Laws Of Attraction by SelfTitled 2017-12-05T15:34:11Z
Looks nice, perhaps the controls could be a bit more tangible or have a counter effect key, dont really know.
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| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Plan It Out! | jam | 274 | 3.86 | 3.53 | 3.96 | 4.26 | 3.92 | 3.35 | 4.17 | |
| 2022 | 51 | Every 10 seconds | 👥 | Queue to Hell | jam | 864 | 3.22 | 3.00 | 3.09 | 3.18 | 3.63 | 2.87 | 3.61 | 3.28 |
| 2020 | 47 | Stuck in a loop | 👥 | 4Loops | jam | 293 | 3.90 | 3.50 | 3.37 | 3.67 | 3.90 | 2.76 | 4.00 | |
| 2020 | 46 | Keep it alive | 👥 | Protect the Squaravan | unfinished | |||||||||
| 2017 | 40 | The more you have, the worse it is | 👥 | Into the Slumber | jam | 773 | 3.22 | 3.16 | 3.63 | 3.05 | 3.31 | 2.84 | 2.89 |
Looks nice, perhaps the controls could be a bit more tangible or have a counter effect key, dont really know.
I've played for about 15 minutes and enjoyed it. But after I bought all money in sheeps and they do never grow the pelt again, I've decided to stop. So I felt that the game was promising, despite a bit of frustration on the commands on the start, until passed 5 minutes and I couldn't buy any sheeps nor cut their pelt. I feel that the game can be more fast, rushing the player to make every thing work.
The game have alot of stuffs implemented, but I'm not pretty sure if it had some time calculated for polishing, by this I mean the movements feel a bit to much high paced and the combat a bit dizzy. But we can see a great effort on this entry. Good Job.
The gameplay was interesting, but the information on how to play was badly delivered. The command settings could be better thinked of.
The usage of the theme wasn't too smart. But I feeld like my "minions" don't really matter on the game at all, cause I don't needed them as much as they could.
The overal was good, but the unbalanced experience make unconfortable, cause I made some decisions thinking that they would affect on a way and then my rates go low... I missed the schools too...
Really interesting one. But you could added the STOMP to the same button of the jump, when it is jumping you can stomp, it would give a bit more of playability. Very good entry btw.
I don't really know where is the connection with the theme. But overall the game is good, saw a big effort on make things look nice, perhabs on the next, or even on a post jam, version you can toy with the Unity Stack Postprocessing, will add a lot of visual cues to the game.
I was lost on the screen for a while, and the controls don't really helped, cause I usualy play with both WASD and Arrows to move, so think to use one of them to move and other to use items feels bad to me, you could set the action buttons on the space bar upper letter like Z,X,C,V and the movement on the arrows...
The concept was good, despite a bit of a lack of innovation on the genre, I liked the art style and the controls worked. A good game.
The game is really fun and acomplishes the theme on a interesting level. Good entry.
This game was really fun to play, the overall is pretty good for a one man job! Just the music was a bit annoying at some point, but help on making the player stressed in a clever way. Nice one!
I enjoyed the modular levels, thatturned possible to have a variety of levels, but the attack mechanic needs a better feedback, the guy runs in a way and the attack is in the other direction, that made me a bit buggy. The overal is pretty good. Fit to the content nicely.
I'd like it, but the attack could be more effective/fast, creating a fast paced kind of experience.
I couldn't talk with the NPCs, but I don't really know if it was my damn fault or not. Overall the art is pretty consistent. I liked it.
The art is humble on its own, but the effects add alot! The music was a bit stunning too. But the first time I've played, I got the gun and started reading the text, so I was unable to start the game and needed to refresh the page. The fact that everything explodes is nice, but with the sensible controls it turned the game in a hell, cause you don't, already, have much control and you don't know where will explode, so I died a lot of time shooting 2 block ahead...
I don't really could play because of this warning. And by the window name I think that I really don't have to... That's bad, cause I liked the overall look.
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I really liked the concept but unfortunelly I had no friend to play with, so I tested the mechanics and they felt like a glove. Good entry.
The movement are a bit high paced, I know I'm a floating robot, but I think it is a bit too fast for me to understand and take decisions. Besides the main goal of the game is uncertain until you understand what to do. E partiu Braziú!
This is for sure an experience, the sound work is great and the idea fits the theme.
