This Moon is Mine by Togimaro 2017-04-29T22:44:20Z
Really nice concept and graphics. I wish the solo mode could stand on it's own more though.
Foon → Ludum Dare Explorer → Users → Daniel Alhadeff
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Godless Furnishings | compo | 41 | 3.97 | 3.80 | 4.13 | 3.78 | 3.89 | 3.55 | 3.83 | 4.00 | |
| 2024 | 56 | Tiny Creatures | Oddball Assembly | compo | 42 | 4.05 | 3.90 | 4.34 | 3.35 | 3.92 | 3.62 | 3.02 | 4.05 | |
| 2023 | 52 | Harvest | Metallic Yield | compo | 51 | 3.92 | 3.81 | 4.05 | 4.36 | 3.89 | 3.97 | 2.67 | 4.13 | |
| 2021 | 48 | Deeper and deeper | Graverobber | compo | 208 | 3.75 | 3.89 | 3.43 | 3.39 | 4.20 | 3.67 | 2.71 | 4.29 | |
| 2020 | 47 | Stuck in a loop | Escape From London | compo | 440 | 3.17 | 2.85 | 2.97 | 3.77 | 3.25 | 2.78 | 3.00 | 2.92 | |
| 2020 | 46 | Keep it alive | Dr. Glebin's Electric Brain | compo | 111 | 3.92 | 3.88 | 3.71 | 4.03 | 4.17 | 4.03 | 2.97 | 3.87 | |
| 2019 | 45 | Start with nothing | THE DUKE OF ABINSWAY | compo | 261 | 3.39 | 3.05 | 3.34 | 3.57 | 3.60 | 3.39 | 3.50 | 3.26 | |
| 2019 | 44 | Your life is currency | The Tenth Item in G4 | compo | 162 | 3.52 | 3.39 | 3.84 | 3.02 | 2.76 | 3.30 | 3.71 | 3.81 | |
| 2018 | 43 | Sacrifices must be made | Dead Pixels | compo | 206 | 3.50 | 2.92 | 3.73 | 3.81 | 3.71 | 3.97 | 3.81 | ||
| 2018 | 42 | Running out of space | The Big Crunch: Cosmic Horizon | compo | 203 | 3.62 | 3.68 | 3.34 | 3.54 | 3.74 | 3.62 | 2.21 | 3.50 | |
| 2017 | 40 | The more you have, the worse it is | π₯ | Big Pockets | jam | 285 | 3.72 | 3.79 | 3.53 | 4.01 | 3.98 | 3.76 | 3.30 | 3.53 |
| 2017 | 38 | A Small World | Particulate | compo | 382 | 3.04 | 3.09 | 2.95 | 3.14 | 2.38 | 2.35 | 1.83 | 2.42 |
Really nice concept and graphics. I wish the solo mode could stand on it's own more though.
That was a weird game. I now see what you guys were doing during Ludum Dare
That was something, pretty interesting. I really liked the pre-death dialog!
Finally, a game with realistic physics! That moment when you realize how this game really works is amazing.
This was the first LD game I tried. I spend I few minutes exploring and admiring the graphics. Personally I wish the game also had keyboard controls to make navigating easier.
Looks great, more features would be nice though.
I love this game! I only wish it was easier to get to high elements
Cool game, if you want the game to download automatically when people click on the link use:
https://www.dropbox.com/s/c0ksue8r1r1nz1f/Windows.rar?dl=1
instead of
https://www.dropbox.com/s/c0ksue8r1r1nz1f/Windows.rar?dl=0
Cool idea! Controls could use a update though.
I love the graphics, music, and arm physics. This game makes me really happy and is probably the best use of Unity's glitchy physics I have ever seen.
I love the bullet based movement. The bosses seemed very hard to beat but overall I liked the game a lot.
Fun game with great controls (especially the camera controls).
Reminds me of retro arcade games. Also easy to get the game running.
I tried this game out and finished the game. I wish there were some more aspects of the game besides fetch quests.
Played this game a bit pretty fun and has great music. I think I may have found a bug on the sandbox level - you don't start with any queen so you can't build anywhere else
Great game albeit a little easy. Multiplayer would be cool to add in the future!
