FoonLudum Dare ExplorerUsers → Dragonayzer

Dragonayzer

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659SignalπŸ‘₯Distant Assistantjam5603.383.403.503.143.163.332.523.45
202557DepthsπŸ‘₯Yummy Depthsjam4613.523.333.123.813.643.633.403.63
202456Tiny CreaturesπŸ‘₯Backpack Dungeonjam4463.643.763.522.913.913.753.183.64
202455SummoningπŸ‘₯DemoNoloGistjam5943.553.103.813.633.973.762.583.97
202354Limited SpaceπŸ‘₯Dogtor Jones and the Holy Bonejam3303.813.703.724.353.873.703.243.51
202353DeliveryπŸ‘₯Parcels, Pleasejam7803.393.183.314.233.263.603.293.25
202352HarvestπŸ‘₯Seeds Must Grow!jam5643.253.223.703.473.253.322.502.89
202251Every 10 secondsπŸ‘₯TeleSpyjam3263.753.793.754.093.093.853.473.45
202250Delay the inevitableπŸ‘₯Emergency Escapejam9803.303.053.523.303.503.502.973.27
202149UnstableπŸ‘₯The Last Lightjam8473.453.133.813.753.403.921.963.60
202148Deeper and deeperπŸ‘₯Excavatris Inc.jam4523.803.973.383.773.553.952.193.45
202047Stuck in a loopπŸ‘₯LaserLoopjam2763.914.043.153.633.673.872.363.47
202046Keep it aliveπŸ‘₯Keep it, Alicejam19303.172.952.903.853.123.272.263.50
201945Start with nothingπŸ‘₯CAT-A-COMBjam2613.763.713.843.923.503.633.313.39
201944Your life is currencyπŸ‘₯Yodin Defensejam3593.623.602.903.223.903.922.003.45
201843Sacrifices must be madeπŸ‘₯The Tributejam3.223.403.182.812.773.202.592.86

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 Dragonayzer

LD46 — Keep it alive

Lay Down Your Roots by NotExplosive 2020-04-22T03:03:31Z

That's amazing! Really loved the dynamic soundtrack... and the ability to build a giant swinging lowercase 'r' to keep most buds in the light. The camera seemed to pan too high up after winning the game, so I couldn't see my root system in all of its glorious... glory, but that's the only 'issue' I had.

104 BPM by codyhansen 2020-05-05T21:18:26Z

Loved how even getting a score of 10 results in the win - made me feel a lot better after utterly failing my first attempt of the Hard difficulty. I do feel a vertical buttons layout (say, WSX-MKO) would've made it a lot easier for me, but at the same time it was fun to get accustomed with the existing one. I'd definitely play more if more became available later _wink wink_.

Wave Machine by Sciman101 2020-05-05T20:25:50Z

Loved music and visuals! The feedback of the wave stopping if you screwed up is also a great touch. The darkness part felt a bit difficult to me as there was no musical clue before you have to keep up the wave. Other than that, loved the experience!

Keep it, Alice by Neon Glass 2020-04-24T06:37:01Z

Thank y'all for playing!

@brachistosauro The win condition is to gather 100 of each resource in the Tree at once - which isn't mentioned anywhere though...

@muchobestostudio @dob There's a Map available (Esc, Tab or M), that should help navigating the world!

@bodaciouslycrazy @doritolord @nvrskipgameday We do intend to release a polished version - we have a list of, like, ten things that should be fixed/remade and that may take some time, though!

Hungy Hungy Dwagons by cheesepencil 2020-04-22T03:51:40Z

The difficulty ramp of the third wave was surprising... and made me love the 'Game Over' sequence all the more!

LD47 — Stuck in a loop

The Loop by minibobbo 2020-10-12T20:12:55Z

A nice little game! I do wish there was a bit of variety to enemy patterns (i.e. when the drones are destroyed, the rest would, say, start to move around the boss), but other than that the game feels pretty smooth. Loved the particle effect on blocking enemy projectiles!

LaserLoop by Neon Glass 2020-10-12T19:31:23Z

@zachary-barbanell Thanks for playing! The intended solutions were indeed more convoluted than necessary, but we decided to leave 'em as is. We did intend to make more levels as well - and that's where the 'loop' part really should've become a thing. Ran out of time but are preparing a post-LD version with more levels, some QoL (i.e. a "remove" button for mobile players' sake), and a certain gameplay twist for good measure.

Full Ascend by shaner421 2020-10-21T19:40:27Z

A very difficult platformer! The air momentum does feel a bit weird, but the main issue for me was the lack of the coyote time. That didn't stop me from getting to the ending though!

