FoonLudum Dare ExplorerUsers → emk4

emk4

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202352HarvestšŸ‘„Crop Dropjam4243.483.423.173.963.322.812.452.98
202250Delay the inevitablešŸ‘„Reaplechasejam8193.443.433.524.053.552.942.532.94
202149UnstablešŸ‘„Funstablejam8333.463.173.293.204.003.583.133.41
202047Stuck in a loopšŸ‘„LšŸ—˜šŸ—˜p Labsjam1314.083.783.954.403.663.362.313.26
202046Keep it alivešŸ‘„Keep the Dark Lord alivejam23892.782.603.393.762.552.86

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by emk4

LD47 — Stuck in a loop

Kiwi Intergalactic War Initiative by Iak 2020-10-08T20:45:17Z

The music and sounds fit the game well, the idea with the orbiting objects is interesting and seems to work well, however I must admit, that it's not completely intuitive and I wasn't sure if I had completed the level once all ducks were gone and nothing happened.

That Time I Was Held Hostage By Some Loop, So I Followed The Road And I Was Fine by alaah 2020-10-08T22:03:34Z

The atmosphere with these angry nightmare scribbles worked really well. I especially liked the glitch effects and how the ending somewhat resolved the built up tension.

However I can't say that I knew what I was doing. Maybe I'm wrong on this and the game works differently, but it felt like some "target"-areas being more glitchy, which was a nice indication, but sometimes I had already been i these glithy areas and sometimes there wasn't much indication at all -- I think it would have been nice if the glitchyness would have been dynamically applied based on distance to the target. Maybe also glitch some of the grass and mushrooms when the player is on the right track. As for the invisible walls in some places it might have worked well to just densify the forest a bit more, as there already is the forest setting.

Anyways respect for putting all this together from scratch. The voicing was fine and I think really added to stumbling through the forest.

Layers of time by Kaldrin 2020-10-19T20:28:11Z

Good job, the concept works quite well and the controls and different mechanics are introduced nicely. The game looks really minimalistic and clean, distinctively colored interactive elements and even details like the particles when moving :thumbsup: At some points there seemed to be some weird texture wrapping going on. Like pointed out in previous comments at some point I stood around and waited for the timer to pass and tried buttons to skip it, but given the length of the time it's only nice to have. In regards of throwing of the cubes I would have preferred the control the direction with the mouse or the second analog stick, as I sometimes fell off of things when trying to aim.

Spooky Mansion by philipprapp95 2020-10-19T21:03:21Z

Interesting take on the loop theme. Although the character moved a bit wonky around some parts where I felt to get stuck a little and some lighting came from unexpected spots, the setting and atmosphere worked well. Very satisfying to get all the pieces together in the end after a thorough investigation of the mansion. Apart of duplicate E actions, the UI could have used a little bit clearer distinction between available and disabled options.

LD49 — Unstable

Chain Reactor by sanojian 2021-10-10T13:39:18Z

Nice implementation of the theme and interesting mechanic. Unfortunately the concept wasn't directly clear to me. I think some scale of heating-/cooling-effect and energy production could have helped

Cleaner of the Crumbling Keep by andy593 2021-10-10T14:07:12Z

Although it's a basic concept, the mini-games worked great with the growing pressure. The though of this janitor doing these tedious chores really was quite humorous.

SCOT & BOB Save the MECCA by Isaac Winkler 2021-10-10T14:28:05Z

I like the idea and how these structures go with the theme, however sadly I had some trouble with the building mechanic as well. Sometimes moving the mouse by millimeters seemed to drop of the elements completely differently - especially when dropping something need the edge of the screen. Maybe some sort of projection of the element would have been helpful. And as mentioned before, highlighting the selected buttons would be nice. (btw. your dialogue triggers collide with the objects :smile: )