It is rather simple, and sometimes I felt overwhelmed by the post processing.
Very interesting indeed.
Hey, this looks like a solid entry, graphics definitely had some love, sound is interesting but repetitive, UX need further thoughts.
UX felt a bit off, some key bindings could be further thought and reused on smarter ways, like the mouse interaction, usually you activate the mouse when press ESC, and if you second press ESC you go to the pause.
The play and rewind mechanic felt a bit hard to manage/understand (need to record, play, rewind, record again, play, rewind, record) I believe that most of this mouse interactions could be automated based on user behavior like it makes a path, if the user go back on it it is already rewinding or undoing it for example.
Took me a while to understand how to move/use the character, the tutorial panel on the same wall as me was strange, so I did not saw it right away, what felt a bit awkward.
Good idea overall :)
The idea is pretty solid, the execution got some trouble, but the essence is there!
I mean, the combat system is a good idea, but I cant help notice that its not well balanced, being a fight game, I would expect being able to attack at least once per turn, which some times there was just movement options...
The blending of the sounds is harsh, but understandable.
Lighting could have been a bit richer, but it does not break the overall idea, so it is fine.
Overall, I really loved the idea, given the right amount of fine tuning and work it can become a good commercial game on its own :)
So, this is a very good example of a simple idea taken to extreme polish.
Graphics are suitable and gameplay feels good.
The only two things that messed with me was: 1. the cloth could have been made triggers that slow you down rather then colliders. 2. with the wide camera FOV it was hard for me to know where the ball would hit one the wall, and I believe that in some situation that is key to move forward (upwards :P), thus I would suggest a subtle change of tone on the bricks or some wire that acts like the playable area boundaries but are not straight lines, just so there is a hint of were the ball will hit and get easier to calculate angulation.
Very solid entry.
Hey! The mood of the game is good. Altho sounds were a bit too repetitive.
One thing that bugged me was the reloading, was not really clear when my gun was going to reload and once I understood the counter, it was hard to spot at times, a stepped progress bar that stands out of the rest of the scene would really improve that.
Also, the concept of repeating itself was nice, altho I did not really got it until I died 2 times, so maybe as an improvement for the future, would be a little note expressly saying that your actions accumulate upon deaths.
Good concept, keep the work :D
The name was catchy, but I had a hard time to play the game, first thing that happened was me losing without really knowing why. It was not clear I had to quickly take over the wheels.
And I dont really understand why you chose to use and unstable engine to be honest, where there features that only existed on that version of Godot? That probably took part of the fun out cause it was slow to load in order to be enjoyable to see the initial cutscene...
Also the link with the theme was not very clear to me at least...
Its interesting how the game does not want to be anything more than what it is, the graphics are in resonance with the mechanics.
Sound could be a bit less repetitive but add to the melancholy. Nice work!
The concept is interesting, and the game plays well. The only thing that gave me headache was the camera strictly following the cart, would be best if it was loosely following it with some smooth damping and all.
Other than that, good entry!
The menus only respond to mouse clicks, so most of the negative comments are because the main menu mentions WASD and Arrows to navigate, so its a bit misleading...
But I did not really understood what to do in the game, mechanic where not really clear.
But the graphics are really into Dont Starve realm and very nice, keep the good work, but technical side needs some further improvements.
Art looks lovely done and the art direction is there. The gameplay was not as easy to understand as I expected tho. Very moody!
The radio sound was a bit annoying... Maybe changing it speed and pitch each time could have given it a bit more life...
The premise of the game is nice, altho I did not really found where the theme was. I felt like the map had more attention than the actually design, It was hard to get sheeps at a certain point and the god got angry very fast...
Great effort! Keep up the work!
"I thought this was airsoft" haha!
Interesting entry. I had a bit of a hard time understand how the progression of the guns went but soon I was soothing all over the place, so I was not an issue anymore...
The name was what got me to check it out! The gameplay is simplistic but well put together. Fun to play.
The game plays nicely! Altho I fell several times haha.
One thing that was not clear at first was the scene depth the color of the outside floor tiles is on the same tone of the level itself, making it hard to understand the depth, making it a bit darker and increasing a bit the gradient on the level walls would make it clearer that you can potentially fall.
Also the fall animation could be done respecting the world perspective.
Other than that, great game, very addictive.