I feel like it's possible to skip the whole third area by dropping down the starting pit, getting thrown out and grabbing the upper level floor's side - didn't actually try to finish that way as I wanted to explore, but did manage to grab onto it with little trouble.

Loved the progressive soundtrack as well as the progressive rotoscope effect increase with layers!

Don't quite get what that intro's 'generator' sign was about...

All in all, a very fun entry!

Amusement Shark by No Grapes Games 2020-10-25T00:19:52Z

Really enjoyed the level timer's reset on failure, allowing to optimize (including health consumption, hehe) to speedrun on the first playthrough!

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Rewind Dungeon by FishMasterino 2020-10-07T19:05:58Z

That was amazing! Loved the level 6 a lot, and am scared of the potential (in a good way)!

LD48 — Deeper and deeper

Excavatris Inc. by Neon Glass 2021-04-29T19:13:42Z

Thanks for playing, everyone! We're really glad you liked our game!

For anyone wondering, the known record depth is 154 (my PB, hehe). I'd be really happy if anyone could get the crown from me, though! firefox_2021-04-29_22-07-37.png

@jeanbon We've used the default Tetris' Random Generator - bag with the whole set of different pieces, pulled in random order, before taking the next bag.

@slowfrog-again That's exactly what I said to our composer when I heard it for the first time! There is a total of 7 themes, with the last starting at depth 151!

Excavatris Inc. by Neon Glass 2021-04-30T19:09:41Z

@bluishgreenpro Thanks for the suggestion! We did consider it, but we didn't have time to implement that (the whole Ability system was done pretty early into the jam). We do know the game's controls are slightly skewed towards three-handed people as of now, and plan to address that in the post-jam version though!

Blackout by Frasse 2021-04-28T00:14:03Z

The music sets the mood perfectly! Especially that chanting... Is it related to the portrait? The art is astounding, to say the least. I honestly wish this game was expanded, but the story feels complete as is. Humor is on level and the pacing is amazing.

11/10, will play again.

Infinite Descent by BluishGreenPro 2021-04-27T18:51:30Z

Loved the monochrome design! Color and music choice really sets the mood, although I'm a bit surprised the red palette is not the final one.

The difficulty curve felt comfortable, and I wasn't able to get more than 6 combo on 100%. The only thing I wish was different in that regard is the countdown of skulls - I would prefer it to begin after I moved away from the checkpoint, allowing to inspect the level before rushing in.

All in all, a very fun entry!

LD49 — Unstable

The Last Light by Neon Glass 2021-10-12T23:16:39Z

First of all, everyone, thanks for playing! We're really happy you liked the game!

@maxthedoom We've finally fixed the softlock issue today - so if you'd like to give the game another go - you're welcome!

@pickydogfish We did fix that as well! Now they fly away on the blocks' death to avoid the confusion.

@outfrost @pdotjpg The loud level ending issue was solved today as well - hope it didn't detract from everything else too much, though!

Finally, thanks to everyone for leaving the reviews! So far we're inspired to at the very least polish the game, and are thinking about pushing it into a full game afterwards!

LD50 — Delay the inevitable

Emergency Escape by Neon Glass 2022-04-11T00:32:22Z

Thanks for the feedback! I've updated the instructions with, well, the instruction on launching the pod - hope that helps for now!

LD51 — Every 10 seconds

> deploy helper bot by Chartle 2022-10-12T12:49:50Z

I liked the game! I wish I could see the amount of crushed robots in the end, though.

As already stated above, I wish there was some kind of display on what levers did. Perhaps something in the line of Portal's cable-esque indicators between levers and doors?

On another note, I wish Bot's hitbox was more circular, so it'd get stuck less on tight entrances.

The sound design works well, and the art looks pretty.

Overall, I liked the experience, and would play a longer version, if you were considering expanding it in the future.

Sweetheart Speedrun by Snowdrama 2022-10-21T13:06:04Z

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I like the core idea! It does take some time to get the gist of what's where, and after that it becomes pretty fun.

While the game works well, the rooms are big and empty, you have to enter some to see what's sold there, and that kinda breaks the pace of frantically running around for me. To enjoy the game I had to switch to a vertical display, where it felt immensely better to play.

A few thoughts:

β€’ Teleporting the Sweetheart from place to place every now and then (followed by a "I'm going to look at %itemname%" message) would help bring some variety, and while I see why there are two maps, I wish one would show both player and the date, and the other would show a color-coded map of the mall (i.e. all food colored yellow, all tech green etc.), as that'd be enough of a clue to not get completely lost while searching.

β€’ I also think it'd be hilarious if your score was the credit for purchases (so negative, and the lower the better), and the item pickup sound was a cash register's ka-ching.

