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Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
202455SummoningDark Ritualcompo3432.562.592.382.792.312.681.892.52
201944Your life is currencyMaster of Coinjam
201635Shapeshiftpulsarjam9932.732.622.602.802.762.422.6151

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 dvdagames

LD35 — Shapeshift

windowframe by managore 2016-04-22T16:21:00

This was absolutely brilliant. Some of the puzzles were really tough, the combat was nice, and the overall feel was great. The window mechanic was great.

I tried all 3 versions but always ended up with an empty black window behind my windowframe "window" after I got my stakes.

I really hope this gets some more content in the future because it's a really cool concept and really fun to play.

I do think the speed of recalling the stakes could be increased, or allow the player to recall them while moving. Some of the boss fights (notably the last one and the one with all the bats) are significantly more complicated because of the amount of time you have to sit still and hold the recall key to get your stakes back and release the screen. Also, walking over a stake on the ground and picking it up would be a nice addition.

Overall, this is probably my favorite game I've played from LD35 so far. Great work!

AntiVaxx by macronoid 2016-04-21T23:24:00

NOTE TO OTHER PLAYERS: Seriously, put this in fullscreen mode (not the embedded fullscreen where the game still sits in the middle of a black or white box, but honest edge to edge fullscreen), you're gonna be moving your mouse a lot and you don't want to click and have it not registered because you weren't in the window.

It took a little bit to get used to the timing on the attack mode, and it did seem like the red cells were too sparse to get very far, but it was fun.

The music was nice and fit the mood the rest of the game created pretty well and the visuals were nice. It all fit together pretty well.

Pegs In Space by Smiley 2016-04-21T21:59:00

The music was really nice and the pace of the game increased in a nice, steady rhythm.

The overall presentation and gameplay was good, but I do think some reminder of what shape is what button would have been nice. It was hard to remember sometimes when making a split-second change between shapes.

Sunshift by guimonpa 2016-04-22T17:20:00

That was really fun to play even though it got frustratingly hard on several levels. I had to skip a few so that I could see more of the game.

Really great work on the puzzles and the pretty large number of levels for such a short Game Jam.

The music was spot on, too.

Hexshaper by excaliburjs 2016-04-21T23:41:00

The game escalates to a very challenging level pretty quickly. It was fun, though.

The visuals were pretty nice. I'll have to find a controller lying around to test the game out with that control scheme, I'm wondering if it will feel better flying around with an analogue stick instead of a mouse click.

Go On A Journey by xWarZonex 2016-04-22T00:52:00

The bow was really great, but it felt a bit overpowered once I realized you could basically just create a wall of arrows if you could get above those terrifying triangles and they'd all impale themselves at some point.

The music was nice and the bow mechanic was really cool. The input for the shape wand thing was a bit cumbersome.

When the voice acting first started, I was like, "Yeah, okay. I can get down to this," then it pushed things further until I was kind of put off by it, but if that's what you were going for, you definitely succeeded. Also, I think you need to disable the "click here for the tutorial button" once the user has clicked it. I had like 6 loops of the tutorial track playing for a bit there.

Overall it was fun and pretty well done.

⬛R⬤PPING ONTO SH▲PES by Ovidios 2016-04-22T00:02:00

I really wish that the music loop was just a bit longer, maybe another 4-6 seconds so that it felt like it changed a bit.

As others have mentioned, having the physics reset without losing what I was clicking to solve the puzzle would be great because as the complexity increases, it starts to become tedious to reclick everything.

It was pretty fun overall.

Scrapmetalship by Four Quarters 2016-04-21T03:40:00

The music and the atmosphere were great. The actual gameplay was a bit slow and the combat felt punishing after spending a bunch of time flying around collecting 6 or 7 parts, the first enemy I tried to fight basically destroyed everything I had picked up. Overall, there could be something interesting here if the pacing and combat were tweaked a bit.

