Foon → Ludum Dare Explorer → Users → coyotethursday
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2022 | 50 | Delay the inevitable | FEEDING_LOG_01172013 | compo | Mood | 4.61 | |
| 🥇 | 2021 | 48 | Deeper and deeper | Follow My Voice | compo | Audio | 4.64 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Temple of Hands | jam | 127 | 3.97 | 3.92 | 4.27 | 2.90 | 4.07 | 4.42 | 3.00 | 4.42 | |
| 2022 | 50 | Delay the inevitable | FEEDING_LOG_01172013 | compo | 25 | 4.08 | 3.68 | 4.34 | 3.80 | 4.21 | 4.38 | 2.56 | 4.61 | |
| 2021 | 48 | Deeper and deeper | Follow My Voice | compo | 131 | 3.88 | 3.71 | 4.59 | 3.88 | 4.64 | 3.73 | 4.17 |
The concept of having the levels nest inside each other like that was really interesting, but I found it confusing to keep track of which levels were where as the nesting got more complicated. The core mechanics were super solid though, I liked how more complicated puzzles could emerge from the simple rules. Also loved your music!
I really wish you included the graphics category for ratings because I loved the look of this game! The lighting did a really good job of setting the mood. In terms of gameplay, it was definitely fun once I got the hang of it, but I wish the ball was a little lighter (in order to make it travel as far as I wanted it to I had to hit it really hard, and then it usually ended up bouncing back to where I started).
These were some really neat + hilarious puzzles! I also liked the music, it did a good job of setting the scene
This was a really creative concept, I loved the way hidden parts of the levels would reveal themselves as you progressed. I did have a lot of issues accidentally soft-locking myself with light balls though, where I would throw a light ball and it would prevent me from being able to see the new platforms that were revealed by shattering lightbulbs. The controls could also use some tweaking, I found timing/spacing my jumps very difficult and so I had to stop playing once I reached the more complex platforming levels. The sound/visual design were excellent, you definitely nailed the high-contrast light/darkness aesthetic. Overall, great work!
Allowing players to take objects into bags but not take objects out of bags was a really interesting limitation that took the puzzles to the next level. Overall this was just a super creative premise, good job!
I really liked the atmosphere of this game! The chromatic aberration + grain worked really well, and you did a great job on the colors
I really liked the atmosphere of this game! The chromatic aberration + grain worked really well, and you did a great job on the colors
I really liked the premise and visual design, but I had a lot of trouble visualizing the interactions between plants. One thing in particular that tripped me up was the wide plant from level 2--I assumed it took in two inputs because it was twice the width of a normal pot, but I had difficult figuring out what to do with the output. I did really like the way the graphs were rendered though, the graph-drawing animation was extremely satisfying to watch.
This was a super interesting take on minesweeper, I liked that you could switch between different scanning modes to get new perspectives on the layout of the map. I do wish there was a way to mark tiles that I knew were unsafe though (like flags in the original minesweeper), it got very difficult to keep track of that in my head and I didn't have enough money to bomb all the unsafe tiles.
I really liked the concept of the game getting darker the farther you got down, and the controls were super smooth. It would be really cool if the monsters had some way to interact with light or if there was another way to sense monsters once it got dark (besides firing spells).
I absolutely loved the color palette of this game, everything was so pretty! I had some issues interacting with objects and the loop of finding items for the guards wasn't super engaging for me, but I really appreciated the games aesthetic
This game looked and felt very nice, I really liked the way the enemies moved! I also liked the concept of giving the player a limited number of moves, it was difficult enough of a puzzle to make me think but not so hard that I got frustrated. I do think that the controls were difficult to get the hang of (it seemed like the arrow keys didn't map correctly to the direction that the cubed moved in), but once I got used to it it was very fun!
I had lots of fun with the minigames, but I do think they could use some balancing (for example, I would have enjoyed the rhythm game more if it sped up more quickly at the beginning). I also loved your Aphrodite sprite!
