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Danial

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeper👥AQUATIC CAVE ASSAULTjam14603.193.062.793.583.562.502.253.30
201842Running out of space👥Final Wave TDjam8453.152.932.502.933.522.52

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Comments by Danial

LD42 — Running out of space

Final Wave TD by Danial 2018-08-14T22:15:20Z

Thanks for the feedback. On tutorial: I've updated the webpage to explain a little. Since the jam is over we can't change the game itself, but yes, something it is sorely missing.

Cost of items: All things cost 30 Extracts. It is missing any UI to tell you that. The plan was to tweak costs as part of balancing, and to have the cost on the buttons, but we never got there. The fact that extracts are resources, and extractors generate the currency are both not spelled out well in the game.

Unasked: Sound is completely lacking. We ran out of time and kinda forgot about this until the last few hours, too late to really put it in.

Thanks for the feedback everyone.

Final Wave TD by Danial 2018-08-15T02:45:57Z

Towers should cost 30 Extracts as well. If they don't, that's a bug. Not like there aren't any.

Final Wave TD by Danial 2018-08-24T02:53:28Z

@pnghasemi I can see how you might think the project was shoehorned, but it was completely, 100%, from scratch. I had only done one previous project in Unity and that was about a week before the jam to learn Unity before the jam. Leadphalanx had less experience. The only thing that was not created during the weekend was the stock Unity water asset. Everything else was off the cuff. It didn't match the theme as much as the original plan called for, because originally we wanted the turrets to stop working too when the water rose high enough around them, but we never made it to that stage.

Final Wave TD by Danial 2018-08-24T22:06:05Z

@pnghasemi Completely true. We ran out of time to make the losing space really matter. A lot was on paper, but there was only 2 of us, and we had to focus on making something that worked.

DontNom! by itsarabbit 2018-08-14T22:31:35Z

Fun little game. I would say that having time freeze when you go to change planet orbits would be nice, it's a little hard to understand what the force you are giving the planets will do. But I suppose that is part of the challenge.

LD48 — Deeper and deeper

To The Core by shide 2021-05-03T21:23:58Z

Pretty good. The start is way too slow, especially to make it easy to evaluate for a jam, but I see the seed of a really good idle game here. Perhaps with multiple drills all doing their own thing bringing back resources to buy upgrades. Also, the UI did not work well inside the iframe on twitch. The HUD text overlapped the buttons. But I'm guessing that was no surprise.

Chess Hellevator by BoxedMeatRevolution 2021-05-02T14:10:16Z

Really fun puzzle game. Would be nice to see other types of enemies, but was a fun way to play with the rules of chess.

Monk D by asfdfdfd 2021-05-08T13:52:56Z

The art is good, but the lack of animations or indication of what is happening is jarring. Also, not knowing where enemies are going to spawn in was a problem.

Little Submarine by Steven Paw 2021-05-08T13:43:56Z

Well done. Simple, but fully thought out.

'Til Debt Do Us Part by ray-caster 2021-05-03T16:08:20Z

It did take a little while to load, a loading screen would have gone a long way to make sure people understood what was going on. I saw the ending coming, but there are probably a lot of people who don't assume everyone is going through the same stuff. Also, a innovative take on the theme for sure. I hadn't even considered "Deeper in debt".

To the Center of the Earth by oda 2021-05-08T14:35:42Z

I appreciate the use of PICO-8, and the limitations it brings, but the lack of any sort of advancement meant there was zero replayability. What you did have, however, looked quite nice and played well.

AQUATIC CAVE ASSAULT by Danial 2021-04-27T15:57:11Z

@sweer I can see how that is a problem. One of the plans was to put in game hints of the controls, but we ran out of time. There is a button for controls both on the main menu and the pause screen, but I can see how you might not even know you are missing anything.

AQUATIC CAVE ASSAULT by Danial 2021-05-01T22:48:22Z

@snip-man Thanks. The torpedoes try to go where ever you clicked, but there are a lot of moving parts, so they don't always hit their mark.

AQUATIC CAVE ASSAULT by Danial 2021-05-02T17:04:29Z

@boxedmeatrevolution We had a lot of people asking for inverted Y-Axis. Control preferences will be something we bring into the next game for sure.

AQUATIC CAVE ASSAULT by Danial 2021-05-03T00:50:36Z

@re-lo Thanks. Level design took a back seat to art and mechanics, we tried at the last minute to expand the level, but game breaking bugs popped up so we had to release as was. A goal for a future game jam may be to get a level designer on board to take advantage of the systems and art we make.

@tanner-shelton Not a bad idea to have some sort of cross hair painted on the target. Probably would have helped debug collision targets for clicking too.

Sergei the Salvager by kankje 2021-05-01T20:53:43Z

Not bad at all. A little short, but zero grind, which this style of game could have easily had.

SeaSnap by Cral 2021-04-29T15:55:45Z

Really great execution. The feeling of being underwater was spot on, and the sprite graphics looked great.

Hellivator by Billnotic 2021-04-29T15:48:13Z

As others have mentioned, the jumps are a little rough. I also had a lot of problems with the camera moving a little too much. Like when pressing against a wall, it shake a lot. But there is a lot of game here for just a jam. It doesn't seem like it would take much to flesh this out into a sellable product.

Deep Mind by JRevel 2021-05-02T14:21:54Z

This was very interesting, but I think the design would work better as a turn based game instead of real time. At the very least the empty boxes should be color coded so I don't have to speed many seconds figuring out what needs to go into the box, causing things to backup rather quickly. Over all, a very clever concept that I think illustrated the point quite well.

Worm Rampage by StarryNiteGames 2021-04-27T16:03:12Z

Fun and intuitive. Would be nice if there was a little more around the edges, like some feedback about winning. The core mechanics are solid though.

Run, Glim, Run! by Neshtyak 2021-04-29T15:36:41Z

Took me several tries to realize why I was dying. Seemed like the water would go away and come back with no clear reason. The art is nice, and as a base of an infinite runner seems like it is going somewhere.

Deepest Ocean by ache games 2021-05-08T14:08:33Z

Not bad. The movement was a little stiff, I recommend adding a little float to it. Also, when coming out of the mini games, it can be a little hard to avoid the obstacles if you near one when you went in. I also had a reward and a mine spawn on top of each other.