Overall, I see the potential this game has, and I'd return to see an updated post-jam version if you're planning on making one.

Persistence by James Dunlap 2022-10-19T19:03:27Z

Beat the whole game (v1.1). It feels... weird, I guess. I liked the concept, but at the later stages it felt like it was less about solving the puzzle, and more about the execution. Like, I had to press buttons too many times in the allotted time, and any mistake made me lose the execution of the previous rooms - and that didn't feel fun.

A small nitpick: I'm playing at 16:10 resolution, and a the right half of the timer was off-screen.

Soundtrack changing with each stage is a nice touch, although I see there's polish to have, as sometimes the "parts" started half a second earlier than the stage switched. Also I wish there was some SFX for moving boxes - or at least for boxes getting onto the colored, uh, buttons.

I really liked the graphics, but on some levels (specifically, the snow and the dungeon ones) the boxes were hard to distinguish (at first), as they have the same color palette as the walls.

I've completed the game, and wish there was an ending screen with some simple score display, so I could post it here. πŸ˜…

Overall, I liked the idea enough that I'd be happy to play more, but with the timer either disabled or extended, or with a limit on, don't know, 20-25 moves per 10-second-part (from the design perspective).

DIMENSION LOOP 2 by Danial Jumagaliyev 2022-10-20T18:21:41Z

A very nice entry!

Having a leaderboard is an amazing touch, but not seeing my own score in the UI feels kinda weird. Is it updated real-time on pressing "Submit score"? Also it'd be nice to see whether the loop was escaped or not in the leaderboard, as well as the lost HP.

The adaptive soundtrack works really well, and SFX are on-point.

Minimalist graphics feel like a nice choice, and I really liked the juicy particle effects.

Overall, a solid game, and I kinda wish it had an endless mode to see how far I could get.

LD53 — Delivery

Deadwood Delivery Dash by krzymsky 2023-05-17T08:59:38Z

The graphics are amazing! Controls feel precise, and I'm really thankful clipping the cart through walls doesn't explode, unlike the frontal slam.

I wish the navigation arrow was at the edge of the screen or above the cart, as with tunnel vision it's a bit difficult to pay attention to it.

It also feels like it'd be better if there were scripted (or semi-scripted) levels, raising the difficulty and having a clear task (by simply saying "need to deliver X times", and having more enemies with every level).

I don't really get the difference between packages: is it HP of the cart? I seem to be able to explode by slamming the wall with either...

As mentioned by others, the lack of a volume slider is a bit sad: I don't want to mute, I want to make it less loud.

Other than that, I can see myself playing more, especially if you plan to update!

Under 30 Minutes by hani 2023-05-17T09:30:04Z

I like how even if you try to avoid killing, the enemies explode when you (shakingly!) slam the close doors button. That felt even more satisfying than, well, shooting them on my own.

The (undocumented?) feature of being able to hold a gun under the pizza box also felt like a major clue to how the game was expected to be played, but for me personally the running strategy still felt more satisfying.

Overall, a very moody game, and that's amazing to achieve, given the time.

LD54 — Limited Space

Whack-a-Soul by JavaSaurus 2023-10-09T23:35:49Z

A neat little game! Special shoutout for juicy effects, the explosions made my day. 5/5 ~~would~~ will take top score again!

Dogtor Jones and the Holy Bone by Neon Glass 2023-10-10T00:09:00Z

@rickylee Good job getting to level 6! This time friends were doing all the art, a decent part of coding, SFX and juice! ...I should probably write friends' roles in the description...

LD55 — Summoning

Seance by alexrose 2024-04-17T16:31:53Z

An amazing game! The graphics work really well.

I wish there was a volume slider, as closer to the end the music started to get tiring, but I couldn't think of missing out on the voice acting.

I find it funny how the notepad has Rendell's name wrong, especially after the Detective mentions it wrong himself. Was that intentional? ACDSeeQVUltimate17_49eX7W9jxt.png

The ending felt slightly weird, did it mean [rot13]Oncubzrg unf npghnyyl znantrq gb svaq gur irffry naljnlf? Ohg gura jul qvq vg arrq hf gb, jryy, pnyz qbja gur fcvevgf?[/rot13]

Overall, a really great entry! I'm honestly surprised at how well you've managed to keep the voice acting throughout the Seance.

Waves of Chess by frozenfire92 2024-05-02T20:12:29Z

Wow, while the amount of upgrades is, indeed, low, the game still feels pretty polished otherwise!

Some things that came to mind while I was playing include showing available enemy moves (by marking those cells red on player's turn), making the board one row longer or shorter right before size increases to avoid doubling of color, and automatically finishing the round if all enemies are killed.