The Cursed Forest by Gametery 2016-04-21T21:42:00

The background music was nice, the graphics were decent, and the basic premise of the game was good. There were a few points that made it somewhat frustrating, though. Also, being able to switch between forms instead of having to go back to the human form every time would be a nice addition.

On level IX, the little enemy on the top right had so little space for you to transform that if the input lagged even a little bit, you were killed. Being able to transform in the air would have made this much less frustrating.

On level IV, if you go up first, you can stuck at the top because you can't jump back up, and then you have to restart the game.

Overall it was fun and as someone else mentioned, the smoke was nice.

Mine Shift by Aumni 2016-04-21T04:40:00

That was pretty fun.

The platforming part was actually a lot harder than I expected due to the continuos forward momentum of the player shape, you have to kind of hold back when you land to give yourself enough time to build up speed for another forward jump.

Overall it was interesting and the sound was nice.

Shadow of the Red Hand by andyman404 2016-04-25T23:01:00

The jump seemed to not always respond as expected, but other than that it was fun and the "furiously smash the jump button for another life" option was nice. I used it a few times on that snail ride.

The stylized art was interesting and the animations of the shadow puppets were nice, especially the turning around animation for the main character/shadow puppet. It was really interesting to see the theme applied in this way. Good work!

Hedron Collider by ProgrammerSteve 2016-04-21T04:52:00

The difficulty jump between the first level and the others is pretty intense.

As someone else mentioned it was somewhat weird that it felt like a rhythm game, but I didn't need to press anything when encountering a shape.

The music was nice and the visual effects were pretty good.

SkinStealer by korvyashka 2016-04-26T00:02:00

Some more direction as to what the player is supposed to do would be great. I think I figured out that you are supposed to identify the monster, get one of the NPCs to help you, and then attack the monster, but I was never able to successfully have an NPC follow me to the person who I found out was the monster because they would switch rooms so rapidly, and sometimes it seemed like maybe the monster wasn't bound by the same map traversal that we were or that it would just skip rooms with plenty of potential victims.

It's an interesting concept, but somewhat hard to grok.

Those Aren't Stars by Gtron 2016-04-22T00:34:00

That was pretty fun and everything seemed to work together pretty well.

One gripe, though, the jump arc of Bree and her wall-stickiness could be really annoying during the platforming parts. I got caught on so many corners it was pretty frustrating.

The boss fight with Radiance was nice, but the health bars kept resetting so I wouldn't know how much damage either of us had taken until we got hit, but then mine stopped updating altogether, so I'm not sure if I almost died or if she stopped doing damage at some point.

Also, when you first introduce an element like a floating platform, it might be a good idea to either a) have it start near the player and move away when they get there or b) have some sort of visual indicator that something is there and it might be coming towards you. I didn't even know the platform was there until I tried several jump to statue sequences and it happened to fly over my head while I was pondering what to do.

The graphics were nice and the gameplay was pretty fun despite the glitchy collision with corners and the platforms. I could see some really interesting wind column + statue obstacles in a future version.

Trial 21 by mooncalf 2016-04-21T05:28:00

Great job on the level design. There wasn't any backtracking once I got a form, you managed to loop the player right back around to that earlier spot where they saw that path they couldn't access.

The sound was nice and pleasant and the animations were good. The chicken one was especially fun.

Disarranged by Sheepolution 2016-04-25T22:48:00

That was definitely not what I was expecting, but it was a pleasant surprise, as was the "Couch Man" theme song.

It was far more difficult than I expected.

Overall, definitely a unique entry.

From crush to slash! by Raphi 2016-04-21T22:18:00

The AI seemed to have two states, impossible to get away from or stupid enough to keep spawning and jumping up into my crushing or piercing attack The final form honestly felt a little over powered, but it took so many kills to get to it, that I guess it balances out. It would be pretty interesting if there were different enemies who only got hurt by certain attacks and you could freely swap between the forms.

The last boss was a bit easy once you figured out how to kite him away and then crush and pierce slimes until you had the slashing weapon.

Overall it was a fun, challenging little game even when the AI was easy to cheese.

