Mage Game by droo shayne 2020-10-05T22:09:51Z ♥ 0
It looks like a lovely puzzle platformer. Do you plan to find a way to host it?
Foon → Ludum Dare Explorer → Users → Connorses
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | FALL DEEP INSANITY [R16+] | jam | 990 | 3.48 | 3.15 | 3.26 | 2.76 | 3.83 | 3.20 | 3.53 | 3.70 | |
| 2020 | 46 | Keep it alive | 👥 | LAMPCHASERS | jam | 2019 | 3.12 | 2.56 | 2.83 | 3.14 | 3.58 | 3.69 | 2.58 | 3.29 | |
| 2018 | 42 | Running out of space | Out of Space | jam | |||||||||||
| 2017 | 40 | The more you have, the worse it is | TOO MANY DEMONS | unfinished | |||||||||||
| 2017 | 39 | Running out of Power | RoboParkour | jam | 3.25 | 3.38 | 3.13 | 3.88 | 3.25 | 2.88 | |||||
| 2017 | 38 | A Small World | MARBLE GALAXY | compo | 378 | 3.06 | 2.82 | 3.00 | 3.44 | 2.67 | 1.00 | 1.50 | 2.38 |
Connorses leaves an average of 5.6 feedback comments each event.
It looks like a lovely puzzle platformer. Do you plan to find a way to host it?
I liked that you were able to fit 3 characters in there. You can spam a LOT of bombs so the ranged berry is definitely my favorite, although the sound effects do get annoying after hearing them a hundred times. I noticed that you move much faster if you go diagonally so that's useful. I did get lost at first because of where the berries spawn in, but I figured it out quick enough.
This is a fun concept. I can see very clear inspiration from the game Hammerfight, so the gameplay is rather familiar to me, but you've done a good job creating a physics game in such a short time. Other comments already mentioned adding sound effects, or particles, which is good, but there's more you can do. The main challenge with this kind of game, I think, is making it feel like objects have "weight". You have to limit the speed/strength of the player, and make things in the game world bounce off each other or get pushed around by impacts; in this game, the objects just slide off of one another.
There was also no apparent consequence to bumping into enemy weapons, I actively tried to die and it didn't happen.
The graphics were pretty cool.
p.s. Why did my hammer turn into an axe after a while?
I think the scope is really important, this was a good jam game premise because it wasn't overly complicated. Character moves with arrow keys, other stuff moves north. Your art was great. The junk food in the artery is a nice touch. Super cool to see someone still working on a project after the jam.
Interesting game, at first. The story gets very existential and a bit creepy, but I like it a lot. The brain is very busy with things we don't think about much.
I found myself wanting to click rather fast and not everyone will want to or be able to do that. Personally the only change I would recommend is an option to hold down buttons, in which case the game "auto-clicks" at a predetermined speed. On the other hand, it's a very short game so it's not really necessary to change anything.
This was an interesting concept and I had fun with it! I wish mouse aiming were easier, but still it's an excellent prototype game. The level where you have to kick the cat ball into the narrow space is unfair. I noticed that the mouse aiming depends on where the guy is, not the ball, so you actually had to kick it at the correct time as you were falling if you wanted to aim it correctly. If I had a way to kick the ball at exactly 90 degrees it would be better.
Absolutely brilliant. Are you sure you made this in 2 days? It's one of the most polished Ludum Dare entries I've ever seen and it's an NES ROM. The throwing mechanic makes you want to be super cautious because you can easily miss with it and it's crazy.
I liked it, I don't think it's too difficult. Upgrading firerate is broken and after a while the game gets easy. I like spamming mines. :L You did a great job creating a graphical style that stands out! I may have to download the source to learn about this pixelated effect.
My controls kept bugging out (which was the only reason I died), I think that's an issue with the Web Player or something.
It's pretty relaxing to play! I had a couple thoughts on the design: The screen should not move upwards until you release the mouse button. I was positioning a stone when it barely touched the stone beneath, and the screen raised up just before I released the mouse. This made me drop the stone from a few pixels higher and knock over a cairn.
BUGS! I found a bug where you can queue up multiple stones by clicking the most recent stone over and over.
Also I'm not the first person to notice that you can click really fast to cheese some extra points if you see the cairn falling. Not sure how to solve that one.
Man this is super cool. You did some nice polishing on the graphics. I felt pretty useless with a full clip, it seems like if you reload while on the upper platform you won't be able to avoid being hit. The only way to win is to drop down, reload, fire a few shots to lighten up and THEN climb up and shoot the boss. I like this interpretation, nice work.
