FoonLudum Dare ExplorerUsers → Demogia-AV

Demogia-AV

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 seconds👥Ruinsjam5283.573.263.264.043.923.66
202148Deeper and deeper👥Yu-Gijam2.782.353.072.834.002.332.58
202046Keep it alive👥Jelly Mumjam3.003.253.003.003.253.252.253.00

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 Demogia-AV

LD51 — Every 10 seconds

Ten Sec Dread by davision 2022-10-10T22:49:36Z

The general aesthetics is great. The humor of the game and its universe is really cool. On the other hand the controls are simple but in this environment the control of the character is laborious. It would have been more interesting to make the clock turn rather than the character. The pumpkin explosion is fun, but it impacts the character too much and makes us lose time unnecessarily. Although I criticize some points of the game, I really enjoyed it.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Translated with www.DeepL.com/Translator (free version)

Relay PeaJay by aeveis 2022-10-11T09:38:09Z

Even if the use of the "every 10 seconds" theme is simplistic, it's still super effective. The game is pleasant and on a relaxing tone. The graphics are certainly minimalist, but it allows you to really focus on the objective of the game, winning the race. The only thing that bothers me a little is the choice of the character's controls which in my opinion does not respect some basic rules. The use of the boost is not fluid and is difficult to master perfectly. I think that by allowing a modification of the control keys and by adding 2-3 more mechanics, it could become a great game. Very good work anyway.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Arkentower by Rayne 2022-10-07T17:00:49Z

The general aesthetic is great, although minimalist, it works great. I really enjoyed having to discover by myself the gameplay of the towers and the fact that I can also attack the spiders. In fact everything is cool, except the level design which conflicts with the jumping system and the overall difficulty progression. The placement of the towers and the way of attacking the enemies is a problem. A level design touch up and quite honestly this game could go very far, especially if it is on google store or app store.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Translated with www.DeepL.com/Translator (free version)

Maze Runner by mimusangel 2022-10-11T09:27:40Z

Based on a simple but effective mechanic, this game is quite pleasant in its simplicity. However being simple, it becomes very quickly boring. We have the possibility to jump, but it is not exploited to its full value. It would have been interesting to put traps, holes or other things to make it more pleasant to play. Indeed, the action done 80% of the time is moving, so it must become the strength of the game, and so it is on this principle that everything must be done: climbing, jumping, dodging, ducking, sliding, etc... The basics are there, we just have to add more functions. But be careful with the generation of the maze, sometimes the path is totally impossible to do in time and even with the boost speed.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Translated with www.DeepL.com/Translator (free version)

Ruins by frax 2022-10-12T08:19:02Z

@lepoulet Merci pour ton retour. En effet, les niveaux n'ont pas été fait en respectant les règles de Level Design . Leur courbe de difficulté et leur logique ne sont pas au rendez-vous ^^ On n'avais personne d'attitrer pour cette phase de la conception. On pense refaire une refonte et corriger pas mal de chose dessus. Merci également pour l'aspect esthétique du jeu, ayant été seul j'étais pas sûr d'y parvenir ^^

EPOCH by Wouter52 2022-10-07T16:41:14Z

Overall, I really enjoyed this game. The theme is well present even if it relies only on a "wave" system of enemies. The graphic design is minimalist and efficient. The graphics are in line with the theme of the game. The visual feedbacks are just as effective. From a visual point of view, it's great. However, the gamaplay in my opinion has a major problem in the movement system. The randomization or at least the random change is both a strength and a weakness. Indeed, there are certain situations where you are stuck and you can only hope to reach a bug, and pray that the new pattern / path allows you to reach a bug.

Apart from this path problem, the game is really fluid and excellent. Confusing at the beginning if you don't know anything about programming, but when you observe better, the instructions tell you what to do. You did a great job of giving the impression that you need programming skills when all you really need is to read.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Translated with www.DeepL.com/Translator (free version)

A Quick Bunny Affair 🥕 by Vidu 2022-10-12T15:39:44Z

J'ai été plus que surpris par la qualité graphique et esthétique du jeu. Déjà sur ce point un méga gros bravo. Ensuite pour ce qui du gameplay, certes simple mais terriblement efficace. L'ambiance est géniale, l'humour est au top. Mon seul problème est au niveau des touches de contrôles qui ne facilite pas la tâche sur un clavier, mais pour le reste absolument rien à redire. Plus qu'à faire d'autre environnement, et 2-3 évènement qui ponctue le jeu, et on aura un jeu qui pourrais se vendre très facilement sur les smartphones notamment.

Impact-Effect by IdeasPerSecond 2022-10-18T12:39:24Z

I loved this game which in its principle is simple but terribly effective. The minimalist graphic design is just perfect, there is all the necessary feedback to inform the player and to delight the eyes. The soundtrack is top notch and the choice of the sound of the explosions gives an excellent sound rhythm, to the point where taking missiles was cool. The gameplay is simple, but rich enough to allow a lot of things and it was very nice to see new type of enemies really different in the graphic style and in the behavior. All in all it was a very satisfying game.

Ps : sorry my english level is not as good as I would like, so I use DeepL to translate from french.

Translated with www.DeepL.com/Translator (free version)

For Greater Good by BayLock 2022-10-11T09:19:21Z

It's quite funny to have such a catchy music while the theme: "kill babies" is present. The counterpoint works well, the black humor finds its place well. The visual aesthetic is also very well done. The choice of shapes and colors are top. However the level design is problematic, because the hot-box of the characters is not good, too approximate. So sometimes the possessed baby or even the others can go to places that we can't go. This could be a gameplay choice, but here we understand quite quickly that this is not the case, because it does not use this feature as it should.

The game would deserve to have a little more work with an increase of the difficulty in time, different levels or even different enemies (baby that turns into a monster and it's us who have to escape in 10s, or teleportation powers of the possessed baby etc...) Very good game in any case.

postscript: sorry, not being good in English, this is a Deepl translation from the French language

Translated with www.DeepL.com/Translator (free version)

Torquemada, Heretic Slayer by Kostas Nik 2022-10-11T09:50:36Z

Although the use of the theme is based on an enemy wave game system, it is still interesting. The addition of a procedural dungeon system and the addition of a life/light system adds content. The movements are fluid and efficient. The aesthetic aspect is very well done and does the job. The level design even if it is procedurally generated, does the job quite well. But there is a problem of size for the passages / side doors. The choice of a Top-Down view probably doesn't help but you can't see the accesses well because the bottom wall hides the entrance. I could only spot these exits because an enemy was attacking me or passing by. The User Interface needs to be revised for the objective gauge. It is placed way too low and hinders the readability of the game and the movement, so that I was essentially heading down rather than up. The sound design is very good too.

I think the game could improve further with an increase in color range, to be less monochrome. Also the interface could use some work. Adding new gameplay bricks could propel the game to the top.

All in all, very good work that deserves to go a bit further.

postscript: sorry, not being good in English, this is a Deepl translation from the French language