Great game with a really good premise. The pixel art style is also great!
This game is really cool. Took me a while to realize what was happening but that just made the ending even better.
Great game! It gets hectic as you keep playing and keeps getting better. Artistically this game is amazing.
@Kenney thank you for developing and sharing your asset packs!
Cool game idea to use superposition as a game play element. The puzzles are very challenging but are definitely worth playing though. It's a little hard to play as a color-blind person but besides for that this is a great game.
A little buggy but pretty cool. Reminds me of Just Cause.
Beat the game - really fun. I love how the tentacles started growing out from the snake. I shared this with several friends who liked it too.
For a bejeweled style game this is surprisingly colorblind friendly!
Looks and sounds great. Shape based icons would help with colorblind related issues though.
Great game, very well put together! I do wish the you could start again more quickly after death though.
@jay-elbourne @bensbuff @sthor726 @garygreen Thank you for the kind words and feedback! I'm checking out your games now.
Thanks so much! @jeremy-ryan It's also the worst game about a sentient bag of raisins I've ever played.
Thanks for all the kind feedback! Also @jjjjason I've done a ton of Unity projects in the past and I tend to develop quickly when using it. Then again it for a text based game it is like killing a rabbit with a chainsaw.
@joshyoshkenoshi I just played your game and hearing that from someone with such great storytelling skills means a lot!
https://ldjam.com/events/ludum-dare/44/remember
Walking should be a bit faster. Also I sold my leg at the begining
I had some stability issues. I was in Firefox if that helps.
Thanks for the kind feedback!
@wolfrug That's what I was planning on doing initially! Sadly, I ran out of time and had to pivot to making the story line.
Also I finally got the source code up. My upload speed is awful.
DOOM IS NEAR
Great game! Is it possible to beat the final level though? I died immediately after I killed the "enemy".
@Ben Taylor & @bjornkri, I'll see if I can get the Mac version working. I'm avoiding uploading an HTML version due to some significant performance issues that occur when using WebGL with some of my shaders.
Edit: I think it might have to do with some aspect ratio stuff I did with the UI. It clearly has issues so I'm going to take down the build for now as I don't want to make changes now that the compo ended.
Thanks for the kind words all :)
@jason-woerner Looking back on it I completely agree with what you said regarding difficulty. At ~90k points the difficulty starts to ramp up *a lot* faster. I probably should have made the difficulty spike at around 60k points instead.
@adam-konig Great to hear you liked it! So for the canvas scaler I set it scale based on screen height instead of the more traditional width. I was banking on most people having 16:9 screens. Looking back it probably would have been worth spending the 20 minutes to intelligently set up the UI.
@william-derksen Thanks for playing! That's exactly the feeling I was trying to go for with the note minigame - except I always died when I started multitasking.
I'm checking out both of your games now :)
@jake-marks Thanks for streaming!
I loved your comment > "If Dr. Glebin wanted his brain to be kept alive he shouldn't have built such a shitty system"
I was actually considering implementing a leader-board but I ended up running short on time.
@paul-nadan & @designernap
Glad to hear you liked it, thanks for playing!
@backurio Yeah that's an amazing score, especially for your first try! In the last few jams (non LD), I've made super hectic games that can honestly be a bit much. I'm glad to hear that the background faded out when focusing on the various tasks.
@max-louis Thanks for streaming it. I've found that a little bit of bloom (or a lot of bloom) goes a long way hiding my mediocre pixel art :)
This was not an easy game but I have to say I had a lot of fun and absolutely loved the ending.
The game play felt really smooth even though I struggled a bit with the introduction of the 'R' key. I especially liked the cool-down circles as they helped out a lot figuring out the timing. On top of that the level transitions felt super nice (especially with the tilting particle effect). By the end it left me wanting MOAR levels. Nice work :)
Really pretty game with great sound design to back it up. I was particularly impressed that you were able to make so many 3D models during the compo!
The only bit of constructive criticism that comes to mind is that the web build had a some performance issues once my score got to ~80k and had almost filled up the available land. I'm not sure if webGL supports this but I would look into GPU instancing as a potential fix for future LDs.
