Foon → Ludum Dare Explorer → Users → Daniel Mak
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Field Delivery | jam | 1076 | 3.00 | 3.23 | 2.92 | 3.44 | 2.44 | 2.17 | 2.52 | ||
| 2022 | 50 | Delay the inevitable | Untitled Arrow Game | jam | 850 | 3.42 | 3.65 | 3.05 | 2.92 | 2.94 | 3.51 | 2.54 | 3.16 | |
| 2018 | 42 | Running out of space | Star Hopper | jam | 974 | 3.02 | 3.02 | 2.54 | 3.42 | 2.75 | 2.86 | 2.22 | 2.60 |
It looks spectacular! However the camera movement makes me dizzy and unplayable, which is quite unfortunate.
A simple yet fun mini game indeed! Just one tiny thing - it is quite difficult to see which column the block is falling through. Maybe one can consider this as a challenge of the game, but I would love to see more accurately to help make a better decision.
Cool game! It fits the theme very well. Awesome graphics as well. However, I am not sure if it's my problem, but the screen keeps flickering and the control isn't the most responsive. Also, the tutorial is too long and kinda boring.
A great idea. The camera needs more work (When I was at the front of the stage, I would love to see the back stage). Also, the enemies seem to have no purpose. They won't kill you, make you fall, or anything. Graphic wise, the characters and the blocks look good, but they lava looks a bit repetitive. Definitely a good effort!
The first comet coming at the player is intended to introduce the danger of those comets. I only created 3 levels which makes me running out of space (duh) to smooth out the difficulty curve. I chose to not make the game easy and beatable in under 5 minutes.
(Spoilers) Level 3 is more difficult than level 2 quite a bit. You can watch my entire playthrough here: https://youtu.be/l_v3UGEPzVw It is by no means a perfect run and it shows exactly how difficult this is. I will admit level 3's difficulty is more like level 30.
A quick press of the jump button resulting in a weaker jump is actually an intended feature. However, if the jump is very weak (like barely even lifted), then that would be a bug that I have never encountered. Thanks for the awesome feedbacks!
Audio feels weird. I know it fits the theme but it just seems off to me. I would even say silence is better. Control is too floaty. Also, the colliders of the character did not align properly. You can get stuck at the edge of a platform. The toys only spawn near the donation box which is strange. The boss fight is too easy to exploit. It feels like fighting Bowser Jr. without it hiding in the shell once.
Nice! I would suggest adding more effect when damaging enemies and collecting coins and diamonds to make them feel less empty. Also, the noise at the border is quite distracting, if not making me dizzy.
Graphics and audio feel great! I would suggest next time work more on the gameplay aspect though. I can spam W and kill all enemies without taking damage. Also, adding 1/2 enemy types can make this game a lot more fun.
Great work! I am also wondering if the scoreboard is fake (lol)
The random branching spaceship looks awesome! However, I stopped at round 12 because the game plan is always to keep firing while circling the spaceship, so it becomes monotonic quite soon.
(p.s. the game slowed down a lot when a stage starts for me, possibly because there are too many things at once.)
@cerno-b I was playing on the web build. The slow down happens on later stages, but only when the attacks starts. Also, although the movements are slowed, it does not feel laggy. Sorry I don't have much more info to share, but I hope these help.
The experience is just surreal. The music first reminds me of Celeste, and this game tells a heartwarming story as well. One nitpick I have however is that since there is no way to lose, I ended up trying to actively move away the platforms to get to the end faster.
A really well made game. I'm not great with anything that are slightly scary, but I still had a great time playing. The visual is especially amazing.
It really is an elegant and simple system for this theme. I do think the improvement that has the biggest impact is to add audio (background, collision, even when the balls are speeding next to you).
This is way beyond what I expect from a jam game! At first I wasn't sure how it fit the theme, but the npc at the front explained it well.
Thanks a lot for the comments! I am glad you are enjoying.
@ohsnapitzsean Thanks for raising the music issue. I'll have to look into that. I also completely agree there needs to be some way to skip ahead the easy section.
@jonathan-ray-pollard A tutorial would definitely be a great addition too. Seems like an FTUE improvement update would be a good idea. :D
It's a fun and challenging puzzle game. Some levels I have to do trial and error to figure out how the pathfinding algorithm works.
Screenshot 2022-04-16 181742.png I found ignoring the boss until I have upgraded a bunch of times seems to make the game easier? I love the arts, and the control feels good. I do think a bit of background music would improve the mood a lot. Also, at first I thought the familiar summoning glyph was an attack and I was panicking to dodge it. Just a nit-pick but might as well share it.
Really cool idea. It may have more replay value if different spell is more effective against some enemies than others. Also, the scene is a bit too dark to see, but it makes the fire and lightning really stands out.
The game is definitely a bit too easy for my taste, but it is well polished, and great scope for a short term project!
I love the art style! I personally think the game is actually a puzzle game disguising as an action game, which is awesome! It would be nice to have a few more stages, but the current stages are nicely crafted. Right now the stages feels like tutorials to introduce mechanics and tricks.
The puzzle mechanics is one of the kind and it is fun to play with. Not sure if it's intentional, but the flashing background and the pulsing tiles make it difficult to look at after a while. Maybe some accessibility options would be nice.
The game is really clever, I really love the mechanic and the mix of bullet hell and rougelike.
I noticed if I repeatedly press W, the wrap charge fills up faster. Is it a bug or an unexplained technique?
People have mentioned the frustration at the automatic deaths and the slow initial move speed, and I'm 100% with them. However, that pushed me to upgrade the speed asap and to find safe spots. On the other hand, I found no incentives to upgrade the weapon damage, which I cannot say if this is a good or bad thing.
(p.s. If the "end" at 00:00.889 is intended to fit the theme, I must say I'm a bit annoyed. But then again, I did somewhat similar things in my game :laughing:)
Love the simple and consistent art style! I also love that a force is added to the pixel instead of setting the velocity, which added an extra layer of complexity.
This is taking the most basic idea for this theme and push it to the extreme. It's kind of similar to the WarioWare minigames in my opinion.
Thank you for all the extremely useful feedback!
@sarah-pederson Enemies actually don't despawn, probably they were just hit by bullets from other enemies. Also, I definitely cannot take credit for the character assets (that's why I opted out from the art rating :smile:)
@resacagames Yes that's a great idea. Pre shoot animation would definitely be the thing I add next.
@larrymartinjr @khaokg I regret removing the text that says the portal would start the game to avoid overlap with the keybind settings :face_palm: As for the ammo, I'm actually glad to see both cases: do you wish to get ammo to survive easier, or are you willing to risk it all for the points? It does need better balancing though I agree.
A pretty fun concept. I definitely see this more a puzzle game than a platformer. Only the extra level gave me a bit of a challenge, but I enjoyed playing it throughout.
I actually quite enjoy the air time and the increased fall speed of the movement. I do need to spend extra mental power to remember which button enables which platforms, especially after the platform is recolored. I'm not sure if that is intended.
Is there no gameover state? I could just stand still and wait until enemies stop spawning.
Also, as others have mentioned already, feedback / effects on enemy hits / attack is highly recommended. They could even be a major selling point for survival games with minimalistic gameplay.