Foon → Ludum Dare Explorer → Users → dotsquid
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | 👥 | Cavernous | jam | 847 | 2.38 | 2.05 | 2.22 | 3.02 | 3.22 | 1.53 | 2.66 |
lovely progression! the art is great, and the bright colors contrasted with the white snow and otherwise desaturated palette make them easy to see and stops the screen from getting confusing (there are times when the bodies littering the ground become a mess, but that's intentional and different.) i can see where the theme is but it's a bit of a reach to me. looking at running out of power from an emotional angle is interesting, but i think it needs to be pushed further. however, the mood is wonderful, and the audio helps a lot with that. making anything in 48 hours alone is a challenge, but making something with narrative even more so! impressive overall.
i'm in love with the graphics and the overall mood you made, but on mac the game crashes at the second puzzle. it's a shame, because id love to feel more of the wonderful atmosphere you created.
really cute! the turning noises hurt my ears, but a really innovative take on controls. 4/5 for novelty
seeing all this made in 48 hours is impressive! i love your palette and the overall artwork.
I love the take on the theme! a really creative way of looking at the problem. I like that you can run multiple people through with your spear, it helps the gameplay a lot. the touch at the end of each wave is nice, too. i understand the simple style, but i'd like to see a little more done to make things more clear when the screen starts to fill up with bodies (more contrast between the player and enemies, probably). the music grated on me too.
i love the idea of having to figure out what ingredients do, a fun mechanic. the game feels great to play too. i'm also in love with the graphics! the rhyming cultists is a nice touch. at most id want instructions in the game, but you cover that here so its no big deal.
it took me a bit to figure out i wanted the yellow and blue projectiles, and to locate them among how busy everything is, but beyond that nice work! the game is simple and fun. at most i'd color coordinate better to let the player know what they can and cant touch, but the game also goes by fast enough that dying a couple of times while figuring that out isn't annoying.
i like that you kept the game in monochrome, it helps a lot to create a mood. i know other players have suggested different colors for danger objects, and i understand those concerns, but i don't believe color is the way to go for that. if you expand on this later, maybe dangerous objects shine when your flashlight hits them? that would be enough for me, i think. i also agree that the game gets too intense too fast. overall nice work!
a fun game! nicely balanced, nothing really felt unfair. the graphics are simple, but i like the style. i like that its a different take on a classic tower defense game.
the thing that impresses me most about this game is the graphic design! as others have said the wall jump could get frustrating, but other than that the controls were fine.
i love the tile art! the controls feel very smooth and polished, which is perfect in a game with unforgiving mechanics like this. the wall jump was a little wonky, but manageable.i died a lot playing it, but didn't feel frustrated. the time limits of the levels could be stressful, but still felt just perfect when you do a level well.
nice graphics! i love the idea of using an ai to compose the music, too. i like the added wire elements to make it just a lil bit more than a standard platformer.
the game is beautiful! i wish i could have seen more of it. i don't have a controller so i used the keyboard, but the controls got away from me pretty quickly and i got motion sick from trying to orient myself. I'm not sure how that would be fixed, but i'd really love to see more of this game than I currently can.
good game! the color palette is great. i'd suggest maybe the foreground shifting hues a bit as you get deeper into the cave, but its better not to do that and keep the contrast than to go too far and lose what is and isn't part of the platforming. i thought that most of the platforming was nice too, save for the leaps of faith in the beginning and some annoying issues people before me have pointed out.
i love the style you chose! the palette is nice, and helps with the mood. controls are a bit clunky but i still like the overall feel of them. the game starts off a bit hard, but overall i still like the level design. i might have liked more time on finding souls, but you respawn so quickly that it doesn't feel like too much of a burden to me that to have enough time to get everything you almost need to be perfect.
i appreciate the attempt at emulating the cartoon styles from the 60s, and i think it turned out pretty well! the brush textures definitely helped with that.
the game's text was awkwardly worded and made it confusing for me to understand what i was doing at first, but it's not hard to get the basic plot. just some proof reading probably would have helped, but it doesn't bother me that much.
using voice commands to pilot the ship was unexpected, and novel! i think thats a really neat idea to make your game stand out more. i think i would have preferred simple forward, backward, left, right commands (i sometimes had trouble with the longer words reading my accent) but i also liked the idea of having to figure out what was what, and the standard order of the words made it pretty easy to do that once you got one or two words down.
short, but the mechanic caught me off guard! really nice idea, i'd love to see it expanded upon. nice color palette and audio, too.
very cute! i had issues figuring out what to do, the instructions were vague at best. however, you restart quick enough it didn't take me too long to figure out. the audio clues of when to tap also helped me. it feels like it would be a good mobile game, especially if it was infinite.
really fun gameplay, the controls feel natural and polished. hitting enemies also feels satisfying. the style is a nice emulation of early games, while still being easily readable.
interesting concept/setting! weirdly enough, i havent seen tibet used in much of anything. i'm not a big fan of the controls - i wish you could swing your basic weapon a little farther, at the least. it can also be annoying to fight through the infinite spawners. however, i kept playing through because the art is stunning! a unique style i dont see much of anywhere, but especially in game art. the color pallette really drew me in, too.
i love the take on the theme! like sno0w mentioned, hard to collect souls. hard but fun. 4/5