FoonLudum Dare ExplorerUsers → Draknek

Draknek

Category Medals

YearLDThemeGameDivisionCategoryScore
🥈 2009 16 Exploration Topsy Turvy compo Innovation 4.28

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoPoCmTeJoCo
201945Start with nothing👥I Have No Mouth, And I Must Create Blocks On All Sides Of Mejam94.394.233.973.783.683.502.503.33
201533You are the MonsterSlime Sagajam2553.543.643.852.462.642.902.352.6846
201532An Unconventional WeaponA Good Tunnel Is Hard To Digjam1553.683.653.582.232.7135
201431Entire Game on One ScreenPlay with the catjam3.303.403.1628
201430Connected WorldsA Sneeze A Day Keeps The Crates Awaycompo1673.653.593.831.632.912.643.262.7835
201429Beneath the SurfaceYou're Pulleying My Legcompo144.224.034.123.563.252.572.793.0851
201328You Only Get One1-2-3-Banjam763.643.953.772.642.482.32
201225You are the VillainLegacy of Hamelincompo2373.232.913.593.363.502.292.752.9032
201223Tiny WorldDr. Biology's Educational Gamecompo2733.243.263.782.671.692.192.581.9751
201122AloneBy Your Sidecompo1333.182.853.242.802.372.762.312.452.1924
201121EscapeNot the Sharpest Sword in the Boxcompo653.523.334.263.073.002.553.282.151
201120It's Dangerous to Go Alone! Take This!Legend of Parasitecompo1083.102.963.752.203.251.322.202.687
201019DiscoveryDinosaur Dance-Offcompo353.503.374.113.432.891.623.982.506
201018Enemies as WeaponsSuper Collide-Em-Upcompo453.193.573.452.383.431.422.882.6415
201017Islands108 seconds of lonelinesscompo803.023.052.563.562.711.111.761.1810
200916ExplorationTopsy Turvycompo253.363.324.282.722.762.682.382.2816
200915CavernsF = macompo1012.622.143.323.142.592.442.433.0017
200914Advancing Wall of DoomRobo-Jimmy and the Bouncy Adventure of Doomcompo922.803.402.583.223.683.613.303.393.061.50

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 Draknek

LD18 — Enemies as Weapons

HAckBotz by recursor 2010-08-28T11:10:00

With a game like this I don't think you gain much by having lives: the only thing they accomplish is to make me annoyed that I can't start from the same level I just got to.

I didn't realise that you could hack robots the first time I played. Some in-game instructions about that would be good.

Cave Flyer (green) by localcoder 2010-08-28T11:19:00

Graphics for the game and the mini-map are very different styles which is a bit weird.

BG music is nice and unintrusive.

Undermine by droqen 2010-08-23T07:08:00

Really weird controls, they take some getting used to. Instructions screen isn't massively clear which doesn't help, and unfortunately the gameplay is frustrating even when you know what you're doing.

I really like the idea though, I think it's awesome even though I'm rubbish at it. Enemy variety is good.

Sound is nice, and for some reason reminds me of the music I made for my first LD game so points for unintentional nostaligia (although yours is better).

Bug: running off the side of the platform doesn't kill you.

Wonder Cupid by Nora Shishi 2010-08-28T13:59:00

Very satisfying when you hit a lot of them quickly without missing.

Grabitas by NMcCoy 2010-08-28T12:33:00

I sometimes felt it was ignoring my z key-presses: making the eating period last a little longer would probably make it feel a lot better.

I had to close any tabs with Flash content to get audio. When I did it was pretty awesome though.

48 Hours Later by mikeysee 2010-08-30T11:06:00

You need to collect at least two body parts from each enemy you kill to not run out of ammo, and that's just not happening for me. Framerate issue? The body parts never bounce, they just turn static as soon as they hit the ground, meaning you have to catch them in the air, which is luck as much as anything.

Mind Control Monster Mash by Alistair Aitcheson 2010-08-28T15:28:00

Control scheme isn't great. There's really no reason to have to click on a "mind control" button: there is only ever one action you want to perform on any given monster (brainwash or give orders).

The mouse has a really annoying lag. I didn't consciously notice it at first, but it makes it feel really horrible to do anything.

The zoomable graphics look fairly bad at some resolutions, as pixel art generally does when scaled up/down arbitrarily. I think this game would work best with a constant scale, having the whole city visible all the time without camera panning. That would fix some of the other awkward aspects of the control scheme and also you could touch up the art to make sure it looks good at the fixed resolution you choose.

Some in-game reminders of the weakness triangle would be useful (i.e. on mouseover when you're giving commands), as I'm not going to commit that information to memory.

dance dance dance by nyarla 2010-08-23T06:44:00

Love the gameplay here, and the setting. Don't change it to be sea anemones, that would ruin some of the charm!

DIE ALIEN DIE by Mr. Scruffs 2010-08-28T11:35:00

Borrowed music should not be in a competition entry: if you want to do that you should enter the jam.

The third form is a bit odd in that you don't need to influence the movement of the enemies at all to get them to kill the boss.

The eyes and a mouth form is a massive difficulty spike compared to the previous forms. Among other things, the collision boxes are way too large. In the end I gave up, I would have liked to finish but it just wasn't happening.

