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Dolash

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201740The more you have, the worse it is👥Nuclear Arms 5: Orphan Overdrivejam1113.944.013.764.003.643.684.193.68
201739Running out of Power👥Nuclear Arms 4: Fallout of The Mountain Kingjam3173.523.842.713.323.224.103.44

Performance over time

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Comments by Dolash

LD39 — Running out of Power

I'm an (nuclear) engineer! by zgragselus 2017-08-03T05:20:38Z

It looks good and it's cleverly on-theme, a creative idea, but there's very little real game here in terms of interaction or achievement. There's also some under-explained mechanics, like the matrix setup at the start - there's no explanation on how to set it up to maximize yield, and with no clear measure of success it's also hard to feel motivated to optimize it. Maybe if we had some sort of enrichment goal to work toward? A good starting point, but needs to go into more detail on actual nuclear procedures, ideally drawn from real-world source.

Sincerely yours, the North Korean Center For 100% Totally Peaceful Applications of Nuclear Technology.

A Thirst For Power by bobsleigh 2017-08-03T04:36:41Z

Great job! Loved the running-and-gunning, and the three bosses ramped up in difficulty in a satisfying way. You made the most of a straightforward mechanic. The style and character were fun and well-made, controls were solid, not much else to say. If there was more time it would've been cool to see more levels, maybe regular enemies, but given the restrictions it makes sense to keep it to a couple boss fights that convey the core idea well.

It's only too bad that our hero, Leticia, is doomed to succumb to her own thirst for power - having overthrown the superadmiral, she may find the will to power as irresistable as he did, only to start the whole vicious cycle over again. I look forward to Thirst For Power 2: Sisyphean Futility at LD40!

Gem Diver by Yirggzmb 2017-08-03T03:54:32Z

A simple idea well-implemented, with a respectable amount of content and levels. Could strongly use a little more variety gameplay-wise, fewer levels but enemies with different behaviours or another way to interact with the gameworld might have been a good trade. Music loop grated a bit after a while but generally speaking the simple self-made art-style and aesthetic was quite nice. A decent game!

Hopefully the sequel will strive to answer some of the questions the audience is left with here, like who took the gems, what nefarious purpose they have in mind for them, and what that one UFO is doing in the center of the earth. My theory? Lizard people.

Audio Hook (formerly Hook, Beat, & Keeper) by mrjoshuamclean 2017-08-03T05:33:40Z

Certainly very different and creative, you manage to do a lot with a little considering the limitations of the competition. It was a little tricky to get the hang of what I was even supposed to do at first but there's a neat rhythm to this game. Like Space Invaders if you were a car speedometer. Honestly the game was curious and interesting enough that I'm struggling to come up with any additional observations, good job.

Infinitree by Quaternius 2017-08-03T04:26:10Z

I like it! Simple, clever, pretty, good use of theme, what else is there to say? You know what you want to do and you do it! Nice little atmosphere to the experience as well. It could use more replayability though, there didn't seem to be much else to the basic mechanic after a few rounds. You might say there's "room to grow"!

Get it?

Because you're a tree, and you grow?

I'm sorry. I'll do better, I promise.

Space Dog by Thygrrr 2017-08-03T04:19:53Z

Wow, what a game! Reminds me of that Space Alert boardgame where you're running around desperately trying to keep the ship together through crisis after crisis. I'm very impressed with the graphics, game mechanics, polish, presentation, just about everything here! This could honestly be the kernel of a full product, good job.

Just one tiny little sticking point with the premise - you implicitly suggest the existence of dogs (space or otherwise) who are not Good, and that I cannot abide. It might seem heavy-handed to dock you a point of fun for this grievous slight on dogkind, but the topic of canine goodliness is no laughing matter, chum.

Devil's Curse by herniewise 2017-08-03T06:29:17Z

Very well done, very good execution, and very polished - you have a simple, solid, and well-scoped idea and you implement it! The look of the thing manages to be quite moody and retro without looking crude or sloppy, the simple sounds work great. Possibly the only wrinkle is that gameplay-wise it's a little too easy to exploit the game mechanics to win in most circumstances, mostly because the enemies can't reliably get up the platforms and your shots go through them. Sitting on one of the top two platforms and firing in near-complete safety is almost always viable. A few tweaks to enemy stuff like that though and you'll have a really great game!

Running on the Power of Love by nervous-composers 2017-08-03T06:36:55Z

A great little game. Simple and straightforward but it was pretty and memorable, and I was glad to see Zo get her princess in the end! Nice to remember while playing all these games about draining batteries that the power of love is infinite*!

*warning: not a guarantee. If power of love lasts longer than 4 hours please consult a physician. Ask your doctor if the power of love is right for you.

Light-Eater by prettylucky 2017-08-03T03:42:46Z

I'm sorry, I wasn't crazy about this one. The basic idea of scratching out lights was interesting but the execution's really missing something to latch onto. No threat, no score, no difference if you scratch the lights or not, no sound to set the atmosphere. I could imagine this being the basis for a fuller prototype, but there just isn't much here yet.

Depths Disconnected by drazil100 2017-08-03T04:51:28Z

A solid, well-put-together and simple game, fun to play if a bit repetitive. Everything handled quite smoothly and there's a respectable little bit of tension that comes from blasting around tunnels trying to make it to the next charging station in time. I also like your clear anti-capitalist message, represented by the foreign intrusion of industry into nature. The bats are mere innocent bystanders reacting to this invasion of their natural habitat, while the robots are the disposable minions of capital - if one dies, another is sent in its place, the body is not even retrieved. Is this invasion for the sake of civilization? For scientific discovery? No, just raw material wealth, plundering jewels to feed the capitalist hunger for luxury and riches. Bravo, comrade!

After the Crash by Nalozyc Shade 2017-08-03T04:04:25Z

I can see what the game's going for, and I respect the creative effort. The gameplay segments don't quite do enough to support the story, though, it feels like it's missing a bit of a connection to the characters themselves. It also feels odd that you can only proceed once you succeed, not sure what the message it's communicating there. The last segment was a little different but wasn't clear what that indicated. Again, I like the effort and kudos for packing a big impact into a small space, but I think the idea and presentation could use a little more polish.

Cheetah Power by shabap 2017-08-03T04:42:08Z

That was pretty neat. I have to give props for the effort that went into building the game, the mechanics, filling it with pretty decent and well-implemented animals and nature. The actual controls and hunting were a little floaty though, tough to reliably control yourself and actually make contact. Could use more polishing and testing, maybe some ambient sounds to set the mood, perhaps sick instant-replay kill-cams with John Madden inspired play-by-play commentary on your every Cinematic Takedown(tm), but a very good effort nonetheless.

SpaceLyft by atomicdad 2017-08-03T05:27:14Z

It's a strong, simple gameplay premise and pretty well-implemented. Fun style, plays smooth, shooting those damn totally-not-metroids is satisfying and the physics on the astronaut flopping around are funny.

Two issues stood out to me. Firstly, it wasn't clear where to even take the astronaut to get them home, while randomly bumbling around was a surefire recipe for running out of power - a little direction would've helped. Secondly, I thought the twin-stick control approach was just a little too fiddly and awkward. It made navigating the field a choice between punching it and just hoping the astronaut wouldn't take too many hits or creeping along clearing the way and almost certainly running out of power.

On the plus side, at least it's not SpaceUber! Did you hear their CEO was on the Star Emperor's economic advisory council?