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davidtheginger

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 seconds👥No Time For Lovejam7033.403.093.763.834.213.763.543.65

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 davidtheginger

LD51 — Every 10 seconds

Cascading Failures by stuffedgravy 2022-10-06T00:37:40Z

I like the idea of franticly keeping a decaying space ship together, and it's executed fairly well with different fun mechanics for things that can go wrong. As you've already mentioned, the movement could use some work and is a touch wonky. I recommend prioritizing really nailing how the player moves/interacts with the world because no matter how cool the rest of the game is, if the game is too janky to play, players often won't get there (looking at you Witcher 1 and 2). Very impressive for a one person game jam project!

Shimash by thedashdude 2022-10-06T03:16:24Z

Very polished and well scoped for this jam. It's an interesting interaction to have the game players fail at leave the running until they're done. It almost feels like a boon rather than a punishment, but I assume that every time a game shows back up, it's harder, so if you have fewer games available they get harder faster. The sound effects sell the impact of events well and indicate when danger is coming. The animation for the character is cute and fits well with the overall vibe of the game which is nice and cohesive. The only complaint I might have about the graphics is that the background for the \ | / __ level is a bit noisy, and the graphics for the V > arrows feels like less effort went into it than the o O level.

Overall, the only real improvements I could think of would be to add some nice 8bit soundtrack and add possibly more minigames. It's very well thought out, scoped, and executed!

Helping by MossGames 2022-10-05T23:23:28Z

Interesting take on this style of game. Having to split your attention between the beds and the assistants is a neat concept, but feel like it could be improved by not making whatever the assistants provide random, and perhaps have it be based on whatever you have the lowest of in your inventory. As it stands, it feel like it's possible to lose even if you click on every assistant that passes by, which never feels great from a player's perspective.

Shadow Blood by Dssdiego 2022-10-05T02:40:35Z

I like the overall concept as well as being able to be the baddie is always fun. It feels like the design of the game lends itself to be made worse by the theme, as waiting 10 seconds for the paths to update feels a bit like a chore when the pathing is so random. This might be fixed by changing it so one of the 10 seconds isn't just one of the paths disappearing, but instead it being replaced with the new path, reducing the overall wait time by a third.

Star Trotters by MerpADer 2022-10-05T02:58:34Z

Overall very fun! Was initially hoping that the "closer to 10 seconds = better upgrade" meant different upgrades based on how close you were, rather than just scaling the upgrade you got. There were a couple points where getting the movement speed upgrade just felt like a downgrade due to not being able to as tightly control my movement, but still got it to 220 seconds when I was an unstoppable bullet hose that had a wall of bullets on screen at any given time before I decided to let an enemy end me. Made me wish it was longer or had a bigger variety of upgrades, which means if you wanted to keep working on this concept you might have something, but I understand the limitations of the 72 hours didn't really give much wiggle room for that!

CyberBeat by Abdonatioera 2022-10-06T03:37:52Z

Very awesome project, especially for a one person game in the given timeline! The visuals fit together nicely and I really like the subtle touches you added to show the beat timing with the edge of the screen. I didn't notice it at first (which is a good thing, as it was non-invasive) but it was helping me time things even when I wasn't paying specific attention to it. As others have pointed out, it falls a bit flat on the theme, but at the end of the day committing to a project and seeing it to the end is more valuable than making sure it fits 100% with a given theme. Other folks have commented that you can just stand up next to the enemy and never have to doge (which you can, and I did), but with the limited time to work on it some things end up taking a back seat like finer balance tweaks, and it's all easily fixable later if you wanted to.

The graphics were lovely and consistent with itself and the tech was impressive! Rhythm games are notoriously hard to get right, especially when you're trying to get them to play nice in a web browser, so hats off to you. There's a chance it was just easy to do with Godot (It's just the absolute worst in Unity for WebGL), but as far as I know, you're a wizard.

[X-ED OUT] by Nash 2022-10-05T20:31:35Z

Very well executed game with a lot of polish where the only thing that stands out as needing any work at all is the Unity default slider on the title screen. I really liked the risk/reward balance that is inherent in your game due to your limited movespeed and pickup time: Do you let enemies get close so you can pick up more upgrades faster but risk them permanently lowering the amount of time you have to grab tokens for upgrades? It's up to the player to choose their strategy where the optimal strategy is also naturally the most dangerous and hard to execute due to the games base design. Very hard to accomplish that razor's edge form of game design, and very well done!

Factory Reset by ComicSans 2022-10-05T02:47:13Z

Love the overall feel! Reminds me a of classic ps1 style games. There is a significant issue with the browser performance though: the framerate and overall game performance is tied incredibly closely to the size of the window it's being played in. Playing fullscreen on a large monitor kills performance, but if you zoom in to 200% or more, the game runs just fine.

Factory Reset by ComicSans 2022-10-05T14:56:17Z

@comicsans I've used two devices now to similar effect, both times running in chrome. It runs fine on a laptop with a 1536 x 1024 display, but begins slowing down if I zoom it out to 75% and has significant issues at 25%. Moving the window to my other monitor (2560 x 1440 75 Hz) at 100% native zoom immediately negatively impacts performance. Lowering the refresh rate on the larger monitor (75 -> 59.95) helps a little bit, but I was only able to see the difference brought on by the refresh rate change at 175% zoom (zooming in consistently boosts performance). Windows and Chrome os were used to test, neither showed any particular difference in performance that I could see.

Hope this helps!

ANIMAL HOLE by ben_throop 2022-10-05T02:11:44Z

This took me right back to early newgrounds and albindo blacksheep days. Very excellent!