I really liked the vibe of this game, the bones were a great touch! I also had a lot of fun figuring out how the digging mechanic worked, that was super interesting
This was a super interesting game, I enjoyed how the movement scheme encouraged me to think about movement in a different way. I do wish that you could move forward/backward and left/right at the same time though, this game looks absolutely beautiful in motion so I didn't like needing to stop every time I had to move laterally.
I really loved the visual style of this game, the way the objects looked like paper cutouts and cast shadows on the background was really unique. I wish the hammer and nail were closer to the background so we could see the shadows they were casting more clearly, it would have really driven home the paper-cutout style! I also appreciated that you could time your hammer hits to the music to keep the nail from breaking, even if you couldn't see it
Nothing compares to the pain of seeing an investor make it all the way to the right side only to turn and go offscreen at the last possible moment. That was lots of fun!
@dirkinz That’s a really cool idea! I’ve been trying to think of ways to give players a stronger sense of their surroundings, but giving them the ability to throw a rock sideways never occurred to me
I really enjoyed the look of this game, and I thought the concept of needing to shoot through the cables of your pursuers was hilarious! I did find the controls a bit finicky though, I had a lot of trouble aiming and stretching my fingers to press A, D, E, and F was a bit awkward.
Everything about this game was top notch! It looked and sounded absolutely gorgeous, and the gameplay was very engaging! I can't get over the visual style of this game, I especially liked the look of the tutorial
That was super engaging! I liked how the puzzles emerged from two simple mechanics (wrapping around from one side of the screen to the other + flipping the colors back and forth). You also did a great job with the visual and sound design, everything gelled together very nicely to create an experience that felt polished and cohesive
I found the puzzles in this game very engaging, and the art was really fun! I especially liked the bishop and his silly muppet mouth
Yeah same! The black hole was so gorgeous I got the bad ending because I was just standing there looking at it
This game had really interesting atmosphere, but I found the pacing a little slow. It was very tense for the first few minutes, but after I wandered the platform for a bit I started to get used to the surroundings and got the sense that nothing actually bad was going to happen for me, so it just became a waiting game. I'm torn on whether I think more should have happened, because I really appreciated this game's subtlety, but I walked away from it feeling like I missed something important. Maybe more could have been done to direct the player's attention? The ending felt like it came out of nowhere for me because I only saw the creature once on the opposite platform near the middle of the game, but I get the sense that the creature was intended to appear more often and I just wasn't looking at the right place at the right time to see it.
I really enjoyed the look and feel of this game, clicking all the buttons was extremely satisfying. I do think that the individual tasks could use some balance tweaking though--it felt like in the amount of time it took me to fix one thing, everything else went completely red, so I ended up ignoring most of the mechanics since I didn't have time to manage them. That was really unfortunate, because each of the little minigames was so interesting!
I really liked the way the environments in this game looked, especially the wolves. Trying to sneak up on them was really fun! My only big critique is that it didn't really feel like Red Riding Hood matched with the art style of the rest of the game--she looked good on her own, but since she was the only character not in silhouette she felt out of place. That definitely made her stand out, which is good for a player character, but I would have liked it more if the contrast was more subtle. For example, just the fact that she has red in her color palette would have been enough for me to differentiate her from the rest of the environment.
I really liked the way the game looked, and overall the controls felt very smooth and satisfying. The one bit of polish that would have been nice was a tutorial because I had trouble remembering all the controls, but overall great work!
Absolutely hilarious concept! I especially enjoyed the crylaugh emoji's that popped out of the balloon at the end. I do wish this game had more sound though (nothing crazy, just some ambience like whistling wind or a room tone).
This game was nice, I really liked Mrs. Applebee's design.
Excellent voice acting! rip biscuits lol
I had a really hard time with the controls, but when I looked at the comments and saw that you were meant to roll things into a ball (not push them in one at a time) I had a really good time! The volcano was adorable, I really liked the mixed 2D pixel/3D low-poly style.