The graphics are great. I like the feel of this underground bunker sort of thing. And the lighting, of course, is a nice touch. The gameplay is nothing too new or interesting; it's short and easy. I think it's possible to push a crate into a corner where it can't be pushed out again. Still, a solid entry to the Jam.
I think is game is slightly confused about what it wants to be. Connecting the different waveforms is fun, and reminds me of messing with MilkyTracker to make instruments. Having to do platforming to hook them up, however, adds some unnecessary difficulty in dragging wires around. If I were able to simply use a mouse, I could be solving the same puzzle without having to run around the screen. One level (4?) even had me drop down in order to reach the output side of a multiplier and then climb back up with the wire. The premise is fascinating, and I could see how the platforming could add to the puzzle aspect. Perhaps allow the player to click things within a radius of the player? SOMETHING to make it easier to move wires around.
I also agree that the waveforms would look so much better at a higher resolution. And the timer is dumb; this is a puzzle game.
It's a great game, your stuff always impresses me. I'll certainly be interested in any updates.
Was surprised to see the amount of artwork and music that went into it. I love the visual of the pods in that very last scene.
Ran out of power maybe 10-20 minutes in and I'm not sure I want to play through all of it again, which is a shame because the story is fairly interesting. I like what you've done with the graphics very much, and the music. The gameplay mechanics aren't particularly interesting and I found myself occasionally dropping crates I was supposed to be grabbing with the gravity gun. Still, an impressive project for LD39!
The robot runs incredibly fast, so fast that he is hard to control. I'm also tunnelling through walls. Did you increase his speed at some point, or could I be experiencing a bug?
Level 5 requires super precise timing. I know it's hard to make a good difficulty curve in 48 hours but WOW.
I found myself repeatedly scanning while on the charge spaces to figure out a path, because it doesn't use up power on those spaces. I think the gameplay would feel better if it just revealed the map the entire time you were sitting on a recharge space.
I got sick of not being able to click through text, so I clicked Next Planet until I got to the end. Pretty crazy ending. It's interesting seeing games that go for a purely narrative angle in a Game Jam.
I really like the models for the spaceships.
The bullet pathing is a great idea, but there's never a convenient time to do it. I think it would be easier with better controls, since I found myself looking down and moving my hands to the WASD keys to make a flare path.
This is a really solid game so far! I love how you can grow your planet and get different types of friends helping you. The laser is cool, and collecting stuff is satisfying. I always have fun playing until around the time I reach "Regal" size, at which point there are these massive clumps of enemies. I think the most glaring issue is the camera, which lags behind your ship all the time. If I were to take this game further, I would work on that camera right away. I always die super fast to enemies I couldn't see. They fly in from whatever direction and fire all their bullets right on top of my hitbox. It's possible to get hit enough that you die instantly in this game.
Judging by the comments, I'm not the only one who got stuck on a planet because I couldn't fix my rotation, and couldn't see my ship when the rockets hit me (and when you're stuck in place because you can't see you're probably going to be hit by rockets). It's a fantastic idea with some impressive coding, but it's still utterly infuriating to play. You're lucky it isn't a $60 price tag or there would be hell to pay. ;)
I was trying Artillery Mode, and I had 2 guys on opposite sides of the map. I thought I wouldn't be able to get the trajectory right to ever finish the game. Then I tried firing near the core with about %70 power (%100 power actually fell short because it didn't curve enough) and I hit the shot! Fantastic idea for a game, I think if you made more crazy maps like this and perhaps additional weapons you could have a marketable game here.
It's an interesting twist on the fish game (the one where you have to eat smaller fish to grow bigger), not very difficult though. It was neat to see other planets crashing into each other and getting bigger themselves. I like the audio! I think the jerky camera was an interesting choice, it felt awkward but it wasn't entirely bad because it always gives you a static screen to look at. I don't like the way the planet stops whenever I hit another planet, I felt like it should keep going and perhaps just slow down a tiny bit.
I had fun finding the best strategy for this game.I noticed that if a piece of armor is destroyed, all the subsequent pieces are destroyed as well. This cause a few of my designs to be destroyed almost instantly due to weak points. When you place a new piece bordering two other pieces, you can't always tell which piece it connected to. The solution: Make armor blocks in a branching fashion to make sure they will always be destroyed one at a time when they get hit, and put thrusters and weapons in the holes. I got frustrated and quit the game when I realized I had reached a level where your ship gets immediately surrounded when it spawns.
Being able to spawn multiple copies of your ship is SUPER COOL.
I'm genuinely impressed that you guys made a ship construction interface in just a few days.
p.s. Editing the game page shouldn't disqualify you, go right ahead...
