Foon → Ludum Dare Explorer → Users → CrispyBun
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Worry | compo | 347 | 3.58 | 3.16 | 3.12 | 4.00 | 3.54 | 3.58 | 4.34 |
I love this! The art is really cute. And I love the soft(?) colors. I like that it's a hexagonal minesweeper, makes it a bit different from the original. It does get a little repetitive though. And the whole game stopped working completely when I tried to use one of the cards I bought, it just went up and then clicking on anything did nothing. The sound effects are really nice, especially the one when you're revealing a large area because it's empty, that one's satisfying, but the sound of a flag being placed is kind of bad. It sounds like it's cut off. But it's a really sweet game, and I loved it. I totally see lots of potential in this. Great job!
I love this idea! The anti-aliased font on such a small scale in a pixel art game doesn't look so great btw. But this could totally be built upon and made into a really cool puzzle game. Gj!
This is the best, I love how you can just punch any car you want. On the last level you could just win by going up through the cars instead of on the proper track tho, which I'm not sure is intended. Either way, gj!
This is nice! I like the graphics a lot. One thing I'll note tho is that the enemies take way too many hits to die in my opinion, and the combat isn't the most interesting. Gj!
There's some obvious issues, such as you being able to get soft-locked by running into a wall, and your cannon for whatever reason pointing into the opposite direction when you back away from enemies. The cannon is also really slow to turn, and the combat isn't very interesting. But, maybe with some extra story, this could have some potential! Maybe some extras you could explore would be cool too. Gj!
This was pretty fun! I liked the artstyle, and the colors worked well together. The concept is unique but it did get a bit repetitive with nothing new introduced, I think it'd be nice to at least hypnotise people faster as you go, or maybe even have the hypnotised people somehow help you hypnotise others or distract the police. Good job!
I really love the concept. Unfortunately, the collisions were a little wonky at times, and you could easily catch corners of objects. There's also no limit on how fast you can shoot, but you don't shoot while holding, you have to click really fast. A better way to shoot would be to be able to hold to shoot, but there's a limit on how fast the bullets come out. Plus, not being able to move while shooting is a little annoying. But I do like the concept, the art is good, music sets the vibe really well. And I like how you use vending machines to buy upgrades, as well as dig through the trash to get money, lol. Just with some tweaks this could be even better. Gj!
This is really awesome. As some people have said already, the difficulty curve is a bit all over the place, but that's to be expected in game jams. The 2-color scheme is really cool, but it makes some of the obstacles suuuper hard to see sometimes. The ground mines are fine, but a lot of the other stuff is really hard to spot. One more thing, the reset screen takes a bit too long. I mean, it's short, but this is kinda the type of game in which you die a lot, so a way to press a button and skip it would be really useful. Other than that though, music slaps, art slaps, the mechanics are super fluid and awesome, and the animations go with them so well, everything just blends together flawlessly. Great job!
I really like this, and it's a really awesome take on the theme, but I think I got stuck? Everyone already has a card, one person doesn't have one but doesn't give me a chance to get them one, the only transactions I was able to reorder are reordered, and I don't see a way to increase fees, credit limits, or anything. Also, it'd be really nice to be able to speed up the text of the calls, it's a little slow and annoying to wait for it to appear. Holding a button to make it faster or even pressing a button to skip it entirely would be nice. Other than those things, I really like it. The colors are really nice and soothing, you chose a great font (which is important for a game like this lol), and it's overall just really slick. If the manual was a little more intuitive and maybe you got more things to do piling up as you play, this would be a really cool game that I'd probably pay money for! Provided there's enough content of course, lol. Gj!
The game looks really amazing, I love when games mix 2D and 3D and you've pulled that off really well. The audio is also really well done. It's just a shame you used a basic physics controller, some sort of snappy arcade gameplay would be better imo. Oh, and the camera is really smooth and nice too. Gj!
I like the vibe! It'd be nice if the diver faced the direction you were going tho. The music is really calming. And I liked how the squids(?) were looking worried and looking down as you went to the end, makes you anticipate what's down there. Good job!
This is a cool one! Although I couldn't get very far. First of all, it'd be nice to have some sort of indicator for how many resources you need to upgrade a thing. If there is one, I didn't see it. The tutorial was also boring and long, just text on the screen, and it somehow never ended, it just kept looping and going back to the first text. I got stuck tho, because (I'm pretty sure that's what happened at least) my storage got filled up with stone, and I think I needed wood to upgrade things, but I couldn't collect any since the storage was full. But, it's a *really* cool take on the theme, I like it a lot. The audio is also really fun, it reminds me of old flash games. I also really like the art, except maybe the background, those beige lines in the blue sky look a little off. It has tons of potential, it's just a bit messy at the moment. Gj!