You can move the player out of the game area which is a bit weird. Not sure if it's intentional or not.

The enemy of my enemy is my heat-seeking missile by pdyxs 2010-08-25T10:09:00

Love the name.

Played through to the save half level before I lost interest but there are some nice ideas in there.

It seems that sometimes you can shoot a robot and it will get stuck on the terrain. I've only seen this happen to red or green robots, maybe it can happen to blues as well.

Dastardly Shapes by philh 2010-08-24T11:09:00

Had to compile it myself since you linked with SFML 1.6 and the version in Ubuntu is 1.5, but that's not your fault.

Enemies should probably stay within the gameplay area. Possibly dead enemies should too.

Time doesn't reset when you die.

Supporting WASD as well as arrows would be nice. Collision could stand to be a little more forgiving, both on enemies against the player and on bullets against the enemies.

A life system would make it less frustrating. One small screwup will send me all the way back to round 1 so I've only got as far as round 3 with the different yellow enemies.

Money Thief by Zachary Lewis 2010-08-30T10:14:00

Some of the jumps are harder than they need to be. There are a few places requiring you to jump three squares horizontally and it just seems impossible. Possibly a framerate issue?

Music is nice and fitting: did you record it yourself?

BOMBCRASH by Xander Davis 2010-08-25T10:25:00

As others have said, collision boxes are way too big. That's fine when you're colliding enemies into one another, but really annoying when trying to avoid them.

Prot by eugeneius 2010-08-28T04:44:00

Gampeplay was a bit easy, it might be more interesting if all the enemies could put you in danger.

Liked the enemy that turned you into a flying octopus. Would have liked more variety like that. With more types of enemies I think you could get some interesting puzzles here.

Metagun by Notch 2010-08-28T15:04:00

Gave up in the room with the cubes that need to be moved higher to get you to the exit: too frustrating.

Up until that the game was fun.

Doors and some other stuff by Hempuli 2010-08-23T17:09:00

Oh man, this is so hard! Really cool though, and really satisfying to complete.

Collateral by Jonathan Whiting 2010-08-23T08:12:00

Lovely game structure, and the gameplay mechanic is neat.

Didn't have a problem with the difficulty level.

Dodger by kd5bjo 2010-08-28T11:13:00

Turrets rotate too slowly for this to be much fun.

I also would have expected the guy to move to where I click, rather than moving a set distance in that direction and then stopping.

Bubble Tag by Sparky 2010-08-24T10:54:00

Graphics are very cool.

It's not immediately apparent that it's going to be a hopeless struggle to just last as long as you can, so there's quite a disparity between the initial experience and the endgame.

I'm not sure how I'm meant to avoid being swarmed by a whole bunch of enemies at once, but when that happens I don't seem to have any ability to stop them.

Psychic Prison Break by superflat 2010-08-28T12:50:00

Graphics and audio are great here. Conversation never quite seems to make sense, but that makes sense anyway due to the setting.

It's unfortunate that progressing means redoing the same sections of dialogue until you get the "right" choices, I think that loses some of the immersion.

Survive 60 by ExciteMike 2010-08-23T04:57:00

I have weird input issues where the guy sometimes seems to want to drift towards the middle. Is that intentional? I'm not sure it adds a lot to the gameplay and it feels wrong.

Background is cool but doesn't really fit with the game.

Down as an alternate key for picking up enemies would be nice.

Omnicide by nitram_cero 2010-08-25T10:32:00

The game was too hard if I tried picking them up individually so I just held down the mouse button and grabbed all of them together. It was like a flying party of soldiery death.

LD19 — Discovery

Jungle by someone 2010-12-20T11:14:00

:( Just a platformer engine? I was looking forward to something awesome.

Dry Voices: who are you? by droqen 2010-12-20T12:16:00

You get humor points for the abrupt ending when you die and the submission links. :)

This is cool, I will probably come back to it later to explore properly.

Compact Discovery by Starspell 2010-12-20T12:07:00

I can't get S or R to work: they don't seem to do anything at all. Ah, I see they don't come as standard on this ship.

Enemies are too fast: they end up just swarming me and it doesn't look right. Quests aren't implemented I guess?

Needs a preloader.

The Last Moments by Randati 2010-12-22T12:46:00

This is really fun!

Didn't realise you had a shield initially though: possibly should mention that in the intro?

-REACH- by Zachary Lewis 2010-12-19T12:11:00

This is neat! Didn't realise I could retire, so I died in space...

DirectionsTranscend by Devenger 2010-12-21T17:17:00

The control scheme is so floaty that when I die it doesn't feel like it's my fault: it feels like the game is just annoying.

Obviously these controls are intentional and central to the level design, but this makes it not fun for me: it's not quite the same (good) kind of frustration that some games pull off really well.

Panacea by ShineSyndrome 2011-01-03T00:00:00

It's not obvious what the active regions for picking up an oxygen tank are.

When a dead body and a crystal/train track are overlapping there's no transparency.

The biggest problem is that it just feels incredibly samey. Once you've played for a minute you've played exactly the same experience as if you'd played for ten (ignoring completing the game or running out of oxygen). The mazes are just too big (and too numerous: I got to floor 4 and didn't find the end) to be interesting.

