Cure the infected! by archaeometrician 2013-12-16T07:46:00
Very fun. I had unity physics flipping people over the place when playing the web version.
Foon → Ludum Dare Explorer → Users → denvil
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Nexus | compo | 338 | 2.70 | 2.16 | 3.00 | 3.05 | 3.46 | 3.03 | 2.46 | 2.65 | ||
| 2023 | 54 | Limited Space | Forklift Frenzy: Limited Space Edition | compo | 218 | 3.45 | 3.15 | 3.06 | 3.45 | 3.48 | 3.17 | 2.34 | 2.71 | ||
| 2022 | 51 | Every 10 seconds | Cursed world of Hex | compo | 201 | 3.50 | 3.25 | 3.30 | 3.50 | 3.94 | 2.68 | 2.10 | 3.01 | ||
| 2014 | 29 | Beneath the Surface | Bubble Dream | compo | 586 | 3.16 | 2.71 | 2.48 | 2.50 | 3.50 | 2.79 | 3.04 | 2.96 | 55 | |
| 2013 | 28 | You Only Get One | Wishing Well | compo | 138 | 3.55 | 3.68 | 3.11 | 3.15 | 3.76 | 3.45 | 2.88 | 3.33 | 55 |
Very fun. I had unity physics flipping people over the place when playing the web version.
You should add little bit more of bobbing to boat to make it more lively. now it felt like slipping on ice.
Nice. Little hard but entertaining.
z/x/c row would have been better but I run out of time and didn't really think this. I managed to kill game braking bugs and upload this version when the was only 1h left so polishing the game was little thigh on time. But at least it is running
All graphics were done in Blender using Cycles rendering. I don't even want to think what you would need to do to make this style graphics inside Unity.
Nice idea. Kept me trying for a while. Only problem was that sometimes it didn't cash the win. The casher took my money but didn't cash my winning ticket... so who was cheating who..
Great idle game but little confusing when screen is full of chickens wanting something. For first play I would have liked to have tooltips on what you are selecting from buy menu.
Yeah. Enemy variations and gui / sound effects was where my time run out. I was planning to add more rules and effects to demonstrate rule changes.
@mcnuttys Original plans was to have more options for combat like dashing, dodge and combo attacks make it feel more fluid but this is LD so time is.... Also vampire card is quite interesting idea.
little sound would have helped to make hits feel more satisfying. Upgrade screen felt little jarring as it stopped movement before anything appeared.
Adding better instructions would help. First time I did not have any idea what I have to do. took few runs before I noticed the letters in boxes. Also colour scheme was little confusing (red best, green worst), I would expect it to be other way (green or blue best and red worst)
Nice. Really unique take on the theme. Controls were solid. Did not manage to finish the game due time constraint but have to come back and try to find my way to end and hear the dialog. Great job
Dragged blocks could be in other colour so you could see where it is. Nice little game
Nice. Interesting take on final fantasy, ddr, touhou. Graphics were nice and fit together. For bullet hell parts (dodge) maybe make characters smaller to give more freedom to move. Other thing was key bindings. If you could use space to select actions you would have both hands in better place. First I chose attack spell with enter and had to move my hand quickly to arrow keys to execute it. then using two hands it was little bit easier but for better hand position I would have preferred to make selections with space.
Nice story with good splash of humour. With dashing I managed to click outside of the screen multiple times, that could be prevented with mouse capture on window.
Nice looking game. I did not really manage use chaining. It would be interesting if you had power ups like gravity well. you could gather enemies and then blow them up.
Great concept. Reminds me of Aparture Science animations. To make it more hectic you could have little character running around and trying to do your instructions.
Maybe add some more colour difference with walls and floor. I had trouble seeing where corridors were due similar colours and patterns. To tie timer better with urgency you could start dimming the ball with timer (non linear curve)
Nice idea but not sure if the theme was best for this. Had to try few times before my math brain kicked in and I managed to make any progress in the game. Visuals were nice for the idea.
Two things would make this better: Allow keyboard hotkeys to keep inside 10 seconds. Other is to change countdown from 0 -> 10 to 10 -> 0. This makes more sense to me when trying to do math at the same time.
nice little infinite runner. I don't know if it was my keyboard or character controller that was missing inputs. Tested few times and some of the jump inputs felt like game was ignoring those.
Nice take on the theme. Dragging could be more snappier, now buildings floated behind the cursor and that was distracting when sides were changing. Also in HTML version main menu worked in window but game did not fit, but in full screen main menu was broken but game was ok.
Nice game with good fit for the theme. Controls felt little "sticky" but overall nice. With rotating levels I would assumed that gravity would also change but it did not. That felt odd.