Oof, this one was a addicting experience! I wonder how cool would it be to flesh it out to expanding into a farm and dealing wit animals and produce as well...
Anyway, maybe a bit too much. I liked how simple and easy to get it going. Good entry. Please make more content/modes!
It is definitely an different experience, I cant decide if I enjoyed it or not.
I am not sure how does it fit with the theme, but that probably is my small brain lacking neurons to process it...
Altho the Tetris mechanic is nothing innovative, adding physics and making chaos when a single piece was slightly off was quite entertaining AND frustrating, hehe!
Overall its clear the theme was used as an objective. I wish the grid was a bit bigger and the movement a bit more precise. Maybe rendering a half opacity grid inside the construction area would improve knowing if the piece was properly aligned or not. Because even then, mistakes would happen, just a little less, but way more catastrophic...
Overall a simple, but well executed little game.
Heyo! So, at first I thought my goal was to kill te character in the middle with the turrets in the conveyor belts... After a while I understood my goal was to actually destroy them.
Altho simple, it felt a bit complex to grasp at first try, a little progression with levels might have helped to ease the learning curve a bit.
Overall, everything worked and it challenging, but the fun turn into a systemic keyboard jamming quite fast.
Good entry, well developed, lacks a bit of UX.
The narrative is very present, it really feels like the life of a lot of people nowadays. It caused me to reflect a bit.
Anyway, being honest I wonder if the game would benefit from a 2D side scrolling perspective a bit more then 3D third person. I recall The End of the World, which is a good thing, and maybe a great reference.
Since it is clear that the Journal is a big part of the narrative, wandering around too much felt a bit overwhelming. Maybe with a little bit less map to worry about the UX could have benefited from a review. Feels to me that not all information was necessary on every interaction. Also it was not clear what was indeed interactable or not, which can be a bit frustrating at times.
I get that the relation with the theme is being limited by anxiety and fear of people, a good abstraction of the theme.
Overall its a good idea that I can clearly see being fully developed into a product, so great job!
Hey, the fact of it being your own game engine turns it into a great effort, and making a jam is definitely a good way to test it on a real production environment.
Anyway, unfortunately it does not help the game is very crude and super sensible, which made me feel dizzy at time.
I encourage you to keep working in the engine and trying it again on LD55, I bet it will be in a better and stronger state at it is now.
Overall, good effort.
It was quite interesting when my cart was so full that it all fell through the back and I had to organize everything very precisely haha!
Its a great entry with a humble twist on the theme. I just wish things were less sound prone! But I guess that is good! haha
I quite dig the shelf organizing proposal and how relaxing it can be.
Altho, the first person perspective was the culprit of this project for me. Because of the chosen perspective a lot of inputs were necessary to get the books orientation just right and also, the perspective distortion did not played quite well and was a bit hard to know if the book was where I needed it to be.
Maybe a different perspective would have me it more enjoyable overall, I recalled Unpacking, but definitely not the same, but might be worth having a look as reference for improvements on UX.
It is clear there is an effort on the atmosphere and setting the mood of te game.
Altho, as mentioned by other comments, it quite hard to understand what is supposed to be done. And "just find it out by trying" is good when there is a pattern to be executed or a trail to be followed, otherwise its just frustrating trying to use a key that respawns every time I get into the wrong room.
And what makes it a bit more frustrating is that afterwards there is a inventory system for the first person "escape room" part that was not leveraged in the first part, which could have avoided some confusion.
This is clearly the first of many games, and made me remember my first game 10+ years ago, so keep learning and getting as much feedback as possible! Each new game gets better and better.
So, I hope this do not sound too harsh, but lets do it: - The art style between assets was not properly defined, each asset had its own art, probably made by different artists without any sync. It would be rather better for a single artist to make all art assets and maintain a coherent art style than mixing, if both artist cant sync on how to make it.
- The jump logic was not great, I found it confusing because it was not clear if I was actually affecting the character or if it was jumping on its own.
- The UI was mixing with the other art elements and the chosen font was somewhat hard to read at times.
- What was the main purpose of the bats?
- Why the platform spawning was spawning them cluttered at times?
- The chosen music was a bit off from the vampire theme.
I see this is the first of many games this team might come to create, so dont take my comment to heart, these a little points that can definitely improve the overall experience and deliver a better game.