I really appreciated that you took the time to make a tutorial for this game, that's an extra bit of polish that goes a long way. I had a lot of trouble with the lava though--like other people have said, it was extremely sensitive, and the screen shake when you died was a little too intense for me.
I loved the look of this game! Josepi's beautiful face completely caught me off guard the first time I saw it. Also generally, nice work on the lighting and color palette. I did find the controls difficult to work with as soon as I tried to walk on the underside of anything, so I ended up flying around everywhere on the later levels, but the movement was fun when it worked. Josepi's little caterpillar walk made my day!
I've definitely heard of games where you have to die to progress, but I've never seen it implemented quite like this! The idea that you're trying to take as long as possible to finish each level was really interesting and I really enjoyed the different sort of thinking I had to do to solve the puzzles. My main critique is that needing to do each level twice (once to open the portal, and again to go through the portal) seemed redundant to me since the levels didn't actually change after the portal was open. I think it would be really fun if you had to take longer than the time limit to open the portal, but then once the portal was open you would have to repeat the level and reach the portal in less time than the limit. That way, when you repeated the level to reach the portal you would have to chart an entirely different route and think about the level's layout in a new way.
I really liked the mutlti-views mechanic, it was a good way of figuring out how to move the brush around the teeth in 3D space without getting too complicated
The Disco Queen went so fast I got motion sickness but like in a fun way. If I saw this at a county fair I would be afraid of it.
I had a lot trouble at the beginning, but once I got into the rhythm I had SO MANY ANTS. The game was definitely more fun on 10x speed, I don't think I would have had the patience for it at normal speed. The ants in an hourglass song is gonna be stuck in my head for the next week!
Fun concept, but I found the controls a bit finicky (like the character took too long to accelerate and the jumps felt a bit floaty). I also had a lot of trouble with the ropes, it wasn't super obvious how bit the hitbox was for the end of the rope and so I had trouble aiming and timing the jumps. I did like the way the stamina meter was represented on the character--it was intuitive to look at and I liked the aesthetic.
I really enjoyed the game aesthetically and the voice acting was great, but I think the gameplay could use some work. I didn't find myself needing to use the depth-of-field change mechanic often, and when I did the demons on the other layers blocked my view and made it difficult to tell what was going on. I found it much easier to just stay on one depth the whole time, which is a shame because it's a really interesting mechanic. Similarly, it also took so much sustained fire from the cannons to kill the demons that I just ended up using the drill for everything, and then in the later levels when there were too many demons onscreen to deal with I was able to kite them all to the center by flying in circles and just sort of let them accumulate until the level changed. I really like the idea of needing to balance health and reloading theoretically, but I think it would need some re-balancing in order to work well. The mechanics in this game were really cool and creative, but it felt like the gameplay discouraged me from engaging with them.
I really liked the sound design in this one, especially the way the music changed when the creature was nearby. I think the controls were a bit too heavy for me. Especially when I was being chased, it was very difficult for me to change directions fast enough to navigate the narrow passageways. I don't think it would have been as much of a problem for me if the level was shorter, but since the level is so long and you move so slowly it can be hard to stay methodical about it. The sonar mechanic was really interesting--I always love games that have unique vision mechanics.
The polish in this is phenomenal, the art is super clean and altogether this feels like a fully complete experience. The core mechanic is a little bland and doesn't leave a ton of room for strategy, but the anticipation of waiting to see what the next card would be was still fun. The cats' designs were great, and I loved all the pun names.
The watercolor aesthetic was really pretty, and overall the art was super well polished! The gameplay did feel a bit clunky though, I found myself sliding around and getting stuck on slopes a lot. Some of the teeth were also pretty small, so it could be difficult to tell which one I would clean if I pressed space. Still, it was a really good experience!
