FoonLudum Dare ExplorerUsers → dorkster

dorkster

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201431Entire Game on One ScreenNoman's Dungeoncompo3863.363.462.752.703.322.572.532.9044

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 dorkster

LD31 — Entire Game on One Screen

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.

Shellshock by madlee 2014-12-08T08:06:00

Excellent idea and well made!

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.

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.

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.

Sorry the Snowman by Dezzles 2014-12-10T19:21:00

Oh that is naughty. :D

Mobius Dungeon by nesis 2014-12-09T12:02:00

I want more! :D

Amazing job. I would pay for a full game of this.

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.

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.

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.

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

-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