The writing is interesting, and even uplifting. I like Dr. Blackcraft and I love the puzzles you came up with! There are only a few items that can be picked up, and the game isn't super difficult, but that's good because the scope of the project fits into a game jam nicely. You made good use of the few things you did get into the game.
I was really annoyed by the game resetting itself; no one likes to solve a puzzle twice after finding the solution, especially if solving the puzzle has arbitrary wait times (the aliens take a while to kill). The game resets instantly if you drop a city in the water, but I feel like it should only reset to the beginning of a level. In short, the reset is a harsh consequence that doesn't add anything of value.
The game has a score counter and a Hard Mode, as if to pad the amount of content and replayability. I feel like these were unnecessary, since the interesting part of the game was the dialogue and clever puzzles. I wasn't motivated to play Hard Mode, because the game is so small I feel like I've seen everything already. Nevertheless, it was a fantastic effort and I like to see games that tell an interesting story in artistic fashion. <3
Great work on programming those collisions! I like being able to shoot at enemies while moving across the island. Right-click once, get a few boats as you drive past. It's the little details that make it fun. The island getting smaller is interesting, but it mostly means that you have less and less moving around and more shooting towards the end. I'm gonna make my clicking finger sore, here! Personally, going for high-scores can be fun but I usually prefer games that have some sort of attainable ending (as opposed to being overwhelmed by infinitely increasing numbers of boats). Overall, it's a pretty fun game regardless.
This is a super cool idea! I think my favorite thing is you could dodge bullets pretty easily, but you have to fly close to them to make use of your gravity and kill enemies. You're rewarded for taking risks, which is perfect! And when asteroids appear, you have to be extra careful because they can push enemies around which makes it too chaotic. Fantastic game.
I went to a party and One Beay was there, but I never got to meet them!
This was a fun game, although it doesn't have a ton of replayability since you only have so many options for what to click on at any given moment. The dialogue was fun! I'm gonna try to beat it one more time...
High score after a few games is 41800. Pretty fun game! Nothing very unique, though.
LD48 — Deeper and deeper (8)
Diacombs by tcstyle 2021-04-30T05:08:20Z ♥ 2
This was quite a fun idea! The graphics are adorable and shiny. Music wasn't bad, but got a bit repetitive after a while. I couldn't for the life of me figure out this screen, it seems like the second half of the section is heavily dependent on doing the first half perfectly but I'm always like 1 piece away from solving it. chrome_vTyZdqrqnn.png
Deep Below Ground by v0idpointer 2021-04-30T04:06:44Z ♥ 1
Fun game! I really enjoyed trying out the variety of spells. The game was very easy, especially for an infinite game. I only died when I was dying on purpose. However, I have to give credit where credit is due. There's a lot of content here, and lot of good writing. Pretty much all the spellbook descriptions got a laugh out of me.
I should note, you can pause the game and spam your weapon AND your mana still recharges, allowing you to build up a bunch of spells to all fire when unpaused. This was, of course, extremely fun. ZA WARUDO!
Rock Bottom by Josh6680 2021-04-30T03:36:56Z ♥ 1
Gameplay's not bad. The crosshair was a bit hard to see on the background, other than that the game's good.
ROOTS by TheGreenWorm 2021-04-30T02:16:41Z ♥ 2
I like the mood of this game a lot! There's plenty of potential in this. It has the addictive qualities of a game about collecting things, and also of an incremental game with upgrades. It can be super chill, yet also has the speedrun mode. You should add more procedural details to the plant that grows! Maybe even tweak it's appearance based on the nutrients your root collected.
Deepest Sword by Strega 2021-04-28T16:20:46Z ♥ 0
A genuinely brilliant and hilarious physics game. I love how the weight of the weapon affects your movement.
Bean Guy: Underground by Constantine Pallas 2021-04-27T21:14:21Z ♥ 0
The platforming felt pretty jank, but man this game has a unique kind of charm. I like it! You fit quite a few mechanics in there.
Keke in the "Caves of Peril!" by Hempuli 2021-04-27T02:43:51Z ♥ 1
A wonderfully clever take on Boulder Dash. The need to push things against walls leads to some weirdly convoluted solutions, but it's a puzzle game so I'll let that slide. I like the dirt collapsing mechanic. The difficulty curve felt weird but that's just a nitpick, this is a solid little puzzle game!
DeepTech Industries by Acdia 2021-04-25T17:44:07Z ♥ 1
Great idea, and well executed! The awkward steering honestly made this game so much more fun, even if I crashed I can't be mad because I blew up a wall. Dammit, I just used time during a game jam to play someone's game. Good job. :D