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DaFluffyPotato

Category Medals

YearLDThemeGameDivisionCategoryScore
đŸ¥‡ 2023 53 Delivery Moonrabbit Collection compo Graphics 4.95
đŸ¥‰ 2023 53 Delivery Moonrabbit Collection compo Mood 4.47

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353DeliveryMoonrabbit Collectioncompo324.103.473.134.104.954.364.47
202250Delay the inevitableExplon'tcompo753.903.763.023.094.593.773.63
202047Stuck in a loopShifting Edgecompo3413.362.713.052.464.153.423.39

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by DaFluffyPotato

LD47 — Stuck in a loop

Shifting Edge by DaFluffyPotato 2020-10-05T15:17:01Z

@gibss it's best to watch the shadow when you jump. Also, if your mouse is over a specific area (an island for example), you will go in that direction, so you don't need to estimate where you'll land aside from how far you'll jump.

Shifting Edge by DaFluffyPotato 2020-10-06T14:26:55Z

@blubberquark I'm not sure if this was what you were trying to point out, but I just noticed that I forgot to center the cursor image (it was just showing at the top left). It was about 5 pixels off in each direction. When I originally tested to make sure directional movement was correct, I wasn't using a custom cursor so it looked fine at the time. Anyways, I just patched the issue.

LD50 — Delay the inevitable

Terrible Brakes by TimBeaudet 2022-04-11T06:18:35Z

This is the first game I've played so far, but I wouldn't be surprised if it ends up being my favorite from the jam. I've been playing it for over half an hour and I'm slowly making progress. I got to about 1:32 on zone 7 (that big jump). I was playing on my keyboard since I don't have my controller with me at the moment, but I can imagine the analog input would be a lot easier than feathering arrow keys. I'll have to try again when I get access to my controller again.

Aside from the concept and the gameplay, the other aspects are a bit lacking (although it really wasn't much of a detriment to my enjoyment). The game could use more sound effects such as a ding when you complete a zone or sounds for drifting and hitting walls. In terms of visuals, some FOV changes and light screenshaking may have been some easy changes that would've contributed (although I'm not an expert in racing games). The color palette could have used some improvement and it would've been nice if the skybox were swapped with something that wasn't gray on the bottom half.

Oh, also, I could see this making a great VR game for people who don't easily get motion sickness.

Rude Bear Restart by alexrose 2022-04-11T06:51:49Z

I beat it. The music stands out as being very good. I also like the take on the theme from the story perspective (considering the ending). From a gameplay standpoint it could use a bit of work in my opinion. The rewind serves as pretty much just a timer on puzzles, which doesn't add much to the game. That said, the base puzzles ranged from pretty good to very good. The log and ice areas had very nice puzzles. Overall, I had a pretty good time with the game. Nice job!

(Also, I found a softlock with the ice area where if you go left immediately after entering, you slide into the middle and get stuck without the ability to move.)

BLACK HOLE DEMISE by fraanns 2022-04-13T22:52:48Z

I beat it. (and walked away for a bit to do something. lol) Untitled.png

I like these kinds of physics puzzles. That part where you have to jump off of the swinging brick was really cool. Although there were a couple things that seemed a bit odd. The flowers seemed a bit unnecessary since you could just restart from the last checkpoint. The positioning required to interact with things was also a bit funky. Normally you could stand on the object and interact instead of just being next to it.

Nice work. I wish it were longer.

Stay Cool by TwistedHawk 2022-04-13T21:36:32Z

I got to 107 seconds (I was 1 coin short of buying more time at the stand. D:) Untitled.png

The game was fun and I like the randomly generated layout. My game was coincidentally very similar (you're a frog that gets angry over time and can only be calmed down by lollipops. if you get too angry, you explode. the levels are randomly selected, but not randomly generated).

There are a couple areas that could probably easily be improved though. First, the jump feels a bit weird. I think you're setting the velocity to 0 when the arrow key gets released. An alternative is to set the velocity and hold it at that level while the key is held down then just let gravity do it's thing. It results in a smoother variable height jump, which is what I used in my game. Second, I noticed some tile alignment issues when playing the game in fullscreen. There were tiny gaps appearing as a result of the camera moving. And finally, I'd recommend that you avoid placing coins/ice immediately after a gap since you'll frequently have to stop moving or backtrack a bit to get them, which disturbs the flow.