Desperately needs audio: some appropriate music and a variety of breathing sounds based on the current oxygen level would give this so much more atmosphere.

I encountered the broken maze bug once.

PRIOR by krangGAMES 2010-12-20T11:07:00

This is great! Nice work.

I think the player could move a tad faster though. Physics can be a bit off but nothing that ruins anything.

Sometimes after I deactivate gravity I can't use my double jump and that's very annoying when it happens. That made the jump in "overview" frustrating.

Didn't explore everywhere, are there multiple endings?

Grand Mystic Quest of Discovery by hulahulahest 2010-12-20T12:35:00

No death animation if you get hit by falling slime?

Gameplay is solid but frustrating in parts.

As increpare says, in Firefox the scrolling is broken so you can't see the instructions. Take out the CSS "overflow:hidden" and that should work.

Autoflotilla by Sparky 2010-12-20T11:20:00

At first I thought I was just controlling the camera, didn't realise for a while there was a boat. So perhaps should spawn player outside of the island (would be nice if there was collision detection too).

Was just playing about and then I died of scurvy. Hadn't read the instructions so that came as a rather abrupt surprise, but that was amusing.

Quarters by Terry 2010-12-20T23:37:00

Enjoyed playtesting this, it's just a shame it's so hard to get four people together to play a game.

1958 BNL by ExciteMike 2010-12-20T11:57:00

Kept clicking offscreen but not much that can be done about that. (Although, maybe embed the SWF with whole-screen width, with the game centred in that?)

Anything requiring clicking just after going to a new screen is tricky because the mouse needs to be in a totally different place.

LD20 — It's Dangerous to Go Alone! Take This!

Misplaced by someone 2011-05-17T15:41:00

The soldiers' lines were amusing.

Pathfinding was sometimes annoying: once some of my guys got stuck inside a tree and a few times they couldn't work out how to follow me.

Didn't find the collision annoying except in the top-right corner where I went to collect the three extra dudes. Then got hemmed in by the two groups.

Inventory of One by davecheesefish 2011-05-09T20:56:00

Having to press space 3 times to restart is annoying.

Best was 14 seconds. Concept is neat but it never really felt fun to me: maybe could do with faster countdowns on the blocks but fewer lasers?

Don't Go Alone by pgil 2011-05-08T14:50:00

I played this expecting that there would be some way to get away from him, but I couldn't find any shortcuts. Maybe I wasn't looking hard enough.

Graphical style is very cool.

Priority Cats by Tom 7 2011-05-08T12:38:00

I was expecting sis to have gameplay ramifications but I couldn't find any. Re-reading instructions they have different behaviour? I was controlling the grey one the whole time.

Some jumps were very frustrating. I stumbled into the end without feeling like I'd explored the place to my satisfaction.

Could do with a sound effect when you catch a fly, general cat sound effects would also be nice but possibly get frustrating quite quickly (not a reason not to do it though).

The Invasion of The Blobs by philhassey 2011-05-09T20:25:00

Couldn't run this (through Wine on Linux).

The error seemed to indicate that you hadn't packaged the correct version of the CRT manifest/msvc* DLLs but I didn't investigate much.

The Legend of Mulida by Nora Shishi 2011-05-03T21:03:00

Pretty frustrating with falling off-screen being insta-kill.

Fairly solid apart from that though.

Wild Forest by haqu 2011-05-10T09:16:00

Eats up a lot of CPU and slows down, so definitely worth optimising it.

Looks very nice.

Item Quest by Dan C 2011-05-03T21:22:00

No voiceover. :( The particle effects are nice.

I wonder if the gameplay would be more interesting if you could jump to send the items up in the air letting you reposition them a bit.

Hot Potato by GBGames 2011-05-09T20:34:00

Gameplay of this really confused me until I re-read your instructions several times. For one thing I thought the package was indicating which of my couriers was selected.

It died after a few turns with this error: http://pastebin.com/4d7M2NXs

Dwarvenly by AndrewBC 2011-05-03T20:58:00

Froze my Firefox badly. :(

Arrow keys for movement plus browser scrollbar made for annoyance once it was working.

Takes a while to load.

Didn't find a lot to do (and no one else was playing).

Quest for the enlightenment by medice 2011-05-09T20:39:00

I like useless book which gives you random quotes. Not sure if your plan involved it becoming gameplay-relevant but I'm going to choose to believe it didn't.

The exploding sprite effect is nice, I'd be interested in seeing source just for that.

CatTroller by Rockdtben 2011-05-08T15:03:00

I get a "CRC failed" error when trying to extract the files from the rar: looks like the file is corrupt, maybe try re-uploading?

I'd second the suggestion to improve the packaging situation.

Innocence by LegacyCrono 2011-05-11T15:31:00

If I hold down the shoot button it only fires three shots at a time, but if I mash it I can shoot constantly. Is this intentional?

Having to replay the start every time just gets too frustrating to want to continue. I probably would have played for much longer if I'd had a hefty score penalty whenever I died but was immediately thrown back into the action.

OUT OF HERE by Grungi Ankhfire 2011-05-11T15:40:00

(On Ubuntu here)

I am not a fan of installing something to play an LD game. A self-contained tar.gz would have been preferred.

