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dimlyorchid

Games

YearLDThemeGameDivisionRankOvFuInThGrAu
201842Running out of spaceSlime Defensejam11522.763.002.052.253.252.69

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

Comments by dimlyorchid

LD42 — Running out of space

GRANDMA KNIGHT by manusaiz 2018-08-14T12:04:49Z

I liked it a lot. Had a few bugs here and there, but overall was a solid narrative experience.

Bugs:

-Meat text display does not work correctly (I thought it might've been tied to the narrative, but it doesn't work when she is healthy either)

-Map doesn't accurately reflect terrain (Not sure if that's part of the narrative too, but it was on her 2nd or 3rd part).

-Got stuck on trees a lot, especially in tight spaces

Feedback:

-The artwork was cute. Especially the bears!

-I wasn't sure where to go after hunting all the bears, initially. Partly because the meat counter did not work. I went back to the house door initially, but turns out I needed to go to the shed.

-The level with all the bears at the end is a bit weird. Why are there so many bears near the house? Were you trying to avoid making it tedious (because the character is so slow?) Personally I think it would've felt more balanced if you reduced the meat requirement instead of increasing it.

-Memory map: would be a bit more useful if it showed your current location for the first 1-2 levels, but not a big deal.

-To be honest I almost wanted to stop playing because I didn't want to be hit with a sad story.

-The story, and overall concept was good and well executed. You could really feel the story through the progression of the levels.

Hot Trees by Kornel 2018-08-14T11:25:47Z

Fun, but very frustrating.

Bugs:

-Dash is inconsistent. Sometimes pressing it does not work, even with full stamina

-The hitboxes do not match up with the visuals. Makes the gameplay very frustrating when you're trying to make a really tight dodge, but you don't have the visual information to do so

-Shotgunning a tree at close range causes multiple 'dead' trees to appear

-If you stand in the bottom-left corner of Level 1, the trees don't move

Feedback:

-Dash should go towards player movement direction, not mouse location. It's unintuitive to make the mouse have the purpose of aiming at the trees AND 'movement direction', especially beside the player is already using WASD to control their 'movement direction'.

-UI of the shotgun cooldown should be shown near the player, similar to how ammo is. You should reduce the amount of locations the player has to look at to understand their resources & situation.

-Overall the game is too hard. Specifically, the speed & spawn rate of the trees are VERY high. It seems like the ammo regeneration rate is not enough to deal with them. Most of the time I just end up getting swarmed in about 5~10 seconds. It almost feels like this is a bug (perhaps not using DeltaTime?), or the difficulty is just set really high.

It would be better if the trees were slower, and the first level had a LOT more space to move around in. The green fog has some interesting use cases, like controlling the tree AI to forcefully place the green fog in better locations or stack it on each other. However, the game ramps up to about ~5 trees really quickly, and there's simply not enough space or time to even begin making use of this mechanic.

I liked how the second level had rocks that blocked shots, and a more larger and interesting layout, but again it becomes very overwhelming very fast.

-The damage text pop-up was good. Hitting the trees is satisfying.

Despite all that, it was quite fun.

OVERLOADED by rainysolar 2018-08-13T03:14:03Z

So silly and so funny. Really playful sort of feel to this game. It's one of those games where you have fun just doing random things like closing doors on people or leaving the doors open while the bus is going.

Grave Heart by very dark lord 2018-08-14T13:47:28Z

Overall fun game! It hits a lot of good points (fun gameplay, solid mechanics, atmosphere, voice acting, overall mood).

I would say it does not fit the theme too well, due to sudden ramp up in difficulty and corpse spawns (I did not have enough time to even start worrying about space before getting bogged by corpses). However, that's not necessarily bad thing, I think the current gameplay where it is focused on time & resource management is actually very fun. There is a lot of strategy in optimizing your throughput, and some of it may be lost if the game was more geared to the theme.

Bugs:

-If you have a corpse on your tile, you can't interact with any graves

-It's possible to block off the path to the shop with a hole.

-You can put a torch on the grave through the tutorial.

Feedback:

-The speed zombie upgrade is weird. It can be used in interesting ways (control AI to create a speed-y path). However, it costs a ton, and takes a lot of time for zombies to pile up to make use of it. If you buy it, you have to wait a few days for it to have a real effect. The speed upgrade is also very short in duration. It also counter-intuitively punishes the player if they designed their grave early on to purposely create stray zombies, or if they killed zombies early on. I think I would've gotten a lot further if I skipped this upgrade.

-Because of the importance of time/speed over space, all of the size upgrades seem like a waste of money.

-I wasn't sure if torches or the final upgrade even had a worthwhile effect. Perhaps it should be better conveyed to the player, such as some sort of speeding up animation, or a progress bar of sorts.

-Some upgrades I really wish I had while playing: Corpses tossed closer to entrance, and increasing amount of time in a day.

I ended up playing it for way longer than intended, trying to optimize the strategy and get further. Nice work!