Nice take on the Backrooms. Monster was little underwhelming due not finding me on few times. I think it got stuck in wall after chasing me for while in corridor. I did not get the 10 seconds theme (I know it is there from description), adding some kind of indicator of changes would help to tie with theme.
Nice platformer idea with the theme. Character controller felt sticky and little bit too floaty. Background cube graphics was little bit too noisy for my taste.
Took little while to create stable orbits. Zoom would have been nice as I managed to "lose" my satellite multiple times.
nice art and that ending.. :) Only thing distracting was the item row change animation. It was little bit too jarring but you have commented about that already.
Nice expansion of monkey islands sword fighting. I was not really sure what did different dialog options did. Really liked the look and use of the theme. Expanding this and fighting your way to victory would be cool.
Upgrading was nice but waiting for missiles from start is little bit boring. Instead of waiting for missiles to launch automatically you could have fire button with upgradable cooldown. This how player has the control when and how those missiles are used.
Nice and polished looking UI. Dragging felt weird as others has pointed out. I could not figure the rules first as I was not sure where the letter was dropping. Also I managed to get letter stuck to the mouse, it would not drop it and I could still drag other letters around. Sorry, did not manage to get video of this bug. Otherwise problems were my memory of English words....
Nice. Movement could be more smoother. Dying to my own bullet surprised me :)
Graphics are quite good. Really had to think my tactics. Core mechanics where good but there was something missing. Adding some kind breathing room between enemies (like selecting your route in FTL) would help with pacing.
Interesting idea. Confusing but interesting. Managed to click quite far but you should add more hints where to click.
Mad rush to quickly map out the arena was nice. For easier level maybe add some kind of "radar" to help out.
Fun mechanics, adding urgency when you have to be certain size to continue but you still have to remain small for next sections. Nice selection of levels for combo. Good work.
Nice visuals but you could make obstacles that can harm you little more noticeable. Good job!
Have to say you have brutal hitboxes. Really punishing platformer. Some polishing and this would be quite interesting platformer.
Score 11. Maybe allow player more speed depending on the score (enemy seems to get some boost) and add some effect when you collect mana. Elemental got trapped in corner for a while, so easy to collect some extra mana.
Nice game. This review was made on top of slime corpses :). Quite good controls and graphics were good. Maybe add some kind of sound cue how much time you have left (the long section without any safe spots)
Little confusing what I am suppose to do. Was there some kind of end screen as spiders ate all the eggs and just stopped.
I think this would work if instead of multiple skills (confusing with some many keys used) this would start slowly and add skills slowly.
Quite hard core difficulty with one hit one kill. Got around 50-60 on multiple tries. Visual style was nice with very readable attacks. Controls were little stiffy (not sure how to describe this but felt little stuck when jumping around) but overall nice game.
@endurion That is something that happens. When running in godot editor all menus worked always but web/windows builds just bug or crash on those randomly. I tried to debug this but it only happens in release builds so it was out of scope for the compo..
@ellaris thank you for the comments. About using boxes as currency was decision done to allow removing extra boxes somehow. I also had tutorial as one of the todos but I had to cut it out. Next time I think I will start with tutorial before adding more content alas I was distracted with the shop mechanism. Indicator were also on my list but I just forget to add them.
@crylica thanks
@cyber-puffin I had the shop (not so well marked) with speed upgrades to allow players more swift movement. Max movement is quite hard to control
@powerofsin You hit what I was aiming but my balancing was of. Original idea was to but pressure to clear incoming platform and try to use limited warehouse room to but all boxes there. And then have more relaxed time to fulfil customer orders.
@sisuisa thank you for the comments. Yeah I know about the menu bugs but I am not sure if fixing them would change what I managed to make in compo's time frame. Also I am not quite sure why this happens as it only happens in release version and not in editor version. If I manage to hunt that down maybe I will create post jam version with those fixes and little more balanced version.
Cargo going under the ship made it little difficult to see what kind of shape it was (or there was not enough contrast between cargo bay and cargo indicator). And some kind of indicator how much cargo was needed and how long will the ship wait.
It was little confusing to just see different combinations. Adding progression would help to explain the rules and slowly add pressure for the small amount of cards you can have each turn.
I would have liked to be able to mess with the wedding while different parts we going. Even though I knew what to do next by watching your twitch stream I still waited for a while before remembering / noticing to advance the wedding.
You really managed to add quite the character selection so plus for that. I had more fun with the second level trying it multiple times to get more "dramatic" wedding.
Nice puzzle game. I was little confused first what was the cargo space and what is not. I tried to move them to top right and was little confused why it just shows X.
Fun little game. The tugboat was little too floaty like car on ice. More boaty controls would suite better for this game. Overall 10 minutes went over quite fast.