Really wasn't clear that down ducked and up jumped until partway through my first play.

No way to replay after dying?

Better You Than ME! by lingmops 2011-05-03T20:44:00

The blurriness of the text looks really bad to me.

I never felt sure if pressing the clone button would actually do anything or not, I am assuming because there was a timeout on the cloner that I was running into. Could do with more feedback there.

Concept is great but the gameplay isn't quite there yet. I don't think you're far off something excellent though.

Jump Climb Die by Cybs 2011-05-11T16:03:00

Didn't expect it to close the instructions when I clicked to give the game focus.

I found that I forgot about my walking controls and just used the mouse to move everywhere.

Didn't personally find it a fun mechanic, but am glad you played around with it anyway.

It's dangerous to "go" alone! Take this. by zachstronaut 2011-05-08T12:21:00

Nice effect on the title screen, how much time did you spend on that?

It's a bit weird to me that only the guy can pick up the bag of litter but he doesn't need to physically take it to the litter box: the cat instantly becomes able to use it. But it's a puzzle game, so that's not really too important.

Niggles: collision physics seems a bit off. No reset button?

An interesting change would be to make it so that the cat moves faster than the man. Would probably make it a lot harder but there might be some cool puzzles.

Take One of These by Kynrael 2011-05-03T21:12:00

Confusing! When it started I had no idea what was going on or where the player was.

Sometimes when I'm next to an enemy it will tell me to press space, sometimes it won't. No idea why.

No in-game instructions = bad.

Looking at instructions again, it is very odd to me that pressing space does not actually do anything, just tells you what has already happened. You could just automatically display that status text!

Take It Take It Take This by Rikkard 2011-05-08T14:27:00

At some point the text started to go offscreen rather than wrapping round. Quite annoying, up until then I was really enjoying the varied dialogue.

Other than that, this is really nice! Despite the amount of repetition.

Hammer Time by Garrett Hoofman 2011-05-08T15:06:00

Really cool graphical style, unfortunately I can't play it (Linux).

Not sure why one of the links says "web" but is pointing to a zipfile.

It's Dangerous: The Escort Quest by nitrik 2011-05-11T15:56:00

Not sure why it's a download when it runs in a browser. Next time it'd be worth finding someone that can host it for you if you don't have a website yourself.

I opened it up in the background then closed it because I wasn't sure if there was an opening I'd missed. Now the guy is just running in a black void: he jumps off the right edge of a platform and when he hits the bottom he respawns to repeat it forever.

Restarting doesn't get me anywhere: he's just stuck like this...

Dangerous II by SMSadventure 2011-05-11T16:06:00

Made me laugh.

Legend of Parasite by Draknek 2011-05-02T11:52:00

Oops: there was an issue where you could get it into an incompletable state. Fixed now.

Legend of Parasite by Draknek 2011-05-05T22:48:00

Thanks for the massive feedback dump Dan! :)

You are massively giving me the feedback of the doubt, but I won't complain too much... The theme connection was going to be you get the classic setup with the man in a cave, but the sword is actually a stick and doesn't hurt anything. Your interpretation is much more imaginative!

The starting character also looks like that just because that's the only humanoid character I could draw. :P

The not-fun-ness is what I was concerned about when making it and I do totally agree with you. I am hopeful that with more enemy types and more exploration it will become more interesting. In my working copy enemies are more likely to shoot if they're facing you so there's not so much waiting around.

Wasn't aware of that particular variant of that bug, but it is fixed in my working copy.

towlrAlone by Redbone 2011-05-09T20:18:00

The way the blue box can jump makes it kinda annoying sometimes: you can instantly die when it moves from one place to another.

Apart from that, a solid towlr.

LD21 — Escape

Stormcrow by someone 2011-08-22T20:55:00

Wait, you can zoom out with the scroll wheel? Why is that not mentioned anywhere? Might make it playable...

McPixel by Sos 2011-08-22T22:12:00

The amount of content in here is great!

Some solutions took quite a while to find though.

Lost In the Shadows by JoeCool 2011-08-22T22:02:00

The first time I played In got into a second cave fairly quickly (with water and gold) but then found nothing else. The second time I played I never even found that much.

So map generation needs some balancing.

Escape from Monster City by KevinWorkman 2011-08-22T22:19:00

Spotlight/buildings are nice. Would be nice if there was a goal or something to aim for (# of monsters woken up maybe?)

Tea Powered Escape! by Gachuk 2011-08-22T22:25:00

Left/right arrow keys move but up doesn't jump? In general for Flash games, the arrows would be the primary controls with WASD as the backup, rather than the other way round.

Would be good to have the ability to restart from within the game if you die.

Your jump seems to go to wildly varying heights even if you just keep the jump button held down the whole time. Sometimes clicking on a block wouldn't remove it. Both these issues might be frame-handling code going wrong maybe?

LD22 — Alone

BatKeep by someone 2011-12-23T01:14:00

Argh, I gave this another shot and it's just so frustrating.

I maintain that there is no way to avoid all those bats.

The Unattainable Lightness of Solitude by philh 2011-12-20T19:12:00

This is more fun than I was expecting!