I am wondering how you got that nice sky glow effect, I might take a peek at your source code tomorrow :)
Thanks for playing! Yeah I know the game was ~~a bit~~ extremely rough. Unfortunately, I had less than 10 hours to work on this game β quite content with how far it got in the time :)
I really liked the mood and general feel of the game. I would suggest increasing the action/speed a little bit in some of the levels.
This is the best Aztec Rollercoaster game I've ever played! But in a seriousness the gameplay, art, and sound effects are really well polished. Great job!
Any motherload-inspired game is great in my book! I really enjoyed the gameplay especially the feeling of dread when I got way to low on fuel. The only thing I would suggest is to add some more sounds with sfxr and add some screen-shake on drilling. Great work!
I had ~~some~~ *a lot* of trouble with the game when I first tried it and couldn't get past the two handed part @adam-selker talked about. I came back to it today and was able to beat it the whole thing on my first try! Very, very well done. The story was on-point & music was possibly the best I've seen in any LD.
Thank you both for playing and your kind words! I'll check out your games after I get some sleep : )
@exley Thanks man, much apricated! I used/learned the URP (Universal Render Pipeline) in unity with a couple custom shaders to get those lighting effects. I probably wasted 4ish hours doing things the wrong way but now that I know how to use URP I'm 100% going to be building with it in the future!
@purebe *There is a sudo-combo system!!!* (with a subtle audio cue) that gets triggered when you hit skeletons. Hitting a skeleton also gives a few invincibility frames. I didn't have time to make different animations for the attacks so I'm really happy someone noticed!
@lajbert Thank you that means a lot; it's great to hear people are liking the game! You're right about the difficulty, it could use some toning down -- the skeletons with ranged attacks were all implemented in the last 2 hours so their difficulty is as about well designed as my codebase : )
Gonna go check out your game now.
Thank you all so much for the feedback!
@jeremy-ryan I really appricate the kind word and advice. I will 100% make the character flash on taking damage in my next game. Maybe I should make a toolkit to do that kind of stuff...
@breadstix I tend to have the title go straight into gameplay for LD games to save some time but I actually didn't intend to for this jam. My main scene is actually called "Menu" but as time got tight I just built everything directly into it.
@lrl64 I'm glad you liked it - I spent so much time making weird sounds and sampling shovel noises! You're right about the attacks; after the jam I realized the hitbox has a tiny dead zone near the player.
@dirkinz For sure - next jam if I have a combat system I'm gonna devote more time to giving the player feedback and make sure that missed attacks are MUCH less punishing.
@chrisap Thanks for playing it on stream! I wonder how many other people noticed that bug, I found it after the first 24 hours but had SOOOO much left to code I decided to ignore it, probably not the best move in hindsight.
Woah -- please make this into a commercial game. This is hands-down the best game I've played this jam.
Also I dug to 6666 to see if anything would happen (Mr. Natas), slightly disappointed but had a ton of fun along the way : )
Really digging the art style, when I realized this was a compo game I was especially impressed!
Some constructive criticism: - the movement "pulses" feel a bit slow, reducing the time between them could help with game-feel - increasing the difficulty by having harder enemies could help too
Overall good job, and really good job on aesthetics and mood :)
This is a really cool and super unique game idea! I agree with @monkeybit29, I would love to see it developed further.
I also saw on your about page you made the engine yourself - great job!
This is really well polished. Celeste vibes, tight controls, great difficulty curve.
I always try to leave some sort of constructive criticism. Not really sure what to say here - amazing job!
Holy cow the game feel is off-the-charts during the opening! And the first time I saw the fish I almost fell out of my seat. Overall I thoroughly enjoyed this game, great job : )
Some feedback: - I would consider adding increasingly violent screen-shake as the fish gets closer - A boost key that used oxygen could be cool - Adding some sort of indicator/ message to go further would be nice. At first I didn't travel very far from the base so the initial grind took some time
EDIT: **WHY DID YOU OPT OUT OF MOOD????**
Great work, especially impressive that this was done in a custom engine!
The jetpack felt really nice -- I used it constantly to dodge bullets from the turrets. Once I got the hang of it, I didn't even have a need to shoot the turrets. Overall the platforming felt really tight (great job on this), the jumps felt a bit fast at first but I got used to it almost immediately.
