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delph

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202046Keep it aliveXeno Tendercompo10142.742.252.503.443.362.702.46
201326MinimalismWhite Circlecompo

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 delph

LD46 — Keep it alive

Prototype Towers by marbles 2020-04-25T07:41:39Z

Really like the music! The strategy changes from towers breaking and needing to be repaired in time added an interesting dimension to placement that's not normally there in tower defence. The last turret being able to destroy itself is amusing, and again gave another dimension to placement (you *want* it to break at the right time so it won't shoot itself).

I was expecting just another tower defense game but with frantic repairing, but it made me engage my brain a new way, pleasantly surprised! (P.S. I got to level 9).

Down to Earth by ruthiepee 2020-04-29T08:30:01Z

The art sound and music are all absolutely excellent, nice job!

Unfortunately because the coconuts move with you (rather than with the world), the most effective strategy is to just hold a direction and click fire repeatedly which somewhat undermines the game part. (As also noted the coconuts don't really go where you feel like you're aiming them but that's a bit inconsequential against the you can move the in flight coconuts by running!)

Still really excellent work on the assets. They're all lovely.

Mind Defender by Laura del Pino 2020-04-29T17:22:29Z

I really liked the premise, although I'm not sure how much it fit the theme. The sounds and music were lovely, and the graphics were and did a good job of representing what they were.

Would have nice to have more levels and enemies, and some kind of restriction on building towers, as well as some information on their trade off, but it's a nice start on a tower defense game, and has more interesting theming than most!

The God Of Adventurers by Lucille Blumire 2020-04-29T10:22:26Z

A nice concept and pretty well executed. Graphics were cute (lots of variety of adventurers!) and I liked the music.

I found it difficult to figure out what level adventurers were and so they tended to get bored! I actually did best on my first try where I was kinda just randomly clicking as I didn't understand what the numbers meant on the tiles. Wasn't sure if their movement was random wander or if they'd seek out appropriate difficultly.

It ran quite fast, a speed setting might have been nice, as the days just flew by! So I hardly had time to read the notifications.

No Fish To Die by dillonbecker 2020-04-25T08:53:53Z

This is hilarious. Great art, nice music, frustrating balance :D love it.

Feed me! by Liam 2020-04-20T17:48:04Z

Nice game! Simple premise executed well and I liked that new strategies became apparent as you played even with the simple premise... all to no avail, but perhaps that's the point? :)

Bouncy Battlegrounds by Sergei 2020-04-29T12:28:08Z

Once I *think* I got the hang of how it worked / grasped what I was supposed to be doing it was quite fun!

Would be good to start zoomed out as initially it's unclear you're not seeing the whole battlefield, also a message in game that you're goal is to get the red piece (your king) to the blue flag would have helped a lot!

I never quite figured out how changes to numbers based on engagements were calculated, other than letting them hit you seemed be much worse for you - although it didn't seem to have the same effect the other way around, perhaps because it was about the force you hit them with and I just wasn't very good at that bit? :D Relative numbers obviously helped and eventually I figured out the thick faster moving bois hurt a lot more.

L♪vely Rhythm by DiegoCTorguet 2020-04-20T19:22:03Z

Nice!

Xeno Tender by _delph 2020-04-29T12:06:38Z

@polegar I think you're right about starting with the cat it's definitely on my post jam update list. Thanks for the feedback!

Xeno Tender by _delph 2020-04-29T12:13:15Z

@kiguel182 and @juice-lizard firstly thanks for playing and leaving feedback. I'm sorry you found the game unclear and if that impacted your enjoyment.

It is deliberately being obtuse in a lot of cases - the goal being to figure out how the minimal information you are given represents the creature's states, the fact kassa has some red herrings and its reactions are delayed (as it's a plant-like creature) rather than immediate, definitely makes it the hard mode creature.

That said, I'll make sure to update the game so you start with the cat, as they are hopefully much more straight forward to learn, and maybe try to drop in some hints after failures, I did want to be sure that it was possible to fail though!

Xeno Tender by _delph 2020-05-01T22:38:49Z

@mika-la-grand oh no that doesn't sound intentional! I'll see if I can find why that happened. Sorry you didn't get a kitty to start with, they're much more obvious with their feedback. Thank you for leaving me some!

Seeds of Hope: The Last Stand by Corbak 2020-04-23T12:41:59Z

Really impressive game for such a short time. UI sounds, music, SFX, decent graphics the whole lot!

I game loop makes sense, distributing your resource (crew) to build resources and/or protect the ship gave clear management vibes. The speed of the game loop / simulation it all makes sense as a jam game, but I think it would have benefited from being slowed down a tad (or in fact quite a lot).

I did find it quite hard to figure out where my crew were, how many I had, and how powered up each system was (as you had to click on the room to see), I think a bit more UI work and it'd be a game I'd keep bookmarked and happily idly play! Oh also, it would have been nice to see the weapons firing too, as I wasn't sure if they were working!

Great game, one of the most impressive I've played so far!

Wayfarers by Tednesday 2020-04-29T17:05:33Z

Excellent game! Really clear what was happening and you explained the controls as you went so could just jump in.

I was surprised by the fog chasing you on my first play! I thought the food was the only barrier so I had been being a bit more relaxed. I also had a little difficultly figuring out the cost of traversing past animals based on people / difficultly I initially assuming it was just one death per skull but didn't seem to work out that way.

Really liked the music and SFX and yes the graphics were both pretty and informative. Really good job!