Psycho Petting by Nachodlv 2022-10-05T22:01:14Z

Very cool idea! I like the dichotomy of switching back and forth between pleasant meadow to dangerous hellscape. Thematically it fit very well, but I feel the gameplay could use a bit of tweaking. It was very easy to run away from all of the enemies and find myself in a section of the map where I never saw enemies for quite a few cycles of day/night at all. It could be fixed by making them faster than the player, forcing them to use terrain and their positioning during the day to survive the night, but I understand adding that level of complexity and fine tuning to the balance isn't easy to pull off in such a short span of time. The art and animations are great too! Was a bit confused by the scale of things when carrots were so small, but there were giant plant leaves around as well making things feel less cohesive and more surreal, which might have been your goal.

Very neat submission and very clean UI!

Curse of the Wereburger by Brainloaf Studio 2022-10-06T00:00:29Z

Very fun concept with excellent execution! The idea of a were-burger makes so much sense (somehow) that it just works. The art style is cohesive and wonderful, and the animations were smooth :). There were some slight rough edges around some gameplay where you might get shot/stabbed if you take your turns too quickly while taking a path that wouldn't kill you if you just moved slower. Feels like a finished game though, which is super rad for this tight a timeline!

Dragua by Hawkin 2022-10-06T02:20:00Z

I like that you can move fast and kick plant butt! There's a lot of potential in the items available and the concept of having to traverse further and further into the wilderness to maintain your camp. I wish there was more use for "permanent" items like the machete and scythe other than just having one, and being sad when you get another one from a chest. I can see this game being fleshed out a lot more with things like having to actually place down the automatic scythes to keep your campfire safe from vines as well, finer tuning on chest drops, and some kind of final objective beyond survival. Really cool concept, and always cool to see an actual intro in a game jam game!

Decrypt by Gabriel Chan 2022-10-05T21:03:40Z

Very well polished game. Feels cohesive and finished, which is impressive for a jam game! Being a barely literate troglodyte that can't spell anything without the help of auto correct, I never made it past level 1, but can see the appeal for folks who really vibe with word games. Well done!

RogueDungeon: A Deck Builder by thedude3600 2022-10-06T00:22:43Z

Neat game concept! I like the idea of pre-building your rpg character's actions and having to plan based on what you think/know an enemy is going to do. Unfortunately, the deck building and jam theme kind of detract from the overall game's experience instead of add to it. As a player, it's optimal to never pick up any cards as it stands, as then you can reliably predict and plan every turn, and you have everything you will ever need. This could be possibly fixed by removing the heal option at first or by removing one item from the deck to incentivize players to try to stack their deck with more of a particular card, but even then, unless the level design provides a reason for the player to favor a particular direction, they would probably be better off keeping their deck as even as possible. It's a great idea, it just needs more time to flesh out and smooth out all the kinks.

Scratching By by rsheepdv 2022-10-05T21:48:21Z

The art is phenomenal! Everything visual fits so well together than there's not one thing I can say about it other than how great it is. The drawback to how great the visuals are: it makes all of the other pieces that aren't so polished stand out. Things like audio loops that have long dead spaces before replaying, bugs like ingredients not showing up in the cup until the order is complete (this one really got me and made it kind of unplayable past a point which was very disappointing because I wanted to love everything), loading screens flashing up for only a fraction of a second, and somewhat confusing gameplay without a tutorial are all things that are normally expected of game jam games.

Luckily, all of everyone's complaints about the game are solved easily with a little more time! It is an incredible submission for the time frame with very fixable problems. More polish on the mechanics, sound, and a smidgen on the UI can make this game an actual marketable product!

THE WORLD NEEDS BISCUITS! by PureImprov 2022-10-05T21:16:53Z

The html version does it no justice, don't touch it if you can: the difference between them is night and day. The music is quirky and fun and a great choice! There was a little wonkiness with the hitboxes when things got faster where you would have to click a little bit before the cookie showed up. I liked the core concept of franticly providing the masses the right kind of cookie, but feel like it would need a little more of a mixup between the levels beyond there just being more people for folks to be challenged and motivated enough to play more than a few levels.

Timelapse by EtherianX 2022-10-05T20:53:13Z

I really like the idea of this game! I would recommend if you wanted to keep with this in the future, you might want to check out John Conway's Game of Life (if you haven't already, it's entirely likely that you have). Scoping down on art assets and doubling down on the idea of a massive grid-based gardening and entropy defense game has a lot of potential. Either way, it was nice to sit down and watch some trees grow for a bit while planting flowers.

Clockwork Owl by spacefudge 2022-10-05T03:26:29Z

I love the idea behind it, and would love to see more! Clicking to add cogs or anything else to the machine is really holding it back from shining as much as it could in my opinion. If things just fired on cooldown into the machine wherever you were aiming, this would be a few updates away from being a perfect idle game! I would also recommend updating the mute button to adjust audioSource.Volume or .Pause instead of just using audioSource.Stop to avoid the song restarting every time you want the song back on. Some tweaking on the balance for how many enemies spawn, the speed of the machine/world, and how much health enemies have would go far as well, but hard to perfect in 72 hours. Very impressive for the constraints of the jam and a very creative game!

Graveyard Scramble by pauly3d 2022-10-05T03:43:01Z

Love the vibes and the intro music! Had to read a comment to know that I could shoot the X tombstones for powerups, but even then I wasn't sure what they did other than give me some sick shades (which, to be honest, is probably good enough). Future powerups sat on the ground unable to be picked up when I walked over them, only playing a sound cue and not going away. Overall, very cohesive theming and well put together!