Sfx is a bit obnoxious with headphones.

Movement would probably feel a bit better if it moved 90% of the distance towards the mouse per frame rather than being 1:1 movement.

Should ignore the start-game click for the purposes of activating the burning.

I'm disappointed there is no combo bonus: it looks like there is, but actually it's lying and it's just 10 points per moth.

Puppy Shelter by increpare 2011-12-20T19:38:00

Love the twist. I wish the puppies would whine as you put them down, might make me feel guiltier.

By Your Side by Draknek 2011-12-21T11:59:00

Zuieni: ooh, nice catch! I worked out that it _should_ be impossible to save her, but I didn't factor in bugs...

LD23 — Tiny World

Kill Drill by rik 2012-04-28T18:12:00

Graphics are good, far too zoomed in for me though: no reaction time.

Lighthouse by gritfish 2012-04-30T20:23:00

Great idea!

Music is good, sound effects less so.

Main complaint would be that levels are less about smart thinking ahead than I'd like.

Asylum by Orni 2012-04-28T16:00:00

Well that was interesting. I found it too slow-paced for my liking though, I was really getting impatient for something to happen.

As everyone else has already said, sound would definitely improve it 100x.

6 Degrees of Sabotage by dukope 2012-04-28T18:20:00

Neat concept!

I found the actual clicking on people to be occasionally annoying (they're moving and there's lots of bystanders around).

Recluse by chambers 2012-04-29T16:30:00

Great concept!

Frustratingly difficult though, badly needs more checkpoints.

Dimensional by someone 2012-04-23T11:54:00

Controls are rather awkward, made it a bit of a pain to play. Particularly how the order of the buttons would change around...

Got to the end though.

Conquer Pico Worlds by Zaxuhe 2012-04-28T18:14:00

I wish the tutorial was less in your face, you explain too much too soon.

Humphrey's Tiny Adventure by jacobalbano 2012-04-28T16:17:00

Argh, this opening cutscene! Why are you doing this to me?

Got to the game and I have no idea what's going on. Where'd this balloon come from? But I guess I completed it?

ANtopia by pgil 2012-04-28T16:11:00

Love the graphics! The gameplay wasn't particularly fun, but I enjoyed the ending.

Hero of Rain by the31 2012-04-24T16:48:00

I found it really unintuitive that I had to click on doors to open them. It's a good thing you were closing doors behind me or I would probably have taken that key all the way back to the beginning before finding the weapon!

Combat seemed mostly unfair, I died a lot...

Cosmicro by Knighty 2012-04-28T16:23:00

I find it weird that there is no game over condition.

Quite hard!

Angle Isle by Rusty Moyher 2012-04-29T13:56:00

Graphics are nice.

Didn't feel compelled to get all the fruit, and by the end was hoping for something to change it up a bit.

Works well enough though.

Triskelion by 23 2012-04-28T18:32:00

:( No in-game reset button.

Planets are annoyingly easy to screw up. No idea which direction I'm meant to be going in the overworld.

Dino Wrangler by MaskedPixel 2012-04-28T16:31:00

First level was way trickier than it should have been

Took me a while to find the "hit dinosaur" button.

Controls are awkward but I got used to them.

Niña Nueve by Jonathan Whiting 2012-04-24T23:05:00

This is nice! Occasionally the puzzles involving the move-toward-you enemies or the ball were more time-consuming than I'd like, but other than that no complaints at all.

Synthesis by marudziik 2012-04-29T12:42:00

Most complicated thing I made was methane, didn't get more than a handful of nitrogen or carbon atoms.

Neat idea, not particularly fun though. :(

Sirus the Virus by eburn184 2012-04-28T16:04:00

It's a nice idea, been done before (Tiny Plumbers) but that's not a problem really.

Found level 4 frustrating. Sfx annoying.

Mirror Rays by keenblaze 2012-04-30T18:00:00

Download link doesn't work for me :(

Extensionism by eelfroth 2012-04-30T13:41:00

Nice concept!

Actually playing was occasionally tedious but that's a consequence of the limited visibility and not much to be done about it.

Project Peace by ghRibacki 2012-04-24T16:57:00

That text is really hard to read in that colour!

I couldn't see it initially, started the game just by mashing the keyboard and then had to go through the whole keyboard to find which button was "talk".

Restless Island by Homletmoo 2012-04-28T15:46:00

Understood the goal easily enough.

Found it confusing that the rockets shake the screen when they explode. I thought I was being damaged.

Also found the death-by-falling-off rules very surprising. I would have expected you to just be able to wrap around as many times as you like.

LD25 — You are the Villain

Tiny Sorceress by L 2012-12-17T14:04:00

Loved this. :)

Pity there's no audio, it would really improve the experience.

Hunt by someone 2012-12-17T23:32:00

Didn't feel like the different units were any different from one another.

Graphics and music are pretty good.

TWIRL - THE HAIRY HEIST by mtrc 2012-12-17T14:02:00

I want to play more of this but I keep getting spotted really early on and I can't replay from there! :(

Also disappointed that I can't deathsmooch as a guy.

