our god lives underground by Andrew Shouldice 2014-04-30T00:48:00
how you do that tho
Foon → Ludum Dare Explorer → Users → elliottd
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | 👥 | RingCastle | jam | 1100 | 3.30 | 2.56 | 3.06 | 2.82 | 4.30 | 3.20 | 4.03 | ||
| 2019 | 45 | Start with nothing | Diablo But Witches | unfinished | |||||||||||
| 2017 | 39 | Running out of Power | 👥 | Repair-5054 | jam | 4.00 | 3.85 | 3.85 | 4.28 | 3.85 | 3.83 | 3.80 | 4.00 | ||
| 2016 | 35 | Shapeshift | Bitten | jam | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Crow Wing | compo | 244 | 3.55 | 3.26 | 3.72 | 4.06 | 3.81 | 3.13 | 2.03 | 3.47 | 63 | |
| 2015 | 32 | An Unconventional Weapon | Monster Pillow Fight | compo | 1119 | 2.24 | 2.00 | 2.52 | 3.33 | 3.43 | 3.00 | 2.41 | 24 | ||
| 2014 | 31 | Entire Game on One Screen | Destroy Snow Men | compo | 644 | 3.12 | 3.12 | 2.73 | 3.74 | 4.38 | 2.61 | 2.68 | 2.72 | 53 | |
| 2014 | 30 | Connected Worlds | Cloud Connected | compo | 288 | 3.48 | 2.91 | 3.15 | 3.70 | 4.21 | 3.26 | 2.20 | 3.48 | 47 | |
| 2014 | 29 | Beneath the Surface | Exile | jam | 283 | 3.35 | 2.97 | 3.10 | 3.26 | 4.16 | 2.13 | 3.38 | 51 |
how you do that tho
Excellent entry. Congratulations! I had some trust issues with the interaction (i went around spamming space on the same objects multiple times), game could have done a better job reinforcing the use mechanism I think. great audio and narrative, nice colours. well done.
The narration did a great job of keeping me in the game. the movement system was interesting. The super shininess made everything look like it was made of silly putty. Very nice entry.
Very well done.
nice job. nice audio.
Impressive art, good look. bad feel. the control acceleration, camera problems (no fault for that), little feedback, and bouncing eating my jump input. Kudos for third person 3D attempt!
Movement is kind of stiff, requires a fast twitch reflexes. hit boxes are pretty cruel. you could make them half the size they are and things would feel a lot more natural I think. Felt like a complete experience, though I had to brute force the boss and felt really drained by the end. Good job!
have my babies
Really cute rover. it's very expressive for something simple. good job.
that shit is dope as fuck
I think the underground effect is really neat, though you end up not really looking at the terrain. the slow pace discouraged me from looking up as well, I think. Good job
my missiles were a little unpredictable, sometimes going a bit further than the cursor and sometimes just continuing on without detonating, not sure if this was by design.
could not run this. the folder contains a file with no extension. I gave it an exe extension and got an error about 64 bit vs 32 bit. My operating system is 64 bit so it shouldn't be a problem?
Very well done. Check that ledge grab! Nice music, good mood. wasd work to control the character, but w doesn't work to activate altars or use doors. that's a little strange.
Wow, fantastic. Great to see 3d, animated games. I love the player holding their hand up when walking into the sun. Also like the flags for an exploration mechanic. better camera control would be nice, also there is a bit of competition between picking up a flag and accidentally placing a second one, not a big deal though. Great work
very fun, couldn't get the level where you move the teleporters. I like the signalling on the throw wind up. I think the game would have benefited from maybe a quarter second long effect when you go through a portal or a door. Good entry, congratulations.
voice over makes the simple visuals work, though I had trouble understanding what was being said. I tried gamepad controls and the sensitivity for the right stick was so low it was unusable, had to switch to mouse. Maybe I could control the sensitivity runnign a standalone build, but I played the webplayer. Good default settings can go a long way, try to budget your time to have some more play-testing before submission.
There is a graphics artifact that presents as an obnoxious step in the size of grid lines at certain distances away from the player. This could be solved by disabling mip-maps on the grid textures.
Good job, nice entry.
Feels like a complete game. some control stiffness, some things could be communicated more clearly, sound and colours are a bit harsh. there is no death or reset condition for falling into the sky. Nice work
very fun, good job
great game, wonderful degree of polish.