Nice puzzle game. Sounds went well with the graphics. Eating animation was funny. Adding restart would help if levels get more challenging and you know you will not survive.
Wau, really good puzzle game. I really liked that you had tutorial level and next level used mechanic from that tutorial level. Each new mechanic was introduced with tutorial level. The correct way to introduce game mechanics.
320 steps with one death.
Drifting with lawmower. Adding some colour to the ground where there is still grass left would help to hunt those last blades of grass.
Nice and small game. Managed to clear on first try.
One thing was the speed of the game. More relaxed speed would help to show what different mushrooms did and start ramping up the speed when player has started to fill the island and limited space would force to think what can be done to survive. More of balancing issue then gameplay issue.
At first glance this looked not so interesting BUT after just few seconds of gameplay it clicked. This was quite addictive with more of pattern recognition exercise.
Simple music added to the gameplay quite nicely and constant pressure to find next floor to go was good.
Small changes that would help. Use little larger icons for the guests and put the tutorial after start button. I just pressed start without noticing the How to play button...
Good job!
Nice and "compact" game. Took some time to understand the controls. Little tutorial before the game starts would have helped.
Nice take on Vampire Survivor in the jam theme.
I liked the style of this game. Colour selection was quite nice and sounds worked with the style. I know there was only limited space on the ship to save the sheeps. I played until slimes came out so maybe there is more sheeps later as the difficulty started to rise. Not by slimes or time but by the amount of birds making it hard to control sheeps in correct place.
Also small explanation what different upgrades did. I just clicked randomly on those..
Overall nice game, good job!
Good job on your first jam. For small puzzle game this had nice idea. Problems for me was first the instructions not fitting on screen. Also the grid was off somehow so dragging boxes to designated area did not match with underlaying image.
Adding timer indicator to add pressure to fulfil customer orders and score how many boxes you managed to cram inside the order would give the gameplay goals.
Compact but challenging game. I liked that you may have to move enemies if roll so says. Not sure if shooting should be random (hitting wall when there is clear path) when it is complex to reload and shoot.
I would say that this is more a puzzle game than action shooter. Could same mechanic be used in smaller (more compact) levels where you have to solve different groupings of aliens.
Defence scene was little too zoomed in. I would have liked to see more around the player. Hard drive space fit the them quite well and I even felt little bad when ejecting low paying blocks in favour of better renters.
Also there was only bills to use money so some upgrades would have been interesting. Not for space but for the defence stage.
HS: ~20k
First I thought that the ship was too fast but after few upgrades it felt just right. Around 10k sounds started to blur together and I had to lower the volume quite a bit. But same time ship full of weapons was quite fun to fly around.
Some improvements: - Add feedback showing the hits. When you have some many weapons you wish to see the impact - Little slower ship at the start so you do not just horde all the weapons. Limited space would effect more dramatically
Thanks for the game!
This followed the theme and was fun to play. For combo game there was enough levels to get the feel and see more mechanics. Nice job.
Style was clean but the puzzle part was little confusing. As your description says the progression is off. Starting with limited selection would help to clear up how the puzzle should work.
As previous comments have said the level 2 difficulty ramped up little too fast. One tutorial level with diagonals would have helped here. Other that little more clearer silhouettes on swordman and bowman would have helped on level 2.
Did you design your puzzles from complete solution backwards or from starting point to solution?
Nice Ribbit game. Little confusing first when summoning trampoline but it went inside the wall. backing of and trying again solved that :sweat_smile:
Music was nice and fit the game.
@mrventures @altaf-creator Yes. That part is not really indicated. Pipes on the right side open when you are carrying hero capsules. When the pipe is open you can send the hero down to the planet. After this it is waiting game how they handle quests. Original idea had more of handling heroes with health, stamina and recall mechanism... maybe I will have time next time to implement those.
@goodwincek @dzejpi Thanks for the feedback. Yeah I had collision in first version but I thought it would allow more freedom for the player just try and jump off. I added teleport zone and just removed colliders. I just forget to add colliders when adding portal, pipes and boards.
Adding indication on heroes of their stats was on list but I did not figure out quite the GUI for those fitting with the other elements and then run out of time.
Nice easy into the game mechanism and then Equilibrium. It really felt like herding cats :)
The core loop felt good on this one and I think you could expand this really easily to more levels. Just add some polish / juice to the game and it would be really good. Nice work!
This was nice puzzle game. I liked how music changed when using powers. Art style worked nicely. Good job!
Really clean implementation of the theme. I tested this first on Firefox and it was in slow motion. With chrome it worked correctly.
At least the summoner gets his yoga practice in. Nice mechanism for summoning and really innovative and fitting for the theme.
Adding little bit of glow on those instructions books would guide player more quickly to check those out.