Trolls: Where the Sun Don't Shine by Starspell 2012-12-17T23:14:00

It didn't feel like I was ever reducing the sun's power, so it felt a bit futile. I guess it is anyway: trying to stave off the inevitable as long as possible, but I would have liked crushing bloomed flowers to be more obviously rewarding.

Didn't play much, scored 4159.

No rest for the wicked. by Jonathan Whiting 2012-12-17T23:42:00

Love the interactions, this is neat.

Wearhouse by J 2012-12-17T19:39:00

I did not realise that the wardrobes had a gameplay purpose!

Collision is rather unforgiving.

Red squares I'm confused by. At first I tried falling through them but they didn't do anything. Then a bit later I accidentally fell through but they killed me.

Same level: it's just as awkward trying to jump up through this one-tile hole and it is trying to fall through the one-tile red squares. Finally do it and realise I can't jump up there: must need to change clothes and then I'll be able to fall through, but wouldn't have realised this if I hadn't come back here and read about the wardrobe. Swap this level and the next one!

Trying to jump over this death-barrier in the next level is too painful, I'm out.

Shame, there's scope for interestingness but the controls/collision are just too awkward for it to be enjoyable :(

Legacy of Hamelin by Draknek 2012-12-18T23:18:00

Colapsydo: nice, thanks for making that! :)

LD29 — Beneath the Surface

The Valley Rule by Raiyumi 2014-05-03T23:18:00

Minor, but that rest of it is so beautiful that I wish up/down made me look slightly up/down, just so I can see it responding to those inputs.

Awkward how I can't walk over a depressed switch.

Block pushing is a tad slow.

These are not massive problems, this is lovely so there's not a lot to nitpick.

Less minor: Should do a one-time save whenever you get a key or an ability. The wall-climbing challenges in the bottom section are too harsh/not fun.

I like this enough to want to complete it, but I'm just not enjoying this walljumping so will have to stop here with 3 keys. A real shame, I hope you'll change this in a post-competition version rather than just going "nah, it's meant to be hard".

The Deep by someone 2014-05-03T22:49:00

Not a fan of the way that fish hurt you but don't collide with you in any way. Think it would feel a lot better if they pushed you around ever so slightly depending on their size.

Would also like to get rid of most of the numbers: if you had a health bar rather than numbers, and if you could see the number of treasure chests being dragged behind you. Probably do need to keep a number for score though.

It's very awkward how dying reduces your score as opposed to reseting it to zero. Weird situation where if my score goes negative then the best thing to do is to reload the page. Doesn't add anything.

Music very unsettling.

Hare's Harvest by mtrc 2014-05-13T23:31:00

Already been mentioned, but this would feel waaay better if I could hold a key down to keep moving in that direction.

Levels could be smaller to demonstrate the concepts: found particularly with the "farmer will shoot foxes" level and thereafter

Restart fade is really long

As with all puzzle games, could do with undo :)

Not finding the puzzles interesting yet (got to "dogs can't chase into burrows") - rather than introducing the gameplay elements all at the start, what I'd prefer is introducing one gameplay thing, then having a bunch of puzzles using that thing (and maybe previous things) that show why that thing is an interesting mechanic.

In other words: these early levels are all tutorial, no fun :(

Ugh, this level being in two parts with no undo means screwing up the latter half means having to redo the first half, which is awkward because of controls. I'm out!

Graphics are lovely though :)

Sir Face goes Beneath by wolfgang 2014-04-28T22:30:00

As others have mentioned, graphics aren't always super-readable.

Some levels have solutions which I don't think were intended.

Ends abruptly. In general I'd suggest cutting game mechanics which you didn't properly explore, as opposed to shoehorning them in at the end.

Congrats on completing your first Ludum Dare!

Behind Mirror by SaintHeiser 2014-05-12T16:54:00

I really want to keep playing this, but there's just not enough checkpoints for me. If there were twice as many checkpoints, I'd probably enjoy it twice as much!

Looks lovely :)

Beachcomber by Mase 2014-05-03T22:35:00

Well that was... err... something.

Beam Islands by mjau 2014-04-28T12:02:00

This is fantastic! Great work, lovely puzzles :)

Sinful Horse by kles4enko 2014-04-30T16:01:00

That was the most perfect ending possible.

Everybody Hates Water Levels by Paladin 2014-05-12T16:30:00

Since it's not fullscreen, I can easily click outside the game and lose focus.

WASD should be the default rather than arrow keys. Or even better, they'd both work and you could use either without configuration.

The initial oxygen bubbles looked like they were a hud rather than in the world.

I can die by shooting too close to the wall? :/

Volume levels of sfx are too high.

Didn't get out of starting area because it takes too long to get anywhere.

The World Beneath the Surface by CrocaDino 2014-04-28T22:18:00

Presentation is rather at odds with the story, haha! I can't make myself see the visual style as anything other than "abstract puzzle game".

Wish the blocks disappearing triggered again so that the explosion graphic always disappeared instead of only sometimes.

Wish I could move the cursor through solid tiles (and it just changed colour to show you can't swap): the way I have to navigate around them is awkward and doesn't add anything.

Realising I'm glossing over the good stuff, just trying to give useful feedback :)

Upstream by Viza 2014-04-28T10:59:00

Nice concept!