At the same time, considering time constraints, playing feels pretty good, and I'd definitely play more if/when you do a post-jam version. Good job!

Screenshot 2024-05-02 230126.png

Heartless Forever by frankiesmileshow 2024-05-03T15:52:33Z

I like the game! I really-really do! The graphics work amazingly well, and the audio is decent (although I had to turn the volume down, as OST was rather loud)

But there's a slight issue of some lag spikes in some locations, and darkness indoors felt weird and not fun.

Was the game supposed to continue after defeating the last boss? It felt slightly weird to have no ending nor at least some kind of "you won!" pop-up or mark in the right bar.

Other than these (small) issues, there was a bigger issue of getting stuck in the walls - that's how my run of vacuuming stuff post-boss ended, to be honest.

Still, I really liked what I played, and I wish I could explore more. Any plans on having a post-LD version?

The Cultivator’s Conjuring Compendium by thormoth 2024-05-02T20:39:34Z

That was fun!

The spray having the same "throw" animation as everything else made me smile, and that's very appreciated.

I kinda wish the gear animations would play out a bit faster, as there's not that much to do while waiting for them to finish.

I'm really glad the Root Demon thingy was the last one, as it left me on 1 HP, but I've still managed to defeat it!

The RNG of tools feels a bit weird in that not once throughout my playthrough I've seen a max damage roll (are you sure you've used inclusive random range?)

Overall, I liked the experience and I think I'd play more, if you'd add more content and polish. Thanks for the game!

DemoNoloGist by Neon Glass 2024-04-16T07:43:44Z

@k4su Thanks for playing! Surprisingly, Firefox opens the game in an entirely new (sub)window, so my bad on not testing it via anything else. Fixed!

DemoNoloGist by Neon Glass 2024-04-16T09:02:09Z

@darkwolf Thanks for playing! I'm working on adding a fallback/accessibility font, as this one, indeed, is not the best for a typing game.

UPD: published the version with added accessibility font toggle

DemoNoloGist by Neon Glass 2024-04-18T14:49:02Z

@alezjl Thanks for playing! That's exactly why we've added the "accessible font" option in the main menu. Also some people mentioned the "main" font losing its thinnest bits (E turning into C, for one) in certain rotations, but Godot 4's font system is really weird so we couldn't force it to bold, sadly. @senso Glad to hear you liked it!

DemoNoloGist by Neon Glass 2024-05-02T21:04:31Z

Thanks for playing, everyone!

@gabrimer Thanks for having me on your stream, seeing others play our games always makes me glad we're making 'em!

@adam-gallina Our main gripe - as always - is balancing the levels. Thinking about it now, we should've made the single-ring levels rotate quicker, probably - but that's one of those good ideas that come too late :sweat_smile:

@pauldee427 We've considered making it a rhythm game, but doing three circles actually felt challenging as is, so we didn't go that route. In terms of what we do have, I personally feel an easier "time pressure" mechanic would be simply adding leaderboards - but all we managed is the local score system, and it doesn't seem anyone's willing to share their scores as of yet...

@frozenfire92 Thanks for the kind words! For the record, there are three-ring levels as well, starting around level 13. And that's where it starts taking actual time for every input, thus turning into quite a different experience (my own "perfect" runs of some of the later levels took around 200 seconds, I think)

Rolling Ba'all by mathead 2024-05-01T00:05:54Z

A nice one! I kinda liked how the minions moved below me, and that allowed me to get on the "railing" in the very last bit, but same happening to the Large Guy (so, minions were below and didn't swarm it how I'd expect 'em to) was slightly surprising.

It's a bit sad neither getting the 10th pentagram nor defeating the Large Guy triggered a "You won" panel.

Nonetheless, the game felt pretty polished, music was on-point, and the experience was a nice variation on the theme. Good job!

Date Summons by Pokopish 2024-05-01T01:05:46Z

Wow, what a twist to summoning- I mean, dating!

I liked most of it, with music and pixel-art being top notch, but the AI of Manat felt a bit underwhelming. I'd make the slow-exploding-orb explode on the row the player was when it was cast, thus forcing to move back and forth more, and I had two instances of her doing flame-floor on middle row first and on my side right after, thus forcing to take a hit, which felt a bit unfair (not by the lore standards, but by skill vs luck ones)

Still, that didn't stop me from dating her in the end!

I wish there was some kind of scoring system to be able to post here and "compete" with others (simplest being clear times shown in the main menu, I guess?), thus making me want to replay and get better at the game.

Overall, a solid experience, would date more!