I enjoyed the game though. Good work!

M.A.D.D. by Flying Dog Fish 2022-04-14T00:53:54Z

I reached the end.

Untitled.png

This was a cool idea and the music was very good. The text at the top was a nice touch as well. However, the game could've used a bit of balance. It was fairly easy to just spam walls in the second half so that most bullets couldn't get to you. On a similar note, the bullets seem to be able to spawn anywhere. I've seen some spawn right next to me and I think some spawned on me as well, which was rather annoying.

Overall this was a great game though. Good job!

Biscuit Brawl by mcshirt 2022-04-14T01:16:08Z

I really liked this game. It was simple, but the mechanics were very enjoyable. There seems to be a bug where if you press a direction twice, you can either quickly skip to the next tile or it will teleport you backwards (depending on which tile you're closer to). While this is a bug, it ended up server as an extra mechanic that added a bit more fun for me. My main critique is just that the "stomp" leg should probably be raised quicker so that it's easier to see what's going on later on. It also would've been nice if there were music and SFX in the game. And finally, as others have said, it would've been nice if the game weren't forced fullscreen with a non-standard aspect ratio. It caused some issues with my files on my desktop.

I got 37 cheese. Untitled_2.png

Nice game!

Explon't by DaFluffyPotato 2022-04-17T22:31:26Z

@raphiell It’s 5 levels that get randomly selected from. You must’ve just had some really bad RNG. lol

Explon't by DaFluffyPotato 2022-04-18T01:31:41Z

@eboatwright there is audio. Did you try to run the source code on Linux or something? That happened to someone else.

Explon't by DaFluffyPotato 2022-04-18T18:59:19Z

@eboatwright oh yeah, that’s what the guy from the first comment did. It seems to be a Wine/Linux issue, not source.

Swarm by arachnid56 2022-04-14T01:34:23Z

This is a nice concept. I think it would've worked a bit better if the player and the swarm were slowed down a bit. Even with full vision, sometimes you don't have enough time to react if you meet a swarm head on. Also, it would have been nice if there were a replay button since I had to reload (and redownload) the game to play again.

I think I found a bug in the waves survived counter. It seemed to change randomly (even going down instead of up sometimes). It could be that I'm misunderstanding what it's for, but it left me rather confused.

Anyways, good work. I could see this being very interesting with a few changes.

Swarm by arachnid56 2022-04-14T06:37:27Z

@arachnid56 that's funny. I didn't expect to run into anyone that watched my videos here. lol

Infested hole by lody_giving_teacup 2022-04-20T04:26:13Z

I got over 1,000m. I have no idea if that's good or not. I definitely messed up quite a lot.

Untitled.png

The music was extremely good and the concept was cool (it felt like spike dungeon, but upside-down). The difficulty scaling could use some tweaking though. By 4.5 minutes, I hadn't seen the plants, so I was starting to wonder if I had found a bug. It would help if there were some sort of indicator showing how far away the plants were, but I think the more important change would be to make the plants go a bit faster or something.

Here are two other random things that I noticed: 1. The "slow down" powerup has arrows pointing to the right. Traditionally, slowing down (or rewinding) has arrows pointing left. Arrows pointing right normally means speed up. A good example of this would be media players, but the iconography has been extensively applied in video games as well. 2. There isn't much headroom in a lot of areas, so it's very common to barely bump your head on a corner when jumping. This is slightly annoying because it ends up serving (at least in my case) as the main obstacle in the game rather than the difficulty of choosing a path or quickly executing movements. I'd recommend slowing down the jump and gravity a bit and increasing headroom in a couple areas.

Anyways, this was a pretty good entry. I had fun.

LD53 — Delivery

Poop's Delivery Service by asfdfdfd 2023-05-03T20:48:49Z

An amusing concept for sure. I got 100% on my second try. The graphics were nice and the game was quite fun once it sped up. My minor nitpick is that while the thematic concept is funny and new, the mechanics were in line with many runner games. Also there might be a bug where the things you're supposed to collect can spawn inside the cat?