I really like the way this looks, but unfortunately I don't think it was executed too well. Maybe the cars disappearing should be at least a little slower, or maybe have them decay a bit every time you do some action, because they kept disappearing while I was reading. And it was.. Just kind of a reading simulator. It's just 90% reading what's happening, reading what card should go there, and then it's just a matter of... Putting the card there. However, it still has potential, and with some tweaks could be really fun. I really like the simple artstyle too. Gj on finishing the jam!
This one's really cool! It's simple, but nice. The controls are a bit odd, I don't really have any finger ready to press "P" when one hand is on the arrow keys and the other one on the space bar. The art is really nice too, and the color choice is awesome. Gj!
I could see myself spending more time than I should if this was a polished mobile game lol. The destruction of the things was super satisfying, great job on that. And I really liked how quickly you could get your weapon to shoot eventually. If this was to be an actual polished endless runner tho, I'd definitely do something about the rock sections, because while it's super satisfying to do them in fast speeds, eventually it speeds up so much it probably isn't even humanly possible to get through them. Gj!
Lmao, wow. Theme "deeper and deeper", game name "don't pull it out" :p But the take on the theme is really cool! The controls are weird tho. Why enter to stab? And then E to power up? And space did what again? It feels like I need 6 hands to play lol. Also, A and D keys didn't really work? I could walk right but not left? Other than that though, it's really surprisingly satisfying to kill the enemies with your blood like that, and I like how you slow down for a bit when you stab yourself. Good job!
I love the idea! It reminds me a bit of Soul Knight or Enter the Gungeon. Though the gameplay loop isn't very fun, and it's repetitve. It's just a matter of mashing spacebar lol. But as a prototype, it's really cool, and I think has some good potential :d gj!
I liked it! It does feel a little bit clunky at times, but I really like the mechanic, and how the bucket has two uses. It's a shame there's no audio. I also liked how the cacti wave at you, lol. Gj!
@mudlee Yeah, I shoul've put more thought into the collisions. The collision itself isn't broken, it's just that the hitbox is really small which makes it feel wonky. And I haven't put too much time into level design, so I'm pretty sure there's some boxes that are in weird spots and hard to find. Thanks a lot for the feedback!
@creepyface @negabyte Thanks a lot!
@thezingthing Ah yeah, good call. The texts in between levels at least have a slight cooldown before you can skip them, but I didn't wanna do that for the game over screen so that you don't have to wait at all to try again. But yeah, making it ignore movement keys didn't occur to me. Thanks!
@barelyevengames I watched the clip, thanks! You mentioned the difficulty being inconsistent a few times, and yeah, I just made the levels as pretty much the last thing and I kind of didn't bother to order them well.
@icefallgames Thank you! Yeah, I suppose I should have made it easier, a lot of people get stuck, but quite a lot of people also said the difficulty is good. Obviously if I'd add to this I'd make some sort of difficulty setting.
@bytinggames Thanks a lot! There is a bit of a lore under all of it, but I just made the texts and some other stuff vaguely hint at it mostly to add a sort of unknown vibe, but I just made it way too methaphorical to have anyone make up a good idea of what the story could be lol.
@itskdog Thank you!
@shin0nome Thanks a lot! I always try to make the tutorial as quick to the point as humanly possible lol, no one likes to deal with tutorials, *especially* in game jams. For the static, I made a custom shader using GLSL. Someone called Xor made really good [tutorials](https://xorshaders.weebly.com/tutorials/shader-basics1) to get started with GLSL in gamemaker.
@escapade Thank u! Yeah, I made the story behind it really unclear and hard to make out, which includes the ending lol. Maybe not the best choice, but it was mainly about the experience, not a story being spoon-fed to the player :d
@jrevel Thanks!
@benjamin-leroy Thank you!
@darqweful Thanks a lot! I'm glad the sounds are good lol, it's nice knowing it pays off to actually create the sounds specifically for the game and not just use a generator.
@tanis Thankss! Lol I'm realising the hitboxes are hard for me to notice when I'm making the game since I literally know exactly where they are, lol. It's a recurring problem, I'll try to work on it :p
@saintchristopher777 Thanks a lot!
@exopunk Thanks! Yeah, it was a bit of a side effect of the bullets having lights, but I really liked that it made it a valid strategy to just dodge them for a bit and look in the areas they're revealing.
Oh I love this! At first when I got to the bar and started asking questions, I thought it was just gonna be a cheesy fourth wall break, but you totally managed to make it really interesting. I love the art too, and the music is great, I was just vibing in the main menu for a bit before I even started playing. Awesome job!
A really unique idea! I agree with what some people already said that the controls feel a little bit clunky. But I'd say it has potential, and could be really cool with some polish. Good job!