It took me a couple tries to beat and I think the difficulty right where it should be - challenging but fun : )
I saw an above comment saying you were looking for some constructive criticism so here it goes:
Some things you could consider: - I think it would help a lot if it was more obvious you were taking damage (maybe screen-shake?) - The lava only seemed to be an issue for me early on - The object permeance of the bullets was AWESOME but I would also make them more visible. (I'm part of the school-of-thought that bullets should be the size of watermelons) - I had a glitch during one run where the camera didn't zoom back out after the spartan kick, not sure why this happened - I highly recommend this video/talk *(youtube.com/watch?v=AJdEqssNZ-U&t=409s)* if you're looking for quick and dirty ways to improve game-feel
Really cool concept and take on the theme! It took some time to figure out the controls but overall I really enjoyed it - also it's pretty impressive that you were able to implement (custom?) pathing in a LD game.
One thing I would suggest is that adding some sort of glow around the queen/player could help identify it in a crowd (especially for colorblind players such as myself). A mechanic where the queen moves might help with base design too!
@infinitysamurai Thanks! Also, I love Hardspace Shipbreaker; and now that you mention it, I'm realizing that I definitely took subconscious inspiration from that game as well :)
@jk5000 Much appreciated!
If I had more time, I wanted to add a shader to allow the players βscanβ the building to see the structural integrity & find specific resources - but with only 40 hours for the Compo (I started late) Iβm pretty satisfied with that I was able to get done :)
I've been away from this page for a few days, letting my sleep schedule recover and getting caught back up on other stuff. Thank you all for the kind words!
@auros Thank you so much! For the lore, I wrote down a couple of keywords/names, came up with a vague dystopian/steampunk theme, and let my sleep-deprived brain fill in the gaps :) I have to say some audio filtering (in Audacity) definitely helped to sell the vibe.
@rincs That was a nail-biting stream! I'm happy you managed to escape β thanks for playing!
@derpygamer2142 Steel is the big metal support beams β in future LDs (if my games have objectives) I'll probably allot some time to create specific iconography.
@jonathan-alderson Very, very much appreciated.
@floyd, @raphytator Thanks for playing!
@tildecat Still trying to nail down the cause of that bug β I hope it wasn't too jarring. It turns out spamming public static bools during the last hour of the compo isn't always the best idea :) If you need to quit the game you can open the pause menu by pressing ESCAPE.
@hawkin Thanks! I did some "interesting" tricks to fake the environmental dust. I have a camera space particle effect with a low-strength subtractive filter. The effect is stronger on farther away elements and adds variation to the scene-wide fog. I do agree, adding another challenge/mechanic would have been nice β I initially wanted the player to collect "cassette tapes" throughout the structure but I quickly realized how much time that would have taken to implement lol.
@weirdybeardyman Thank you so much! I wanted to make this game feel more like a ["vertical slice"](https://www.whatgamesare.com/vertical-slice.html), a well-polished part of a larger game, closer to a standalone level than a standalone game. The radiation screen effect is one of my favorite Game Jam tricks β I can make an effect faster than I can draw a health bar :)
Checking out all of your games now :)
Really enjoyed the game -- seriously great work on the camera controller and overall game feel!
Thoroughly enjoyed playing your game! I'm a big fan of the steering mechanic - the sense of dread trying to quickly back up and rotate the combine harvester while a wave of carrots was hurtling towards the player was great!
Also the pixel art was impressive - especially considering this is a compo game!
Adding this to my list of LD games to come back to :)
Ok, this is seriously awesome. Huge fan of the pixel art, terrifying SFX, & general vibe. Checking out previous games you guys have worked on now :)
Ok, love grappling hook games and this is really nice/chill. I'm definitely going to play some more of this tonight.
I do have one piece of minor feedback -- I ran into a small issue where I had some minor gimbal locking on the player controller. I think you may have been doing Vector3 player rotation instead of Quaternion rotation. This usually doesn't matter much but it can cause some minor inconveniences in games with multidirectional gravity. Honestly not a very big deal at all though :)
Excellent game!