Levels not quite as compact as I generally like in my puzzle games (too much pushing things all the way across the whole level) but that works to make it feel more like a sea than an artificial puzzle.

Sound isn't working? It's in the source-code version but not the actual game.

Digging for Gold by JoshDBB 2014-05-05T13:44:00

For puzzle games I almost always want undo, but I realise that wouldn't have been a priority given the limited time. Some of the levels are quite big and accidentally making a bad move near the end of a level is frustrating.

If it wasn't for the jumping, I'd want to get rid of the smooth movement and have everything be tile-based. Probably would still prefer that even though it would make jumping more arbitrary (go one up and two along). Maybe I've spent too long with PuzzleScript!

Glad you had time to finish and submit this! Good luck with the next thing :)

BULLA by moonmagic 2014-05-12T16:44:00

This is... umm... yeah.

The Captain's Holiday by qualia 2014-05-05T14:22:00

Really hard to read with everything all in caps. Might be okay, but also the comma and period look really similar in this font.

The justified text is also occasionally awkward with massive spaces.

In the cavern, the textbox bg should be over the white silhouette?

Lots of content here! I really have no idea how much story is hiding away.

BENEATH the SURFACE by soy_yuma 2014-04-29T15:20:00

The webpage this is embedded in doesn't have scrollbars, so the only way of seeing the bottom half of the game was to resize my window. Browser bug?

Mid-air jump seemed unreliable: it's not a fixed number of mid-air jumps but I couldn't work out why sometimes I could jump in the air and sometimes I couldn't. Needs time between jumps to recharge? Not well communicated.

LD30 — Connected Worlds

Titania by Incredible Ape 2014-09-09T05:28:00

The credits are very abrupt, I can't tell if that's actually the end of the game or if I missed something.

ENTANGLEMENT by mtrc 2014-08-28T01:56:00

6 & 7 hours since accident seem a lot less focused/elegant than they could be. 8 is good.

9 has an extra crate and a really basic solution? It works to introduce the new mechanic but it's not as focused as the earlier introductory levels.

I kinda want you to be unable to entangle a crate while it's under a laser wall. (Mechanics interacting in interesting ways and all that)

10 it's really weird how pushing an entangled crate off a conveyor belt, it moves due to the push and then moves due to the conveyor belt (which it's no longer on). Should be the other way round or the conveyor belt shouldn't apply.

0 Weird how I can get the crate on the button and then rush to the door

8 hours since last accident was the most interesting puzzle. More like that!

Connected Souls by lekochen 2014-08-25T04:19:00

This is a fun way of combining different mechanics.

Probably worth putting a message to say that you can switch the characters around: I didn't immediately realise that was something I could do.

Planetary Shift by Flatgub 2014-08-25T04:26:00

Yeah, I like the graphics!

Wish undo wasn't disabled, I don't think it improves the experience.

Gifts of the Forest by Nut 2014-08-26T22:53:00

This is lovely! I think it's a good length.

Nice way of doing pulling as well as pushing, too.

LD31 — Entire Game on One Screen

birdsong by managore 2014-12-12T18:28:00

Ahhhh, I wish this saved your progress.

Forever Falling by danielilett 2014-12-25T19:19:00

Left/right movement is way too slow!

Starting from the beginning each time doesn't really add much other than needless frustration.

Inventory by TheMeorch 2014-12-25T21:15:00

Got stuck on the second puzzle and couldn't be bothered to keep trying, but this is a neat way of doing storytelling.

Channel Surfing by MentalBlockGaming 2014-12-25T19:08:00

This laptop doesn't have numpad keys! That didn't seem to disadvantage me too much though, since you can just reset.

Also would like arrows to work as well as WASD.

LD32 — An Unconventional Weapon

In for a pound by JonathanG 2015-05-10T18:51:00

Did you really have to include the direct quote "it was an unconventional weapon"? :P

Freedom by someone 2015-04-22T11:08:00

Losing health over time is the worst :(

I realise that it wouldn't be challenging without that, but the way it is right now, I have zero interest in trying to crawl through buggy vents and die repeatedly.

The Penanggalan! by Beavl 2015-05-10T18:40:00

This is kinda buggy: I overwrite the spikes if I move towards them from behind.

¡WHOA pizza! by wademcgillis 2015-05-10T19:01:00

Amazing audio.

The sonic boss didn't seem to be very fun (when I have bread at least) - lots of health and does lots of damage.

A Knife Made Of Whispers by managore 2015-04-22T11:00:00

This looks great but it's unfortunately really tedious to play :(

Too unforgiving for me.

Avenging My Gran, the Famed Botanist by Chris M 2015-04-22T11:40:00

Lovely graphics! Neat mechanic.

The rules for when you're next to multiple sticks are very unintuitive though. Always felt like a bug when it prevented me doing something.

The map on the last day was bigger than I'd like, made it really frustrating and I stopped playing eventually. Was enjoying it until that point though!

Unconventional Guns by rectangular Tim 2015-04-22T11:15:00

I like the snake gun a lot, the water gun felt less interesting to me though.

Level design could have been stronger I think. The last snake gun level was particularly frustrating.