Shape Soup by jeroenwimmers 2016-04-25T23:24:00

It was a nice, simple game, but the interaction was smooth. The placement of the shapes and the change in rotation when you hit the wrong shape actually made it pretty challenging as the board starts to fill up.

I almost wished that I could have combo'd multiple shapes of the same type if they were close enough and I was fast enough to help keep the board slightly more clear at the beginning, or that I could shrink and grow the size of the shape at will to maneuver through small gaps and then match the size of my target shape.

The aesthetic was nice and clean as was the very simple sound design.

Shifting Worlds by ichbinkeinreh 2016-04-21T23:34:00

This was a really neat little game.

The light shifting mechanic was nice and level four really showed off it's interesting possibilities.

pulsar by dvdagames 2016-04-21T04:23:00

Yes, you can pick up bullets by switching between the two forms of the ship. If you are using a keyboard it's the 1 key for the default, ship form and the 2 key for the energy cloud form which collects bullets or allows you to drain a significant amount of energy to generate a number of bullets. If you are using a gamepad, it's the Square/X button for the ship form and the Circle/B button for the energy cloud form and X fires bullets in ship form / generates bullets in cloud form.

I'll add that to the game notes, as well. It's in the "How to Play" section, but maybe I should outline it here, too. If you have some time give it another shot with the transformations, the game it meant to be played switching between forms frequently.

pulsar by dvdagames 2016-04-21T04:41:00

@ProjectX593: Thanks for the heads up. Should be fixed now.

pulsar by dvdagames 2016-04-21T05:16:00

@mike.cullingham: Sorry about the gamepad issues, if you happen to see this and can let me know what version of the game you were playing and what kind of gamepad it was I can look into it. I've only got a few lying around to test, so there could be some bugs with other gamepads

I definitely agree on the bullet count feedback. That part of the interface needs a lot of love.

Thanks for the feedback.

pulsar by dvdagames 2016-04-21T05:19:00

@MudFarmers: In my naivety, I planned to have multiple types of enemies and 2 or 3 other forms for the ship. Unfortunately that all got cut when downsizing the scope to be more realistic. Totally agree on the cloud form being difficult to navigate. I probably should have made it just sort of circular with some sort of "eye" or something at the front to help you orient yourself.

Thanks for the feedback.

pulsar by dvdagames 2016-04-22T00:57:00

@F4KETHIS: Yeah I definitely lost a few ships to Deep Space. Thanks for the feedback.

@ElliotFiske: The controls ended up being weird on the controller and the gamepad, I think I need to go back to the drawing board on them, but yeah I'm thinking a KB+M combo like in an FPS, you move forward, backward, strafe left, and strafe right with WASD/Arrow Keys and then control rotation, firing, and shifting forms with the mouse. The gamepad will probably use the analogue sticks and the trigger buttons instead of the D-Pad and face buttons. Thanks for the feedback.

@mf1214: Thanks! I definitely need to do something with the edges. I initially liked the idea of being able to swing out and turn around and come back through, but you can't see anything that's going on and it's really easy to get lost out there and never find your way back.

Shape Escape by legavroche 2016-04-22T00:13:00

The beginning is a bit boring and then as you start getting to the point where the ground is near the top you start to feel like the coins aren't showing up fast enough to potentially stay alive. It seems as the ground's upward rate increases, the coin frequency should also increase. It might also be interesting to mix in some times where there is more than one coin that spawns so that the user has to start making choices. There's a sweet spot right around the ground being between 30-70% where the gameplay feels just right. If the slow build up were shortened, this section extended, and the ground pace slowed down again once you passed like 75% of the screen, I think it could increase the fun factor by maximizing the time spent in that sweet spot where you're really enjoying it.

Also, I really dig the wiard/ninja/blowfish sprite.

Connected-Souls by MayankUnreal 2016-04-21T04:19:00

For any other OS X users having trouble launching the game, here are the steps to fix it:

1. Open Terminal and "cd" into the directory where you extracted the ".app" file for the game
2. Run the following command: "chmod +x Connected_Souls_MAC_By_Mayank_Unreal.app/Contents/MacOS/*"

Overall the game was pretty fun and did a good job of teaching you some of the transformation sequences to overcome obstacles.