Overall, a very well made entry. It would definitely be cool to see you guys tackle a more ambitious project next time. Nice work!

Days on the Lake by nardandas 2023-05-03T03:57:12Z

Hey, the web build is crashing for me on startup. I'm using Firefox on Windows.

Here's the error: ``` RuntimeError: index out of bounds @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__Z26ApplyMaterialPassWithCacheRK18SharedMaterialDataR17ShaderPassContextP6ShaderPN9ShaderLab4PassEiibPKNS6_10GrabPassesEPNS6_11SubProgramsEPK22DeviceRenderStateBlock|ApplyMaterialPassWithCache(SharedMaterialData const&, ShaderPassContext&, Shader*, ShaderLab::Pass*, int, int, bool, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*)@10676]:0x422cb3 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZN8Material11SetPassFastEPN9ShaderLab4PassER17ShaderPassContextP6ShaderiibPNS0_11SubProgramsE|Material::SetPassFast(ShaderLab::Pass*, ShaderPassContext&, Shader*, int, int, bool, ShaderLab::SubPrograms*)@10675]:0x422ab4 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZN8Material21SetPassSlowWithShaderEP6ShaderiR17ShaderPassContextib|Material::SetPassSlowWithShader(Shader*, int, ShaderPassContext&, int, bool)@10989]:0x445f5e @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZN26CustomRenderTextureManager25UpdateCustomRenderTextureEP19CustomRenderTexturei|CustomRenderTextureManager::UpdateCustomRenderTexture(CustomRenderTexture*, int)@11882]:0x4c8e7c @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZN26CustomRenderTextureManager26UpdateCustomRenderTexturesER13dynamic_arrayIP19CustomRenderTextureLm0EEb|CustomRenderTextureManager::UpdateCustomRenderTextures(dynamic_array&, bool)@11877]:0x4c8127 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZN26CustomRenderTextureManager6UpdateEb|CustomRenderTextureManager::Update(bool)@11873]:0x4c72bf @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZZ23InitPlayerLoopCallbacksvEN51PostLateUpdateUpdateCustomRenderTexturesRegistrator7ForwardEv|InitPlayerLoopCallbacks()::PostLateUpdateUpdateCustomRenderTexturesRegistrator::Forward()@10939]:0x44265b @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__Z17ExecutePlayerLoopP22NativePlayerLoopSystem|ExecutePlayerLoop(NativePlayerLoopSystem*)@10636]:0x41dc9d @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__Z17ExecutePlayerLoopP22NativePlayerLoopSystem|ExecutePlayerLoop(NativePlayerLoopSystem*)@10636]:0x41dcb2 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__Z10PlayerLoopv|PlayerLoop()@10631]:0x41d837 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[__ZL8MainLoopv|MainLoop()@10624]:0x41bd30 @https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.wasm:wasm-function[dynCall_v@84717]:0x178aaed unityFramework/Module.dynCall_v@https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.framework.js:2:533368 browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.framework.js:2:194434 runIter@https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.framework.js:2:197507 Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/7832518/Build/web_firefox_only.framework.js:2:195969 ```

A$AP Boxy by maxflav 2023-05-03T21:28:35Z

ld53_0.png

I beat the game! The puzzle concept is great. It's definitely one of my favorite puzzle concepts I've seen in a Ludum Dare. The escalation in difficulty was perfect and the levels themselves were nice. I think that the only area that's lacking a bit is the execution in terms of graphics and audio. The game itself is quite fun.

Great work!

Moonrabbit Collection by DaFluffyPotato 2023-05-01T03:13:18Z

@nature-pixels Should be fixed. I forgot I left a line that required OpenGL 4.3 in there. It should only require 3.3 now. Thanks for the heads up.

Moonrabbit Collection by DaFluffyPotato 2023-05-01T07:04:48Z

@qooorti thanks! WASD controls (or anything really) can be configured in the the json keyboard config file. Although I normally don't bother with WASD because a good portion of people are using AZERTY or DVORAK.