Blood and Snow by Mika la Grand 2020-04-29T17:16:47Z

Really good sense of atmosphere with the wind blowing, and when you weighed yourself down with supplies it certainly added tension on getting back in time.

Other than being weighed down I didn't find it very challenging, the rate at which resources were used compared to how quickly you could gather them didn't put a lot of pressure on. That said it's actually nice to succeed at the goal of one these jam games!

(That said I think I did notice that sometimes my temperature wasn't always dropping? So maybe I had a bug that made it easier for me!)

The Tree of Life by Unicorn Studios 2020-04-25T09:02:40Z

The art is lovely, and the music is nice (even if the loop is a little short)! I really like the concept.

A few little changes could probably improve understanding for first play through; arrows to offscreen enemies, as well as either the ability to move a little whilst attacking and/or attacks to slow running enemies, would have helped combat a lot. A more feedback on how planting worked would have been nice, took me a while to understand why I wasn't just placing a tree, but there was a seedling I needed to water (obvious when you think about it, but the preview of a fully grown tree threw me!).

Great game, nicely polished.

Cats In Flats by Black Flag 2020-04-29T12:18:31Z

Really funny, and quite fun! Loved the voice over. Also really liked that your weapon was a spray bottle!

Keep It Powered by rob1221dev 2020-04-20T19:01:30Z

Really like the progression of the mechanics, but damn if this game isn't brutal! That said each level does feel like it's short enough to demand perfection (which it usually - but not always - does).

Would have liked a little bit of that platformer nicety where if you bang you head on a ceiling it pushes you out to the width of the ledge if there is a gap to move into, but the balance as it is is certainly consistent! :)

Area 64 by AdamWatters 2020-04-21T07:40:11Z

The music really helps set the atmosphere, the writing was clear and atmospheric really good work! I enjoyed exploring the town. One of my favourite compo games I've played so far!

Would have liked fatigue and distance to monster to be a little more prominent, an option to accelerate the fade in with a click would be nice, and finally possibly a bug that my inventory persisted between plays! Very minor issues that don't detract from this.

DON`T DIE STAY ALIVE! by PenguinBob 2020-04-23T12:30:59Z

The music and the gameplay being so dissonant is actually really charming.

It's a simple game, but it's balanced / progresses in difficultly well, making you want to keep playing.

Would be nice if there was a little more forgiveness on the moving into the space of an square and arrow has *almost* left.

Spirit of the Forest by podchasov 2020-04-21T07:53:05Z

It took to figure out, but was quite a fun little game you could fall into a rhythm with. Enjoyed flying around and swapping between elements, figuring out routes to deal with enemies and try to restore the forest on your way. That said I never figured out what the totems actually did.

Some feedback of when your selected element is doing something (or not) would have made it easier to figure out (took me a while to figure out which trees I could restore or not because I wasn't sure it was doing anything), similarly UI feedback or info on the totems might have helped me figure out what they did!

Kaa! (that's me doing a bird impression).

Prime Number Defender by Tobias Bodewig 2020-04-23T12:22:48Z

Love the music and gives it a definite vibe. A fun little set of mechanics to play with too! Once you realise the agents more or less wander rather than directly approach the shortest path it becomes easier to come up with strategies!

Clarity could have been improved by showing number of generators in the right hand side with +(number of generators) to make it clear that they were directly recharging your power. Also a selected ring on the vacuum would have been helpful, I kept wasting power trying to select it but instead moving it a tiny bit (or I guess you could ignore small movement inputs). Nothing you can't get used to though.

Very much enjoyed sending the vacuum back and forth to trip up as many people as possible!

The last tree by DeadBoyGames 2020-04-29T12:59:00Z

The atmosphere was great, loved the assets, main character and soundscape, oddly it was very pleasant place to be, when you weren't killing blobs.

Difficulty was waaay to hard for me and/or ramped up too quickly. Also I know you put them here but throwing up the controls on screen would have been nice (I suspect plenty of people are just going to click the play link and start playing), I assumed space was going to be attack when I used it to navigate the menus, which led to a very confused first play :D.

Reminded me slightly of one finger death punch, but with more buttons to perform attacks. I do wonder if attack left / right could have just been buttons rather than arrow keys and *then* x (with watering still being space and auto running back to the tree), would have suited what exists better, but perhaps didn't fit your original ideas.

Enjoyed playing it though thank you!

The last tree by DeadBoyGames 2020-05-12T12:24:44Z

Wow! I really like the improvements, good work.

If you'd like some more feedback:

It took me a little while to figure out how to collect water from enemies (I think you have to press attack then *hold* down?) it wasn't clear what the circle in the controls popup meant to me. It did feel cool when I pulled it off but frustrating when I couldnt' figure out why it sometimes worked and sometimes didn't. Could consider that to be automatic and the water containing blobs to be rarer, then again when you're pushed for time you have to choose if you want to collect or not, so it'd be removing that choice from the player so maybe not.

I personally would have preferred if it only moved you back to the tree when you pressed down to water the tree to allow you to more easily chain hits of attacks together against enemies that weren't spaced so that you could continually do it, but staying close to the tree like a protector makes thematic scene too.

Finally it would be great if huge waves of blobs would occasionally come that required you to use your combo, the difficultly ramping felt quite gradual and it might have been more entering if the 'intensity curve' had bigger peaks and dips / variation

(I think this article talks about it: https://www.gamasutra.com/view/feature/3848/gameplay_fundamentals_revisited_.php?print=1 I say think but this just me trying to google to find a concept I was aware of but didn't have good reference ready, the article might not be that great, sorry!).