Fantastic feel, very juicy. Sounds and visual effects are very intentional and polished while still feeling raw and simple.
I like the super cratebox style weapon variation. also love the theme reversal on the targets. you are saving them with ice instead of killing them. sounds and music go nicely with the visuals. good job
Neat environment. It ran pretty slowly for me (15fps or so), and I think you might have had some frame dependency in your motion. it felt like huge inertia on the character, molasses to start and skating to stop. I didn't craft a stairway to heaven, but it seems like a cool mechanic!
Thanks for the comments! I made a whole system for the held objects and interaction and planned a bunch more puzzles, but had to cut most of it for the sake of finishing at all. I will definitely do a post-competition update and just make a bunch more levels.
great, lots of fun, compelling mechanic. One thing I don't like is that the top of your head can touch the lava and kill you. player needs a shorter hitbox than the graphic.
really nice mood, music, colours, and sound effects are really nice together. I flipped the ship sideways when I entered it because of the key input collision on E. you could fix that by having the ship require you to release E once you enter it. I thought it was strange that the ship felt so restricting (restricted view, much slower turning speed, and possibly even slower movement speed), but it definitely felt very cool. I just wish I could go to places faster.
This was a little confusing to start but after a bit, i understood how I was supposed to play and it was pretty fun.
I feel like i was fumbling the launches right until i stopped playing. I couldn't easily find myself on the map. Buying rope to get to another planet is very basic. I like saving fuel with good throws, but extra fuel doesn't seem to save you very reliably when you miss a planet. Planning out a route is pretty interesting though.
Could do with more clarity on how to play, or better, an easy starting level to get you familiar with the mechanics.
Good work
Very playful in looks, music, and interaction. I really like the exploration of the feeling of jumping to other space objects. Mouse input was stuttering, (ignoring input entirely alternating every half second or so) which made looking around laborious and probably compromised the intended feel a lot. Good Job!
This is so great. everything feels great; motions, sounds, music, responsive controls. It is mysterious, I feel like I was in danger of upgrading myself to death, and what were those red and white ones that came closer when i clicked them? My confusion doesn't matter though, because the feel of the game was so good that it would be pleasurable to figure it all out in time. Love it. Good job.
looks great, music is good, not on board with the poop sounds. I could only make three plants, and then they were generating the small seeds/poo and it just comes out the same... gross game. good work
great visuals, good sound. fun to move around but I started to get very uncomfortable fighting gravity wells. Good job
nice work, it seemed like there was not much to do in first person, and it might have been less disorienting in third person. cute cats and enemies. I like the ones giving support from on the walls.
good work. the climbing speed could match the animation speed closer, there is a collision detection problem where you need to leave the rope you jumped from in order to catch it again, I think you could have used a timer to let you grab the same rope without having to move out to the side and come back. Also some more dressing on failure instead of simply restarting, though instantly restarting is nice in that it encourages me to keep trying.
nice game. I would like feedback when the powers are activated. also no reason not to have the numbers right on the icons, I thought the 2 was a z when the message played and then was pretty confused and considered starting over. I think you could give the player a generously small second hitbox just for death on fire and spikes (and especially for the water). Instant restart is nice for hammering out failures (like in super meatboy), you just need to make it so the music continues instead of restarting to keep it from being annoying. good work!
pretty responsive controls, sounds are weird and a little repetitive. the delay on the failure condition (seconds after touching poop and hearing the sound) is a little confusing. Nice work
feels like there is a delay in firing, not sure if that is a performance problem. game seems a little simplistic. I think it could have used more juice on the cannons (like jumping back and angling up and faster bigger particle effects). good work
The awkward acceleration on the character fits the theme of the game well, wonderful degree of completion
really nice mood. I like the interface. well done
wow really cool. pressing shift a couple times triggers the sticky keys popuup. consider using a different key. really nice work. I think a persistent game (inside the game) world would be neat in that it would make you hold two mental maps at once. the level structure of the 2d game sort of means you don't need to do that.
the control is smooth but it feels like there is some inconsistency in your jump height. I couldn't reach the crates, so i thought they were going to drop. when they didn't drop i found you could wall jump, but then I could also just jump high enough sometimes? I guess it's a doubling velocity thing with the air jump. I would reconsider how you implemented that. maybe use a maximum or a container of distance to give instead of just a velocity or acceleration boost. Good job!
nice work, seems to have a high degree of completeness, though i think the map that was generated for me had no connection to the door the key was for.
