Foon → Ludum Dare Explorer → Users → dorkster
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Noman's Dungeon | compo | 386 | 3.36 | 3.46 | 2.75 | 2.70 | 3.32 | 2.57 | 2.53 | 2.90 | 44 |
dorkster leaves an average of 13.0 feedback comments each event.
LD31 — Entire Game on One Screen (13)
Sorry the Snowman by Dezzles 2014-12-10T19:21:00
Oh that is naughty. :D
Cramped-An Entire Platformer on one Screen by Wumbo 2014-12-10T19:04:00
Nice work. Personally, I think the pre-level text gave the puzzle solution away most of the time. I would have preferred it to be more cryptic.
Cave of Mirages by Shujal 2014-12-10T18:35:00
Great job! It's tough but fun, and there seems to be a lot to it.
Erik Martin by mindlesslump 2014-12-10T18:10:00
Not bad, but I think the hitbox for the player ship is too big. There were several times where a bullet was not near my ship, yet I still got hit.
I've Seen This Room Before by gelisam 2014-12-09T20:40:00
Great job. It took me a bit to understand what was going on, but it was a nice "ah-ha" moment when I figured it out.
I couldn't get the Linux version to run, but the Windows build worked just fine in Wine. Below is the error I got on Linux:
./ludum-dare31: : ATUSHûHìH-Ó : Error 43356896
Mobius Dungeon by nesis 2014-12-09T12:02:00
I want more! :D
Amazing job. I would pay for a full game of this.
-CHAMBER- by ben_pxlplz 2014-12-08T19:44:00
Difficult, but great concept.
Skids by locknic 2014-12-08T09:07:00
Kind of fun, but I think the turning radius (while drifting or otherwise) should be a little bit tighter. I had more trouble trying to avoid under-steering into the walls than worrying about the other cars. Maybe I'm just bad at it :P
One Room Dungeon by HacksawUnit 2014-12-08T08:26:00
Great job on this. I think you did a good job balancing the difficulty. It's difficult (my top score is 4), but it feels entirely possible to do well.
Although, I wish I could swing the sword up/down like others have mentioned.
Shellshock by madlee 2014-12-08T08:06:00
Excellent idea and well made!
Zoom by Walnoot 2014-12-08T07:20:00
Pretty addictive for how simple it is. I like the scaling effect between levels.
I couldn't figure out if the game has an "end" level to reach or if it's infinitely generating. If it's infinite, maybe keeping a score and awarding points for kills/money/progress would help gauge performance between runs.
Vibrant City by Anshul Goyal 2014-12-08T04:24:00
Wow, this was intense to play. It took me a bit to understand that I needed to be near the edge of a rooftop to take out vibrants. Once I got that down, trying to stay on top of all the possible targets was mind-consuming in the best way. I thought the gradual progression of the number of people on the ground was a nice touch, and was a good way of letting you know how far in the mission you are.
I would definitely buy a complete game with this concept and style.
iJ by Sakuyan 2014-12-08T04:00:00
First off, I really like your art style, so good job on that. I'm sure creating those assets took a large chunk of your time, but here's a few things I think could have made the game feel a bit more fun to play:
- UI responsiveness. In other words, things to give the player more feedback on where their mouse is/is clicking. The buttons to select attacks should have altered graphics when hovered/pressed. The enemy tiles under the mouse cursor should highlight when they are a valid target.
- Sound effects. I know you opted out of Audio for judging, so you probably just didn't have time to get to this. However, I feel even some quickly generated sounds from something like sfxr would have helped you in the "game feedback" department.
In closing, I say keep working on it if you're still interested. I like turn based rpgs, and I think your art style alone makes it something I would buy.