Really solid entry! The russian-roulette style gameplay was simple but intense, and the moment of anticipation before the elevator door opened never went away. The graphics were also excellent--simple, with the perfect amount of grime. The oxygen system was an interesting way to create threat, on my second playthrough I was around level -50 with a bunch of really high-value items desperately looking for a shop, and needing to decide whether I should take the 20% chance now or see if a 0 or 10% chance comes up later was fun.
That was really fun! The mechanics were interesting and introduced gradually enough that I never felt overwhelmed. Also the banter between the married couple was really sweet.
I think the link to the itch page is broken, but I really want to try this one!
The mood in this game was excellent, the sounds were super immersive and I think the minimalist art style worked really well. I got lost in the level with all the hills, but I just walked in a straight line and was eventually able to find my way out. The breath mechanic was really satisfying.
I love all the funny attachments you can attach to the bowling ball, jet engine + flail may not have been an effective combo strategically but it was absolutely hilarious. I felt like I got to be the bowling ball from those janky bowling alley animations.
It took me a couple tries to figure out that I had to stand still inside the green circle instead of just passing through it, but once I figured that out I had a lot of fun! It has a really engaging gameplay loop. I will say the UI could have used a little polish, but given that you only had 72 hours to make this it's not that big of a deal.
"my god he truly is a handsome young man"
This game was really funny, and I found the main mechanic really engaging. The dialogue segments were the perfect length for me--long enough to make looking for clues interesting, but not so long that I got overwhelmed, and the pinning system was a really strong way to manage evidence.
I definitely think adding the infinite lives mode was a good move, in games like this it's usually somewhat unclear what the game is actually asking you to do so it feels unfair to punish the player for making mistakes like that.
The art for this game was absolutely gorgeous, and I was able to pick up the controls fairly intuitively. I will say that the sound designed worked really well for me, the music felt a bit out of place with the visuals--I would have expected something a bit less energetic.
I love it when the gameplay itself is the thing that makes me laugh, and watching Joseph get reeled back in was hilarious!
Had a lot of trouble maneuvering because the mouse sensitivity was really really low for me and so I couldn't really look around, and that made it hard for me to get close enough to the console to be able to read anything on it. I think it would have been helpful if the console took up the whole screen when you interacted with it, especially because it seems like being able to parse all of the small text is mechanically important.
The tiles felt really good to play with both in terms of visuals and audio, and chaining together crazy combos was really satisfying (although at times it felt like it was more about luck than strategy, which isn't necessarily a bad thing but something I noticed). I really liked the art for the little animals, having Anubis blankly staring at the board while I got a 40x chain of Ra made me smile.
That was hilarious! I love how all the little people bounce up and down when you throw the battery. Super funny concept, and strong execution.
I really liked the pixel art, especially the animations on the worm. In the second level with the shopping carts it felt like they were laid out on a slightly-less-than-45-degree angle that made it difficult to get around them by moving diagonally (so I had to keep tapping back and forth), but other than that it was a pretty smooth experience.
The atmosphere in this game was great, and the premise was really creative and interesting, but it felt like the story didn't quite match the potential of the mechanics. For me, exploring the concept of a psychologist who erases the memories of his patients was really intriguing (what if he erases the wrong memory? what if a patient wants their memories back? what if he sees something he's not supposed to see?), but that doesn't actually happen in the game--he's uncovering memories, not removing them, and while that is also interesting in its own way, it's not nearly as original. It just felt like the story could have been pushed to be more unique, if that makes any sense. From an aesthetic standpoint the game was incredible, I loved the lighting in particular and the shadowbox quality of the scenes lent itself well to the idea of traversing memories. The physical act of scrubbing and cleaning the memories added a tactile dimension that I really liked. Overall very solid graphics and gameplay, but the story could have been pushed a bit further.
Neat concept! The string pluck physics were really satisfying.
The sound design here was great, I loved how the serenity of the score near the beginning gave way to the higher-energy track once the black hole hit its maximum size. The gameplay was also really enjoyable, I had a lot of fun sling-shotting myself around the black hole without falling it and I thought the controls worked very well for what you were trying to achieve.