Space will start the game from the title screen. If that's not working, it could be that the player doesn't have focus (might need to click into it after it loads). I'll do some tests to look for problems with the web player
AdventureIslands: Thanks! yes, this was all I could get in, there is more I am working on for the post jam version. The backflip doesn't do anything the punch doesn't and it's slower. It just looks cool. The plan is to have it and another kick do something special as well as do more damage than a punch. Thanks for the feedback.
really annoying. five stars
really neat use of the mouse for operating the joystick and punching the distraction guy, worked really well with the 3 buttons. and i like the third button managing something that is not in the game, though i dislike that there is no reason to not be pressing it and you can't hold it down. also everything is really quite ugly (sound, graphic style, fart jokes, smoking) though I really respect this work despite my distaste for it. Really well done.
Neat that shooting is controlling your position and rotation as well as removing obstacles. nice blur effect for spinning.
great work. I really like the screen swapping mechanic. I think the character control would have felt a little better with a faster acceleration to their max speed.
nice work. lighting adds a lot to the mood. could really use a little bit of velocity for the movement
nice accelerations on movement controls. I think ending the level immediately when i collect enough greens is a little jarring and also sets up some confusion when grabbing the first green the first time you need more than one (does scaling down mean something new?). you could have all the dots freeze while the collected green scales and while the sound plays. nice game, i like how it gets right to it!
nice very soft lighting on everything. I feel like the player should have a higher acceleration to feel responsive, but as it is it feels like you are on ice so maybe that was the intention. the fail message is a little harsh. my character got off of the 2d plane (went into the background a bit and fell off the platforms. you might be able to fix that by setting the constraints on the character's rigidbody. if you have implemented the character without one, you could explicitly set the character's z position every frame. good work
I found the interaction boiled down to matching the speed of the people and drawing a diagonal up or down. I think that felt kind of awkward with mouse input. the way customers could pass through you seemed to deny the illusion of a physical interaction. I think there is a lot you could do to make that feel better. nice scoring system
This is really good. the drilling animation is adorable. sound design and visuals are nice and go together well. wrapping screen is cool. I dislike the inertia on the character, otherwise the control feels good. You just need to have better higher acceleration to a limit
nice. pretty fun. I found a couple things confusing. You made a really nice hurt effect, the screen goes red and winces and there is sound, but you used that when you kill an enemy and used no effect when you get hit besides your health going down. upgrading your movement seems to not stack even though you buy it again, or maybe it degrades and you choose to upgrade it again each wave? that could be more clear. you could use rotated line sprites instead of dots for the trails. Good job
seems like a neat idea. I was getting very strange drop in frame rate whenever moving one of the hands which made it unplayable (and a weird noise but that's likely to be the intended sound). not sure. I like the simple art style as well
I like the robot snowmen and the colour scheme. the movement is a little stiff but responsive. I don't think snowman can escape.
nice job. consider using a short acceleration to a max speed for player movement. that might make the control feel a little better.
nice colour palette. controls are responsive but stiff and you get stopped a lot (walls, changing direction sometimes, attacking, and sometimes just for no reason?). can't attack up or down, but it seems fine. I wasn't sure if the game closed because I defeated shirtless buff santa or because he defeated me. probably he defeated me but there was no indication. nice game.
This would be nice with touch controls. it's too awkward to move my mouse like that. really nice.
good work. same feedback as everyone here. start with more time to make a couple and understand how to play and then shorten the time. a visual indicator of how much time would be good too. also maybe scoring only begins once you get down to your 0.4 second window, if that feel important. you could show 5 symbols that get completed and crossed off as you complete the long duration intro rounds.
i was confused about the controls, i missed the R to light the fire message and it seemed I couldn't pick up the logs even though there was a carrying count in the top next to the sticks. could use a little bit of velocity to the character movement. good job
nice work
Not really into fart jokes but the control is responsive and fun. there's a lot of world and interactions throughout. good job
I felt the only thing this was lacking was a consistency in the targeting. it was easy to drop a piano on yourself when you were climbing up a ladder. I think the ray should recognize that it was over an enemy but still penetrate to the floor behind it
wow, so jealous of your player base, haha. great work with online multi-player, you need a remote procedure call to get the opponents guns to show they are firing.
you could use some time to convey the game state result before switching to the next level. mice or cats changing movement or colour then could help indicate what happened (mouse got the cheese/cat got the mouse). are the big mice dogs? good work!
the melee attack also shoots bullets. it might feel more special if it did not I think. Good work
windows link seemed to not be working
Really great read. So much atmosphere and mood through choice of words and colours? I don't know. pretty magical. Great job
Great use of colour and nice rendering and paralax with the environment. good that you have a fleshed out set of sounds and ambience. I wasn't a fan of the use of developer voice acting. Great entry!