I think the buzzsaw/door switch at the end of level 2 could have it's safezone under the buzzsaw adjusted, though. For that early in the game, the margin of error is a bit too small. Once the player is more comfortable with fluidly moving between the two forms, that level of difficulty in an obstacle would be fine.

Shape Shuffle by BitDare 2016-04-21T05:41:00

It was fun and interesting, though it was hard to tell what was actually solid ground and what would end up with you falling down into a pit you may not be able to climb out of. The sticking to walls thing sometimes messed up jumping over small stair-step obstacles, which was annoying at first, but after employing some creative wall jumps, I appreciated it and learned to time the stair jumps better to avoid the stickiness.

It was pretty fun, though maybe a bit too ambitious for a game jam, interested to see what you do with it.

Shifty Shapes by MudFarmers 2016-04-21T05:00:00

It was fun and got really challenging as the transformation circles started to move more, it was tricky to learn to nudge shapes to safety when you couldn't absorb them yet.

The particle effects were nice.

level dog by Remynfv 2016-04-21T03:49:00

This is a pretty fun little game. The patterns are pretty easy until that candy corn comes in, and the randomness and humor of it kept the fun factor pretty high.

Shape Through by Ropiet 2016-04-21T05:08:00

Man, the difficulty level really ramps up fast.

I really liked the music and really wanted to hear where it was going, but died every time it felt like the music was getting really good.

A checkpoint system or a more gradual ramp up of the difficulty would be great additions.

Overall it was fun and the visual effects were nice, though a limit on the brightness of some colors might be nice, it hit a really bright red and green a few times that actually hurt my eyes a bit while playing.

Starmorphosis by webadev 2016-04-21T21:53:00

I think if the game's height had been a bit lower I would have enjoyed it much more. I had to scroll down to see the bottom of the screen where my ship was, which prevented me from seeing the color indicator and also meant I had to scroll up quickly near the end of the level to try and miss the final obstacle.

Overall it was a fun little game with challenging, but not too stressful obstacles. The music was nicely paced for the speed and difficulty of the game.

LD55 — Summoning

LD55-summoner by notime4games 2024-05-03T19:37:25Z

Art and atmosphere are solid. The breathing/moaning sound while moving is a little much, but the rest of the sound effects are nice. The summoning animation is pretty great.

FEED THE CORE by GlacierEclipse 2024-04-23T16:55:41Z

This one was tough. I think defeated enemies despawn maybe just a bit too fast for the absorption mechanic, or being able to hold CTRL and move them in continuously while still deflecting attacks might be a nicer mechanic. Mistiming a deflection also felt very punishing.

Had some fun with it. With some music, some polished sprites, and some difficulty tuning it could be a pretty solid little game.

Dark Ritual by dvdagames 2024-04-15T02:30:43Z

Can’t get the Godot export to work with the LD Jam Site.

The embedded HTML player on Itch.io seems to work, though.

I’ll try to get some more exports up tomorrow so folks have more options.

Dark Ritual by dvdagames 2024-04-15T22:40:37Z

Thanks, @gemcc!

I forgot to add instructions that the “R” key will reset the current screen in case you find yourself stuck.

Dark Ritual by dvdagames 2024-04-20T11:25:01Z

@ellaris Good points!

There wasn't much time to get into "lore," but the general idea on the ghost vs human form was that the gameplay takes place in some temple and the ground is consecrated, so the ghost form is tainted from the blood ritual or something and can't enter the consecrated areas.

Thanks for playing!

Dark Ritual by dvdagames 2024-04-21T16:09:33Z

@x0tero I finalized that room that literally the last minute, so edge cases like that definitely exist and only the happy path was tested. If it’s any consolation, that’s the end of what was built for the Compo anyway.

