see everything makes things a lot harder than they otherwise would be. Also, I think the art for the intersections could've been a bit clearer about which direction they're pointing (maybe by fading out the other directions more).
Nice cute art, pretty fun gameplay, even if it isn't too deep. It would be nice if there was some reason to place your buildings in specific locations instead of just dumping them everywhere. Also, towards the end I ran into a bug where the required resources for the ultimate robot kept changing names - it told me I needed tens of thousands of MK2 repair stations to build it.
@thegamearchitect It's for setting save data. I'm not using that functionality, but I don't think I can turn it off.
@vykri Thanks for the feedback! Enemies actually stay spawned after they enter the light side, meaning you can place a bomb where you last saw them to blow them up when they reappear. It looks like that's not conveyed well enough though, since it's easy to not realize that the enemies you're seeing are the same ones you saw 20 seconds ago.
@khaotom I used love.js: https://github.com/2dengine/love.js
First time I played I died without accomplishing anything, second time I figured out what to do and died while waiting for methane, and the third time I beat the game. It was satisfying to gradually figure out what to do, and I think the game did just enough to hint at what you had to do to win.
I'd say the biggest negative is the lack of feedback, making it hard to tell whether anything you're doing is working. Sometimes things wouldn't respond to interaction, sometimes they would only respond after a slight delay, and sometimes it would be like a thirty second delay, where you have to anxiously wonder whether anything is actually happening or you screwed up somehow. But despite that, I was still able to beat the game, and I enjoyed it. Good job.
The game moved insanely quickly for me, so I guess you didn't account for different frame rates? I got one order every 2 seconds on my 90hz monitor and every 3 seconds on my 60hz one. I was only ever able to fulfill a couple orders before losing the game. It also took me a bit to realize that picking up drinks was working, since the only feedback was the numbers at the top. Still, it seems like it would have been a fun game at the intended speed.
I wasn't expecting to play it for as long as I did, the resource-gathering was pretty fun. It was rough having such a low movement speed as the player character, but it was satisfying being able to eventually upgrade that. At a certain point I ran out of trees, got bottlenecked on wood, and couldn't do much from that point on. Couldn't begin to figure out how to attack the other teams - didn't seem like the troop generation buildings spawned any troops later in the game. I didn't try that thing you mentioned where you can destroy a fortress and build a new one further away - that might have helped.
Thanks for making this game. I used to be a drug-dealing at-risk youth on the streets of Minneapolis, but after playing this game I now run a nonprofit that gives free investment advice to starving children in the Middle East.
The concept of having to interrupt your platforming to give speeches to the camera is pretty funny, and it led to some good moments throughout the game. The punching attack was also satisfying to do because of the wind-up time and sound effects.
As a platformer I think it could be improved - platformers really benefit from having a versatile moveset and varied enemies and hazards. When everything is too simple it ends up becoming a purely timing-based challenge where you have to memorize the path through the level and do the same thing over and over again. I think something as simple as being able to control your jump height and not fall while you're punching would help open up your mobility and create more options for level design.
Also the final boss should respond when you hit it, so you know you're damaging it.
Fun and well-designed puzzles. The automatic movement was a nice twist that you don't usually see in these kinds of puzzle games, and with the movement mechanics it became sort of like a puzzle & action game hybrid. I'm pretty bad at puzzle games so I pretty much brute-forced everything, but I was still able to beat the game. It would have been nice to have some kind of feedback to show which direction you're going to move in the next step, just to show that your inputs are having an effect. Other than that everything was pretty clear.
Nice innovative concept, having to plan which items to collect was very fun. I didn't realize at first that you had to defeat all the enemies in each level or else you lose. After I prioritized picking up blue powerups at the start, it seemed like tile speed no longer mattered since I had the minimum time on all tiles. It seems like tile speed is the most important thing to prioritize, since it determines how far you can go and therefore how many powerups you can get, creating a positive feedback loop. Maybe there's some way to push back on that feedback loop - although having to also maintain your ability to kill enemies helped with that. It also would have been nice to be able to see the time cost for all tiles (though I see now you added that in an update). Overall though, I thought the game design and level design was really good, and the art and sound design was good too.
Nice, I loved Multitask back in the day. Fun set of minigames, great art too. I think the balancing minigame is a little too sensitive though.
Controls were tricky to learn, but actually pretty fun once I got used to them. I feel like deliveries could be a bit more lenient, since it's hard to land them in the small circle where they're supposed to go.
Fun set of videogame shitposts. This game electrocuted me in real life so I'm deducting half a star from Mood just to keep it real.
Super fun, I like the juice and the sonic-style health mechanic was cool. Maybe having a reason to explore the whole level would help, since right now it's just about wandering around until you find the X. Also do my eyes deceive me or did I see sussy amongeous red??
Not much to the gameplay, but nice music and art.
Fun game. The airship was maybe bigger than it needed to be, since it takes a long time to walk across it. But it was fun maneuvering it and trying to time things correctly to throw the packages.
Really cool concept, great art and atmosphere. Took a while for me to get used to, though. Since you can only see enemies through the screen it can be hard to see where you're taking damage from, so it took some time for me to realize I was losing controller functions because I was getting hit. Would be cool if different controllers had different strengths rather than being mostly straight upgrades the whole way through, so there could be a reason to switch between them. Could also use some more feedback to help convey when you're successfully hitting enemies.
I liked the variety of the art, and a huge box fort is an environment I haven't seen before in a game. The gameplay was kind of simplistic and it was hard for me to tell if I was damaging the boss or getting damaged, especially with the hearts at the top being cut off. That said, I was impressed by the movement on the boss, which was super smooth.
I made a spawner and a conveyor belt and a goal, so I think I may have won. Controls were pretty tough to get used to, but I got the hang of them eventually. It was cool to look at the premade levels and watch all the boxes get delivered.
Nice atmosphere despite the simplistic graphics. Didn't realize at first you could sprint with the shift key. Even then, I wasn't sure what to do when the zombies got fast enough to overtake me. You're right that advancing is better than fighting them, but it might be nice if there were other ways to evade them, like juking them. It was pretty exciting to try to get away from them, though. I managed to get to a purple thing at the opposite corner of the map before dying.
Neat visual style, and I liked having to manage dealing with the enemies and collecting trash at the same time. The large number of enemies made things pretty chaotic, and it was hard to dodge bullets on the small raft. Sadly the frame rate wasn't very good on my computer. I think it's a good foundation for a game though.
The game's completely black for me, unfortunately. Can't see anything.