LD56 — Tiny Creatures

Build The Sun by TRASEVOL_DOG 2024-10-16T09:29:34Z

Yay! Finished in about 2.5 hours.

As others said, the pickaxe droprate felt really bad - I'd suggest to at least reduce the amount of little guys per rock - with pathfinding as it is now, it also took quite a while to get them where I wanted them!

Graphics are amazing, and while SFX works really well, I had to mute the game around an hour in due to repetitiveness of the BGM.

I really wish the controls were "click and wait" instead of "hold and wait" - I noticed that holding for long periods of time generally makes me press the mouse button rather hard without noticing, and that's kinda tiring on my hand.

I feel like it'd be better if there actually was a wall and not just infinite empty field, as without the way to recenter camera on (any of) my bonfires, I accidentally almost lost my home location while exploring the vast emptiness.

Overall, a neat experience, and I'd play more if there was more content.

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Shrimpy by Kultuk 2024-10-17T13:00:07Z

A neat game!

The art is beautifully detailed, and I chuckled when I noticed the onigiri as one of the foods (the rest clicked in place afterwards as well). I presume the spiked teeth were supposed to present more danger, but the mechanic didn't make it in?

As it's possible to play with WASD, I'm surprised you didn't actually bind 'S' to eat as well.

Overall, great job!

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Hamster Shelter by Doonutsaur 2024-10-17T19:34:42Z

Oooh, a proper incremental!

Knowing about the Suburban bug, I decided to avoid it, so my playthrough took around 20 minutes, and felt neat and well.

As it was kinda difficult to figure if bank did anything after initial burst, I sold it after getting the money on final upgrade planning to rebuild it, but it covered the first shop slot instead, locking me out of grabbing it.

Overall, I like the concept, and I think it'd be possible to make it into a full game with enough content for 2-20 hours (probably insanely difficult to balance though).

10/10 would build hamster city again.

LD57 — Depths

Yummy Depths by Neon Glass 2025-04-08T02:10:49Z

@poshaus Uh-oh, thanks for the quick comment! I forgot to toggle the visibility settings to public. :sweat_smile:

Kinda weird someone has rated us already though...

LD59 — Signal

Router Wilds by Brainoid 2026-05-04T11:01:33Z

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The core idea is great! The visuals felt polished, and music and SFX were great (although I didn't notice the muffling mentioned in the video, as I was too focused on clearing the levels I guess).

I don't feel like enemies brought much to the table - they were annoyances at best, but that's expected for a jam format.

Overall I liked the game and just wish there were more puzzle levels. Good job!

Super Signal by Marcus Otterstrom 2026-05-03T09:02:23Z

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I really enjoyed the variety between levels, the heart one made me chuckle. I was also surprised to get the time bonus on the last level on first clear, while not getting the accuracy one (I did figure my mistake out on my second attempt though).

My only gripe was accidentally pressing the "Finish" lever while trying to move a lens - I think it'd be better if lenses couldn't be put over it or it wouldn't activate when a lens was too close.

Other than that - a very polished game, I honestly wish there were more levels. Thanks!

Distant Assistant by Neon Glass 2026-04-23T02:16:30Z

@nidoprince @andret0701 Thank you very much for telling! I had a few busy days after the jam so I didn't actually check in time and apparently I've left the Itch page in the Draft mode. It's fixed now, so you can check the game out, if you like!

DOT-DASH-Protocol by nullval 2026-05-03T23:16:53Z

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A pretty interesting game! I wish there was a bit more feedback on when the codes changed, and the order of codes changing threw me off.

Overall I enjoyed the game, that was a pretty unique experience!

Warden of the Depths by Alex de la Cour 2026-04-28T13:33:20Z

chrome_2026-04-28_15-50-35.png *EDIT: no idea why it doesn't display the "Game complete" image* *On that topic it would be cool to see the amount of deaths it took me to complete the game*

Overall I liked the game - visual and audio were made (and selected) pretty well.

At the same time while figuring what to do with the two zombies on second level (took me around 10 attempts) I noticed parry button didn't have a CD, so spamming parry would work about 90% of the time. That was the only real counter I found to these zombies moving one another into my face sadly.

The rest of the levels felt better in that regard, but I did have to spam parry one more time on the 3-HP whipper + 1-HP zombie + out-of-screen shooter floor.

The attack's hitbox not connecting while staying in the enemy also felt a bit weird, but probably to the better with on-touch hit mechanics.

One major issue I felt was not seeing fire on the floor below - felt punishing for not being able to look down on the level with "pick left or right pit".

Altogether I see the potential in the game and I think I would enjoy a longer version - with natural game jam issues fixed. Good job!