Also, where can I listen to more "space jazz" :)
Ok, I played this game with a group of friends and I can easily say that's it's is one of my all-time favorite LD games. Seriously well done.
Cat_fun_time.png
One small thing that would be a nice addition would be some sort of object permanence in the void. I think the ability to place semi-permanent lights/markers down could add more of a lived-in feeling.
Following both of your accounts :)
I enjoyed it! I will say I built up the farm to the point that I started having for performance (Factorio-style).
If you're looking for a super easy SFX solution for next jam I recommend Bfxr. It's simple generative audio tool original developed in Ludum Dare.
Awesome game! I used scratch a bunch when I was first getting into game design - this is way better than any of my first projects!
If you're looking learn some game design tips & tricks, I highly recommend watching Jan Nijman's Art of Screen-shake talk. I'd post a link but I don't want to post a video preview on your LD page :)
If you interested you can find it by googling "Jan Willem Nijman - Vlambeer - The art of screenshake"
Great work, especially for your first LD!
Thanks @william-corrin! Really sleep deprived right now, but I'll check your game out tomorrow!
Thank you everyone for the kind words, I'll be checking out all your games over the next couple days!
@gamayun-games I actually did some *very basic* optimization during the 48 hours. Just simple things like changing Unity's physics settings and accuracy but it did help a ton. But yeah, if this was turned into a full game it would be a nightmare to optimize!
Thanks @vfqd! You're 100% right about the polish, I added as much as I could in the 48 hours but the last room especially could use some more QOL improvements. I had some hints (i.e. geometry part of a potential solution were green) but in future Ludum Dares I plan to add even more stuff like this to my games.
I'm very happy with how much I managed to do, but next Jam I think I'll go back to the vertical slice approach.
Anyway, the feedback is very, very much appreciated! I'll check out your game later tonight!
That zoom mechanic is really cool and an awesome way to incorporate the theme!
Also, I'm really curious, how did you implement the scaling mechanic? Is the car actually shrinking?
I really enjoyed this, would love to see it quickly polished up and put on Steam!
I don't think I've seen this art style successfully pulled off in a game jam before. Seriously impressive that you managed to make this much content, have it feel cohesive, and maintain a high level of quality.
I think you guys will win the graphics category with this one!
That was extremely well done, and polished. Wow.
I was getting Badland (one of my favorite games ever) vibes the entire time. Seriously impressed that you were able to get so much done in 48 hours.
Also, on one run I ran into a similar issue Ramchops. Except I decided to keep splitting by jumping up into the blade... I was able to get my slimes that weren't null ref'd so small the camera had trouble rendering them.
Had a ton of fun playing it, had a ton of fun trying to break it. 10/10
Wow I'm awful at this. It says something great about a game that you can be terrible at it, want to smash your keyboard into pieces, and then realize that you've come back to play the game again 3 days in a row...
Seriously well done - Looking forward to your next game!
Easily one of my favorite games this Ludum Dare. Not only is this take on Rocket League entirely unique, it fits the theme well, and you somehow implemented reliable multiplayer. In 3 Days.
You even implemented a networked taunt system...
Oh and yeah, the game itself is really, really fun with a surprising amount of strategy.
Looking forward to seeing this on Steam!
I know it's still work-in-progress but I really liked what you have so far. The controls are intuitive, shooting feels impactful, and art style is on-point. It reminded me a bit of the game Sunless Skies (a very good game with top down "naval" combat).
Excited to see where this goes!
Thanks! I'll check out both of your games, and your furniture towers!
Thanks @k1n! I may have spent way too long fixing bugs in the collapse algorithm lol.
I'll check out the card game you submitted later tonight!
@empyreans New Highscore! Congrats & thanks for checking out the game :)
Gonna go check out the newly created monstrosity.
Great compo game! Seriously impressed with how lively you were able to make the character feel (through animations) in the limited time window!
Holy cow dude. Amazing job on this. I would happily play this on my phone (iPhone) if it was on the app store.
Really cool game! I've been waiting someone to make a tamagotchi style game for LD - love the execution.
I was gonna say that was a really chill, relaxing game. But then that ending hit me... I had my headphones at pretty high volume and I think I actually screamed lol.
Great submission!