How to Train Your Human by sally_anne 2015-04-22T11:19:00

Couldn't give 5 stars for graphics because it doesn't contain a terrible cat drawing.

LD33 — You are the Monster

The adventures of the Squire and the Liar by JonathanG 2015-09-05T23:34:00

Could do with more consistent button usage! My first attempt to play:
* click new game, doesn't do anything, okay so it's a keyboard game
* press space, doesn't do anything
* press enter, go to world map
* use arrows to move the camera
* press space/enter, doesn't do anything
* click on starting town, doesn't do anything
* click on other towns, but on the image of buildings and the hitbox isn't big enough to detect it so it doesn't do anything
* Eventually hover over the right part of a town so it becomes obvious that yes it is mouse-based even if it doesn't seem that way
* on town info screen, press enter, doesn't do anything
* in fight, try to press arrows/space/enter/anything. Nothing does anything.
* go back to this page, see that you have to use WASD in the fight, not arrows.

And then the fighting isn't convincing enough even though the village is 96% gullible and I don't even know what triggers the fight to end.

Hopefully that's helpful!

Melas by mitkus 2015-09-01T16:27:00

UI needs better feedback: clicking frequently gives either very minimal feedback or no feedback at all. Ending your turn has no feedback if the enemies choose not to move. No visual indicator of whether a robot has moved and/or pushed this turn.

Mechanics were slightly more interesting than I was expecting, but when I got to a level I couldn't figure out, the enemy movement made it not very fun to keep trying at it. They seem to have very simple movement rules, but then sometimes they wouldn't move even if they had a path to me?

To put it another way, I think most good puzzle games allow you to look at a level and think everything through in your head. You can't do that so much here.

The level I got up to had two of my robots and three enemies, separated by a crate.

Unfinished Piece by madlee 2015-08-25T10:59:00

I didn't find it completely intuitive that walking next to a monster would turn me into a monster. Initially I assumed that there was a monster suit I was walking onto to transform.

Otherwise, nice job! Good that you got to submit something :)

Orange Squares...Beware! by Benn 2015-08-28T14:19:00

It's very frustrating that on the first bounce, I have to fire the ball before it comes back to the starting location. Might be valid gameplay reasons for this, but it feels like the game is interrupting me mid-action - I've got the mouse held down and I'm aiming and then bam you have to restart because you waited just a little too long.

Sick Sick Solitaire by Wertle 2015-08-26T00:45:00

Initially I found it really awkward that I have to click the red/black decks twice to get access to the next card. After playing a little I realised why but I feel like the UI could be improved somehow to make it less weird when there's nothing in the available part of the deck.

Would be nice if I could see an entire stack.

Got to 6/2/1/3 before I got into what I think was a state where I couldn't do anything, but wasn't 100% sure.

Necromorph by Supernaught 2015-09-01T16:43:00

Could do with more checkpoints. If there was a checkpoint midway through each level I think I would have persisted and got further, but as it is, it feels like it's asking me to repeat parts of each level for no good reason.

Bit weird that the knight doesn't attack you.

Cel by Alexbrainbox 2015-08-27T13:39:00

The tutorial is really misleading as to the kind of game it actually is!

Would have played more hand-designed puzzles but I'm not interested in being presented with a giant grid of tiles where there's too many possibilities and that will take ages to play.

Gravity Snake by lessmilk 2015-08-27T11:05:00

Incredibly similar to Snakebird! But not as hard.

If you've played Snakebird then I do think you should credit it as an inspiration. If not then you should check it out to see an example of parallel invention in action.

Unrelated to that: I would have liked undo/reset buttons.

Death of a Lich by managore 2015-08-27T12:56:00

Feels awkward that if I kill an enemy, they'll still hit back that turn.

The sound effects weren't that clear: sometimes I'd hear a sound and know that something happened, but I wouldn't be sure if I'd been hit or not.

I didn't get very good: melee enemies feel very punishing when I only start with three health initially.

Too Late, Too Bitter by JackDegree 2015-08-25T12:40:00

I found the interface a bit awkward: maybe would have preferred a single interact key that would sometimes give a choice about what to do?

I didn't realise enter was a used key until I read the description below.

inktvis by Sanguine 2015-09-01T15:00:00

Nice graphics, nice water physics!

The "each tentacle can deal with a specific threat" thing is kinda arbitrary, which detracts from it a bit for me. Not sure what the alternative would be though.

A score for how many things you've destroyed would probably make it a bit more engaging.

A few bugs that you're probably already aware of: had a plane crash but keep firing underwater. Had some torpedoes explode before getting to me.

Delicious Ships! by BaseCase 2015-08-25T11:09:00

Really nice job of teaching the mechanics!

Melody Muncher by DDRKirby(ISQ) 2015-09-08T11:38:00

My only annoyance is that when you hit the button late, graphically it looks weird that the enemy isn't hit when you're reaching over/through them to hit that specific spot on the ground: the visuals clash with the gameplay.

Other than that though, good job!

LD45 — Start with nothing

Null Is Zero by Sunblast 2019-10-15T11:14:02Z

Nice idea! Level design could probably have been stronger though. Last level has a solution that doesn't involve the blocks in the right area.

I found having to press R twice to reset awkward - in practice I've not found many people accidentally reset in my games.