I didn't play long enough but I wanted to rate it now and come back later. Excellent soft colours, visual style and effects are great choices. control is good and it feels like a big world is there.
Really simple generated sounds and ambience could have added a lot.
Excellent entry.
wonderfully polished and cute
really great entry. I love the time lapse effect, especially the random tinting. and no score, it's just really pleasant
Really great love letter to Downwell
I couldn't stand the wait of restarting after hitting the first spike twice. the text in the background was talking about shawn in the third person and then to said the ghost was me in the second person? maybe there is a narrative theme in there I didn't get to. game just seemed to laugh at me for not getting it's joke about the level difficulty i guess. Nice entry
I know that music generator! I think the sounds were a little harsh. Try pitching things down or use a low pass filter (in audacity) to make sounds a bit softer. good job!
super jank but pretty fun, good work
really nice entry, It would have been friendly to put "A" and "L" on the first level. there was a period where i didn't know what i would control on the screen and thought i was affecting the spin of the first star (which is a nice little animation by the way). I also found that dragging a wing does a seemingly unfair amount of damage compared to a bump
wow, this is totally great! reload and switch directions against shoot and step back is a really good balance. all the effects (visual and sound) were great and chunky. i really appreciate the no fail for a jam game like this. plant with a gun is also the first thing I thought was funny this ludum dare
this is very fun, good job
it seemed to grow upwards too fast for me. I wonder if that is a frame dependency problem. really nice entry
really well done. there's something disorienting about the quick transitions and the alternating colours i think. I found i had to double check my move a lot. I love the factory stamp placing the new player on restart, and the meat grinder sound when you fail.
nice work. automatically switching to the seed bag or the grab bag is confusing. also i expected watering plants to take one charge from the watering can. maybe effects and numbers popping up could make those things more clear
it's like typing of the dead, i love it. I wish there was a way to cancel the input (when the bug you are trying to get bumps into you). also I was a little confused about the order of the inputs in the top compared to the bugs and whether you counted right-facing bugs from their butt. good job!
this game is so good. there is so much character just in the mouth opening and closing
Really fun. I played for a long time and I'm going to come back to this later. I played with a gamepad and I thought the analog stick for movement didn't feel great, I got used to it though. a couple times, i would build a raft and then immediately launch and forget to bring something with me. I wonder if a pause right after completing a raft or bridge would help that
my balance grew by -400. good entry. for some reason I am remembering it with robot voices but it certainly didn't have those
it feels very floaty, you could try a much stronger gravity and more jump strength to make it feel snappier. maybe the low gravity is better for network play
wow, this is great. normally I don't like the asymmetric control (one button switches, the other is an action), but I think you've hit a sweet spot with the speed of turning and the range to cover. I love how gentle the puff sound is.
I couldn't get the game to start with a ps4 controller on a mac. could be a the controller axes are different. left trigger also exited the game, or crashed it
this took some time to figure out but it is fun to play around with. I'm not a fan of tool tips or snark but that's just me. nothing indicated you get water by clicking the flower, so one cocoon wiped me out and i got confused. I guess it was lucky that the cocoon didn't end the game when it couldn't take what it needed per second. Congratulations on your first Ludum Dare!
really nice entry. nice colours and feel. the planes seem to add a lot of pressure mostly because the of the diagonal the bullets make; when i was late shooting down the plane, i still got hit most of the time, it's hard to jump over them and they reach pretty far across the screen as it scrolls.
the first time i ran the game, the character didn't show up, which could be a bug. score was counting, couldn't be hurt destroy things.
good visuals, really nice rooms. I found it was easier if i focused on the shapes of the symbols.
super awkward controls, like programming a VCR. Good job
I like how the wandering in your direction makes the simple turn-left-and-right controls interesting. good job on the growing animations. I wonder if having the end of the player show its direction (like an arrow head instead of a circle) would make it feel a little less out of control. some subtle ambient music or noise would have added some more mood. great work
nice game. I like the sounds and the colours you used. The swinging is compelling with a lot of possible variation. I felt a bit of strangeness sometimes: the rope attaching to the ceiling below my cursor when I am pointing at a wall, abrupt change in velocity when you let go of right click (sometimes this feels good, and gives a lot of control too though), the rope will push you to the side when you swing on a point lower than you.
great animation/drawings! It seemed like my paw always comes up obscuring the next cat i want to look at. also the whole game seems to be played in the bottom left of the screen. you could think about repositioning those elements.
