FoonLudum Dare ExplorerUsers → DarkLumo

DarkLumo

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202659Signal👥Mixed//Signalsjam4293.563.853.163.703.243.833.36
202557Depths👥Atacama Trenchjam6643.213.072.483.763.253.33
202354Limited Space👥Limited Space Cartjam7453.383.443.474.063.293.293.42

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by DarkLumo

LD57 — Depths

Mole Cart by Skosnowich 2025-04-09T06:28:20Z

Game is fun to play, I like the vibes it gives, "adventure/exploration", music helps a lot in this regard. The effect of the lantern light (the cone) felt out of place. Also it was a little clunky in its movement. You could add a cooldown or energy to hiding, so is a resource and cannot be abused against enemies. The effects of the mole were cute.

A Frog Can’t swim by Nicso 2025-04-09T16:00:31Z

The level was well design, and the ambiance effects were cool, but music did not accompany the mood at all. The controls and movement felt clunky, I would tweak there first. Make them be a little more smooth, also, syncing up the animation with the velocity and movement could help. Another improvement is in the enemy interaction, just spammed sword in the direction of incoming bullets. Maybe make the player to have an attack speed (cooldown between attacks), but if so you should adjust the cadence in which the enemies attack. Boss felt too fast. I like the the idea and were this is going :smile:

The Misadventures of Sir Delaware Jones: In the Temple of the Wooden Skull by stmatn 2025-04-08T23:24:04Z

Fun Game, right on my alley :smile:. I miss music while playing, the sounds are too sudden without background music. Something to collect to advance in stages or a prizes that you after some number of steps could be cool and add to the sensation of exploring a tomb.

Nine to Five Nightmare by RelicTooth 2025-04-09T00:12:37Z

Not much to say, only refinements in UI (If the game is played with keyboard the menu should be controlled by it too)

Maybe add tweaking the spawn of collectables could help, some watches (required to survive) were on impossible locations on the second part of the game (almost inside spiky cloud).

But in general I loved the game, theme, idea and aesthetics. Awesome job :smile: :thumbsup:

Sammich Snatcher by Stacy Davidson 2025-04-09T06:10:28Z

I like the idea and mechanic of chasing the racoon while avoiding objects and falling. I love the art, is charming.

I have 2 mayor problems with how the mechanics were implemented, that could be bugs or intended: - You should be able to jump over an ingredient on the edge of a row and land in the next row, I kept of dying cause this behavior is counterintuitive - Because of the slope and the separation of the floors sometimes even if I time right the ingredient hit me. This can be an skill issue, but in a really tight platformer like this one it felt odd.

Maps of The Darkness by Wolfier 2025-04-08T23:51:20Z

More enemy types and attacks would be cool, in general de idea of doing the map, or at least having the tool is enjoyable, but maybe it can become boring or not used without a reason. (You could add a reason to remember how to go back fast, like needing to go back to camp to refuel) Could not go back to base, finished the first floor and wanted to go buy, but was not able to go back. Maybe "setting camp" where you could upgrade at the first room on each floor could help.

Also if you press "enter" game does not pause and you can see the whole floor :laughing:.

Overall I like the idea, could be further refined with time :smile:.

Consumed by BangKerpow 2025-04-09T07:43:15Z

Moodwise is spot on, the music is repetitive but helps with the ambience and sense of dread. Like some commenters pointed Grief is kinda overpower and could be abused too easily, never needed the other powers. Maybe you can add puzzle like element like pushing rocks in certain ways with the emotions. In general I really liked it and the art was great.

DEPTH FIRST by PassbyKamenRider 2025-04-09T06:50:46Z

I like the use of the Theme on this game, really good take.

I love puzzle games and this is right on my alley.

I would add more mechanics and a way to move the screen easier (maybe WASD).

*I know the idea of the Depth First Algorithm is for the theme, but you could add other hierarchies of directions as expansions, maybe as a free robot it is experimenting (secret levels) :smile:

Atacama Trench by DarkLumo 2025-04-08T23:55:52Z

@brian-russell, @lucas-verardino: We forgot to add that you can also use the arrows to move, going to fix the description

LD59 — Signal

yAI presents Himari, the Beautiful Super Genius Artificial Intelligence by alaah 2026-04-29T03:11:03Z

This was an experience, something different to anything else that I have played before. You can have all my stars :D

ROV-R by Abiral 2026-04-22T19:45:37Z

I like the concept, it gets repetitive fast. Adding sand effect when going up levels added a good atmosphere. Maybe more visual cue of "progression" would be good. It has a lot of potential, could add moving obstacles.

Static Signal by zowell 2026-04-22T17:29:53Z

It has a nice feel, a little short and I was, at least, expecting more jump scares :smile:. Adding the ability tu run and a longer forest section could help.

Signal Ryder by goblon17 2026-04-22T20:50:10Z

It feels a little punishing, missing an orb means around 30 seconds of delay. Maybe having all orbs up from start could help the feeling of punishment. In general I like the mechanic and it can be expanded with different tracks or more movement options like a hook to get back if you fall off track or for momentum.