Foon → Ludum Dare Explorer → Users → Duncan 3
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | liver | compo | 2.80 | 2.60 | 2.40 | 2.90 | 2.00 | 3.30 | 2.20 | ||
| 2023 | 52 | Harvest | Cropsweeper | jam | 562 | 3.25 | 3.00 | 3.79 | 4.03 | 2.74 | 2.35 | 2.41 | |
| 2021 | 48 | Deeper and deeper | Sleepwalker | compo | 244 | 3.71 | 3.78 | 4.19 | 3.82 | 2.73 | 2.69 | 3.16 | |
| 2020 | 46 | Keep it alive | Spread | jam | 1347 | 3.44 | 3.13 | 3.63 | 3.81 | 2.81 | 3.23 |
i was able to teleport below the ground by building up speed on the edge of a platform
interesting idea but its kinda confusing
cool idea, it was a bit confusing what you had to do but thats probably a good thing
I was hoping for the rewinding to be useful outside of fixing mistakes, but it's still fun anyway.
i pronounced gert with a g instead of j
i got a so deep from this mario.png
this is pretty fun when youre controlling both at the same time
this was a really interesting way of doing time travel
if there was specific area for the requests, and the planting area was separate, i think it'd keep the feel of it being a mess of papers but make it easier to manage the plants. i like the gameplay of having almost no money, so you have to try to find orders you can fill with your existing plants.
i won with a score of -5425. i walked like 7 miles slowly killing the big harvesting thing
i like that items you have picked up act as a sort of health, instead of just directly having health
being healed by killing enemies is nice. i ended up bumping into some things because i thought they were only background elements
the ice was a cool mechanic, and the second half being about completing all the levels again but faster was fun
i like that you have to choose between either getting less expensive upgrades that are more immediately useful or saving up for one of the big ones but leaving yourself more vulnerable
when you have all the cacti planted it feels like there's too many flowers for you to collect. if you plan on expanding this game after the jam it could be interesting to do something with the extra flowers
ouch
reached a millionmillion in click farm.png
best interpretation of the theme
this wouldn't really work outside of ludum dare, but this was great as a ludum dare entry
i think this could work well as an idle game. being able to automate the mining in some way would be interesting
this is an interesting mechanic, but i never ended up figuring out how to logic my way through it. if the numbers were visible on each crop it might make it easier to understand
this was an interesting and fun game. i think having an icon for what attribute the card is affecting would make it easier to look through the cards
the page might not be set to public
i like the fact that when you kill an enemy in a horde, you aren't immediately able to harvest it and have to navigate around
the interactions between plants make it interesting to plan how you're going to move things. i have no idea how, but my brain somehow blocked out the entire right half that shows interactions, and seeing it now, that's a really nice way of explaining the interactions without using words.
i feel like losing half of your resources is maybe a bit too harsh. losing all the resources you got during the day might work better as a punishment. i like the fact that the rocks start out as just a background element, but you're eventually able to harvest them.
this was an interesting game. it was interesting to plan around leaving spaces open in a certain way so the most pieces could fill it.
this was fun. i like how the 1 star crops are still useful later in the game. i think a small tutorial would be nice (ex. explaining that you have to drag the cards onto the research boxes)
i like that the inability to put the batteries down was used in the last level as a puzzle mechanic. with how the battery recharging mechanic currently is, it's just waiting under sunlight until it's charged. if the battery charging was related to something other than time, i think it'd make it much more interesting.
the movement pattern of the enemies was an interesting way to make them hard to hit
i like that there's two different bees to choose from with their own strengths and weaknesses
i think if this was on a smaller board for the earlier levels, it'd be easier to figure out how they're going to interact. i was still able to solve most of the levels, but didn't understand how
it'd be interesting if there were levels where the same program has to work for multiple test cases
pretty fun game. i'd suggest maybe giving the bullet you shoot some kind of use
it's very easy to get a lot of flowers. it could be interesting to add more challenge once you get to a certain point
the rules are simple, but it leads to surprisingly interesting puzzles
the difficulty near the beginning is good, but once you get past a certain point, it becomes basically impossible to fail. speeding up the water after a certain point or having seeds that block your path upward might help with the difficulty later in the game
the puzzles were really fun and challenging, especially for something made in 2 days. this reminds me of one of the games in last call bbs.
the mechanics were a bit confusing, but this seems like it'd be fun if you know what you're doing. if the mechanics were explained more it'd probably be less confusing to learn.