The asymmetric controls (harder to turn counter-clockwise) don't go well with the pressure of dodging bullets. I think it would have been a little better to frame it as more of a decision and move system. good work
Very fun game. I enjoyed the accomplishment scroll ending. Collecting bats was a little frustrating, I thought. a bit of a bigger collection radius would have made that feel OK I think. it would lower the challenge a bit, but I think that would be worth it. Gliding, flipping and shooting felt very good once I was competent at it. Good work
Wow, great entry. nice way to incorporate the narrative in single lines across levels. I like that the controls are so simple, you are basically picking where to stand, but it's still very engaging. great work
great entry. choice of soft visual effects and simple shapes and colour palette make a great mood with nice music. I like how the collection sound fits into the music and lets you participate in a way. I get lured in by the white dot witting too close to spikes. also i think the pile of blocks you need to dash through should have been a different colour than the spikes.
Haha, that's a great entry. great music, sound, and visuals. very cute. I hate two button menus though!
Good entry. The cubes feel a bit spongey and sticky and that feel could maybe be altered by tweaking physics or friction settings. I found that I stopped trying to make strategic decisions and fell back on clicking cubes agitate the play space when things felt stalled.
Really neat resource management with only one resource. I like that you need to manage to have time with no guns firing to get recharged quickly. Great work.
Really nice entry. Very relaxing and engaging. I was confused about functionality (sorry, i rushed in without reading). I think things could have been cleared up a bit by making more information (resource counts) visible on most of the screens. Alternately, some feedback for actions indicating changes in resources would be good. I thought catching scrap with a trackpad or mouse was too precise and challenging, which detracted from the mood, but I bet it would feel really good with touch input. Good work
Very nice entry. Using the physical shapes of letters is very awkward and made for an interesting mechanic. I wished there was a way to clear letter slots; I felt like i had guessed wrong and blown my chance once (with the three balls)
I could tell that the bombs were intended to be bad, but I don't feel like that was reinforced enough. I had to pay attention to the bar at the bottom to decide if it actually mattered or if i could just plow through them. I think it could have added a lot to employ some screen shake! Well done.
very good, relaxing puzzle game. i like the low res and 3d style. feels good to just figure out the puzzle without instruction and move on at your own pace. A level indicator could be good to communicate to other players where you got stumped, but only if you thought that wouldn't distract from the peaceful atmosphere. great work.
I found your game maddening and silly and liked it a lot. I liked the opportunity to contemplate while descending infinite (?) stairs.
Really nice ambience in the art and music and in the mechanics and puzzle. I liked discovering how the different nodes worked. The controls for connections on the green nodes were a bit confusing and i thought the split connections were permanent (or maybe it's possible to be stuck and not able to disconnect it?). Good use of the theme.
Nice layout. The game built an anxious feeling, and the tension drove me to finish. I liked that you could shoot the flame things. Good job.
Nice level of completeness. I came back for more a couple times after thinking there was no winning. I think the sad part for me was realizing i was living in my plan for many days ahead and not enjoying the moment. I executed a plan to gain two raises as fast as possible and eliminate dishes completely by always eating out. It took a long time like that, but i got another raise and made it to the energy positive and money positive side of the mechanics. By that time i was wishing to go back to eating at home. I'm actually surprised that eating out didn't give an energy bonus, but i think that was a good choice. I also personally derived some joy from seeing Dolen eat (and getting to read the meal names, even though most sound bleak). My strategy tip is to let the dishes pile up and never wash them. The laundry needs to get done when there are three pieces. but let everything go another day if you are at 3 dirtiness when you're going to bed, and have a shower in the morning. You gotta clean the floor as soon as you can once the mice show up. Doing tasks early is a waste of resources. I played to $3100 on the last game. great work.