Hellcaster by p-r 2024-04-20T11:06:34Z

As I think a few others have mentioned, it might help to have a tutorial mode where things are turn-based rather than timer-based or a little playable intro that covers the rules. Trying to learn a somewhat complicated mechanic while a timer is ticking away and things are happening is tough. That guitar audio is slick.

daydream by Mathstr0fficial 2024-05-02T22:51:03Z

Liked the disappearing enemies that would move around - their collision box staying present while invisible made it a little easy to predict where they were going to be if you were chasing down the last one.

Sound was nice. Great effects and pleasant BG music.

Some confusing hit/damage boxes, but given the time constraints that's not surprising.

Fun little entry. Good job!

Dimension Duck by gemcc 2024-04-16T19:32:49Z

Nice little experience. Movement speed in the beginning is brutal, but you can use diagonals to move a bit faster. Got surrounded and beaten mercilessly a few times.

Loitsumaali by vinzBad 2024-04-16T19:44:30Z

Liked how it was set up, but the drawing was a little too strict for certain shapes and your mouse would lose the line sometimes. Still a neat idea.

Meteor Portal Siege by GettingRekt 2024-04-23T17:27:08Z

Did not understand the drag and drop on the rotation, but had some fun with popping a meteor out and then recapturing it by moving the green portal. Definitely an interesting mechanic.

The Colossopteron by cagibi 2024-04-19T23:16:54Z

Agree with @denvil, missing a double jump was a bit punishing, but overall this was a fun little experience.

Polymancer by Maxthedoom 2024-04-20T10:54:18Z

Things got very serious around level 7. It felt like the difficulty curve really accelerated all the sudden.

Whispers of Lyra by milq 2024-04-20T12:18:37Z

Enemy bullets were a bit too punishing without much of a way to deal with them or better air control to dodge them. Humor was great. Overall it was pretty fun.

Arcane Ante by Rob6566 2024-04-19T22:53:43Z

Interesting and the bass line was fun, but it was hard to understand how the card previews worked. When purchasing a card, it would be nice to be able to see what you had already played and what was coming up to help inform the purchase.

Genomancer by Ravernt 2024-04-23T17:08:49Z

Pretty solid little experience.

The power curve was interesting. It felt like I steamrolled a bunch of them and then suddenly got rocked because of my hubris trying to see how far my dream team could go.

Liked realizing that if I ended up giving one a bad power I could summon something new and drop the one that inherited a bad power onto the new summon to get the power level back and just lose the mutation powers.

Familial Familiar by ellaris 2024-04-19T23:04:37Z

Sound track is really solid. Humor and mood were on point. Surprised the final battle didn't totally lock up the browser, had some slowdown, but it kept chugging along.

Astro Heart by quasilyte 2024-04-20T12:05:19Z

Being able to quickly copy and paste, insert a new item before/after another item, undo/redo, etc. is super helpful when dealing with visual programming and these quality of life features become more important as the complexity of a programmed chain increases. Would love to have a quick reference to hardware - like which weapon is equipped and what are its stats - when programming the weapon logic.

Definitely an interesting concept.

The Fifth Seal by vivid-hallucination 2024-04-19T22:34:45Z

Some interesting storytelling and a really great mood and world building.

Hello, Me by ZeroByter 2024-04-20T12:27:05Z

Sound track could use just a little more variety, but there's some solid retro tones going on. The movement felt a bit off, like most of the time the character would move a fixed amount in any given direction, but then sometimes they would move just a little bit. It made it hard to actually interact with some of the items on the ground because it was hard to line up with them.

Eulerian Demons by ghettobastler 2024-04-16T13:28:18Z

Some of the shapes get pretty tough to figure out, but it's a fun little game to play.

Infernal Refreshments by MissingPixel 2024-04-16T13:20:03Z

This sound track is :fire:.

Heaven Divers by ThomasZane 2024-04-20T11:21:33Z

Got so focused on the arrows and the order they were in that I couldn't really keep track of what was going on or why it was happening, but it's an interesting idea to have to balance so many different tasks.