My goal was to go for an immersive environment. The stones (the tile ones, not the decor) are supposed to be remnants of ruins, but they are also a reference to Lucid's tileset. The vignette is supposed to create a bubbly and dreamy feel.

Glad you enjoyed it!

Moonrabbit Collection by DaFluffyPotato 2023-05-02T20:50:48Z

@archaeognathus I used PyInstaller. If you use --onefile, Windows might not let people use it to begin with, so I just don't. People still get the warnings, but at least they can run it.

Moonrabbit Collection by DaFluffyPotato 2023-05-04T00:59:24Z

@maimai there are just the three missions. Thanks for playing!

Deliv City by WAD 2023-05-03T21:44:45Z

I'm not sure what's missing since the game had issues and you (as I understand it) had to upload a stripped down working version, but it would be nice if the grass slowed you down significantly so the roads served a function. It sounds like there was supposed to be a timer, which would be a logical addition. I ran a timer myself and got 495 points in 90 seconds. Visually the game has potential. If you just add some grass and a couple buildings, I think it would look quite nice.

I see you used Raylib, which is cool to see. (The 4MB downloads size was also nice. lol) I've thought about using Raylib for some projects myself.

Anyways, good work.

Catch it by xCarl 2023-05-03T03:52:00Z

That was fun! I only got up to 13 deliveries after a few tries, but some of my later tries ended in some of the harder to navigate areas. It seems like there's a fair amount of luck in the area the truck happens to be in and the locations that get selected for package destinations.

The music is a bit silly and fits the game and art style well. The game could use a few more sound effects though. A vroom sound for the vehicles and a thud for hitting a wall would be nice.

The concept is great for an arcade-style game. I'm not sure if the game supports joysticks, but it feels like the game would greatly benefit from it. The curved sections are difficult to navigate with a keyboard and the diagonal sections are difficult until you get used to them (while still being more difficult than the axis aligned sections).

I could definitely see the game being expanded with things like powerups or other vehicles.

Overall, a great entry. Fantastic job!

Dungeon messenger by Gastar 2023-05-03T21:56:46Z

Nice game, it was fun. The different upgrades were fun to use, but similar to other people, I didn't see how you regained health. Intuitively I feel like it should be replenished on each floor. I also agree that the game could use some obstacles in the rooms. Going into rooms with just increasingly more enemies got a little bit repetitive. Although I do appreciate the enemy variety.

The artwork and music were great. Overall, good work!

Crabload of Shells by mitur 2023-05-03T04:09:47Z

The game looks pretty good and the concept is simple, but it works well. All the animations made the game a lot more enjoyable.

I have two minor suggestions: 1. Make the shells spawn at least a specific distance away from other shells so they don't stack too much. They seem like they might already do this to some extent, but I think increasing the range slightly would be helpful. 2. Add some kind of clear indicator when you have enough of the required shell.

Anyways, the game was fun. Great job!

A mailman's nightmare! by Nature Pixels 2023-05-03T03:22:02Z

The game looked nice and the boss fight was cool. However there were several minor things that I think held this game back.

1. The movement is too fast (movement *can* be this fast, but the rest of the game needs to be designed to accommodate that). 2. As others have mentioned, spawns are a bit broken. I would spawn sometimes and just fall off the edge. 3. If playing optimally, there's no point in fighting the snails instead of just running straight for the portal. If you're not supposed to fight those ones, that can be doable too, but I would recommend making the levels take a bit longer to get through so there's some sort of build up to the boss fight.

The boss fight was definitely the highlight of the game and the movement speed was quite fun for that level (although still a bit too fast in my opinion).

There were some other smaller issues as well: 1. Projectiles were hard to see since they were so similar to the background color. Usually dangerous things contrast well with the background for visibility. In ideal situations, you'd dedicate a color to dangerous things so the player can immediately identify that something is dangerous (usually red is used for this). 2. The counter for ammo should probably count down to show how much is remaining instead of how much you've used. 3. Reloading should probably have either a clear visual or audio signal (if there is one, I missed it). 4. The levels could use more detail. There was lots of unused space. 5. The snails were crawling off the edge.

Anyways, this is still pretty good work for your first game jam. Nice job!