Solid start for tower defence. One thing that bugged me was placing mages from UX standpoint. Asking everytime if you are sure to place was quite jarring. You could just show outline of the mage and allow clicking to place them. This would not stop the game play for extra clicks. Otherwise solid entry.
Nicely done. I really did not pay attention to the first tutorial scene where you summon the demon. I just pressed down and run right. I really did not understand the chase mechanism there. But first level really did.
Summoning could be on some other button than down as this made it feel little clunky (ctrl for summoning and space for jumping?)
Neat idea. As previously said HTML version loading times were quite long I had no idea if it was frozen or loading.
For drawing mechanics it would be nice to see feedback on the drawn part for example removing slowly those areas that are outside of the pattern.
I did not really get what your suppose to do as the game was in warp speed. little click and you were on other side of the map (at least it felt like that).
@rolferm Gave it a another try by dropping screen from 240Hz to 60Hz. This fixed the speed. Now it was playable :thumbsup:
Nice take on summoning theme with Helldiver summoning mechanism. I had first little bit of resolution problem when playing on LDjam site. On fullscreen UI was too big and I thought game soft locked on first introduction that had button to press. this button was hidden. And in window mode it was little bit too big. On itch it worked fine.
@larazofia that may be on my side as I am using Samsung G9 with 5120 x 1440 resolution.
Nice climber game but not really with in the theme. One thing that made me stop playing was not capturing the mouse in web version. I managed to click outside the game and fall..
My time was 39. Nice to see PICO-8 game. Controls felt good and overall nice entry.
Democracy in its finest form. Good job on this one.
Maybe add changing rules while counting is going on :thumbsup:
Nice art style and the game loop worked quite nicely. I would liked to have some kind of log book of combinations used for quick reference when summoning again.
The ant fight reminded me of Shadow of the Colossus. Missing double jumps felt little too punishing as you would have to go and get it back.
Art and the story were nice touch.
I managed to summon the fish and win. Difference between choices was little bit unclear how they effect the play. Faster was more workable but how would that benefit me.
Also as rhythm game I would have liked to have music corresponding with the note beats. This would make it easier to play.
Not really seeing the theme here. Nice space shooter with little janky controls. I had trouble understanding where I am aiming. Area where you can move felt little too closed and did not allow really any movement.
For movement a little inertia would make it feel more interesting
The controls for the car felt wrong as it felt more like a character than a car. Also when driving down the camera did not give much room to see what is coming up.
I don't know if it was my computer or what but audio was crackling quite badly.
But besides those really nice entry with nice graphics.
This was really clean. Art was nice and the game felt polished. Had a few runs to try it out and had fun, good job!
Nice stealth game. Took few tries to understand the detection areas. Maybe add some kind of visual indication where the detection area is. Also bumping into the area detector and just continuing on when in stealth really shows how vigilant those are :spy:
This was interesting entry coming strait from playing TypeRacer. Nice twist on summoning.
Cute game with strong game loop. This was really fitting with the theme. As I am not good drawing with a mouse I had to test this on Huion kamvas and it was interesting. I am not sure if it was the drawing tablet or something else but I had trouble with lines not rendering. Drawing reacted with filling the bar and blood was drawn but only few vertexes we drawn on screen.
Nice music that went nicely with the action. I liked the movement with the perspective.
I would have liked more feedback on hits like staggering enemies or when getting hit. This would add little bit of pauses to the game and make hits feel more impactful.
Wow, voice over in compo game. Little struggle to understand the mechanics on start but after few tries I got it.
Took few tries to understand the glyph usage. Nice concept with good athmosphere!
This is something that happened. I could still place the glyphs down but nothing happened. They just stayed on that position Screenshot 2024-04-18 195849.png
And when moving away it stayed like this: Screenshot 2024-04-18 200012.png
I thought this game was about drawing summoning but it started to expand. Nicely done in game jam. I started the game in web window but some texts were cut out. Fullscreen fixed these issues and allowed to see some of the items.
Congrats on your first LD jam. At least you published something. Next jam you know where you can start and make a playable game.
Nice brain teaser. First boss took me by surprise :)
Start was little bit jarring. Little tutorial with only few burgers and only few slower summoning circles would ease the player with the mechanisms.
Nice idea. It would have helped if drawing circles were minimap showing where the towers were. Also movement felt slow with jumping speed. It felt like jumping in jelly.
Nice entry.
Tutorial text was a little hard to read with animations. Gameplay was solid with nice puzzles.
Really nice progression and I felt bad to sacrifice those little blobs. One must sacrifice to move forward... :(
Nice entry!
Nice clicker / resource gathering game. Basic numbers go up but this worked quite nicely.
Little quality of life would have been indication what resources are being gathered or small line from slimes to resources they are working on.
It got little bit hectic after few upgrades :)