Foon → Ludum Dare Explorer → Users → Eran Haas
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | MicroVore | jam | 1388 | 3.42 | 2.45 | 3.83 | 2.89 | 4.75 | 3.63 | 1.97 | 4.01 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Pinhuman | jam | 740 | 3.31 | 3.60 | 3.34 | 2.94 | 3.28 | 2.91 | 3.89 | 3.07 |
Great! Really lovely effects!
It would have been cool to have input change the visuals in a more noticeable way, but still quite nice!
Looks great, but I am unfortunately getting the white screen.
Fantastic polish on everything, and a really fun core mechanic!
I was just expecting there to be a couple of levels built, but there was enough content to really explore the mechanics.
Great job!
Love the art style! Interesting puzzles with a good difficulty curve. I felt like everything could have moved a little faster, but I am impatient that way.
Great job.
Fun play on the theme Art and animation was great! throwing the little guys around was satisfying.
I liked the music. but it bugged me that it restarted with the levels.
I love the PSX era look! The art all felt really polished !
Having to manually breath is such a good anxiety trigger, made for some proper tense gameplay!
Wonderful chaos! I had trouble using my hands and everything was exploding! Good times.
Really great story telling. I love the combo of really simple graphics to set things up, with the descriptive text, it really lets you fill in the details with your own brain
Amazing that you were able to get this much done in the Jam time limit.
Great job!
The audio and intense colors make for some great early arcade vibes!
Really love the art style, love how much character and movement you get from something so simple! The inverting color is a really nice touch
Great take on the theme, and really ambitious scope for a jam!
Really wonderful atmosphere in her inner world!
Love the hand drawn look!
Seconding Matt's point about the collectables feeling like projectiles, even after I knew what they were I had the urge to dodge them,
Absolutely wonderful art and animation. Just flying around felt great. So much polish to everything .
Great job!
Really lovely art
It would be nice to have some indication of how it is being scored during play. Was not sure at first if the goal was just to keep the meter even.
Really amazing polish on everything! Art is great, music and sound are great! Really impressive amount of systems and mechanics.
Great job!
Great art and animation.
It took me a bit to figure out what was going on in the mini games, but they were all fun ones I got them.
Good work!
It is freezing for me fairly early on. Using chrome on windows.
I love the art style!
Fantastic! Really clever mechanics once you figure out how it work.
UI was great! The music/audio did a great job of setting a mood.
The color pallet and texture of the art style is fantastic. The watercolor feel is so good for an underwater scene.
I found it a little too dificult, but that might just be me.
Looks fantastic! I really love the ps1 look! Are you doing anything special with shaders/post, or is it all in the textures?
Real Maniac Mansion vibes to the music! Loved it
Absolutely love the art style have seen some good PSX style games this jam, but this just really nails it!
I love the music. That one is going to be stuck in my head for a bit!
Yes the unstable physics are wonderful, accidentally flinging trees around was great!
This brought back some WOW memories!
This was the first game of the jam that actually managed to give me a good scare.
Great spooky mood! Audio was fantastic, and I loved the minimalist art style.
Yeah this is going to be pretty rough on the GPU. I will put a little time into getting it optimized soon, but it is always going to be pretty demanding.
@zesix I will try to put something together, I have been promising people VFXGraph tutorials for a while, but never quite find the time. I will at least publish the graphs after I get them cleaned up.
@risist @joemid
It is probably difficult to tell what is going on if the game is running really slow.
You control the hole in the ground. WASD, Arrow Keys or Joystick, You can collect the glowing energy balls and feed them to the "tree"
I will try to get a version built that can run on older cards soon.
It is my fault for sure. This is not a well optimized scene, or something I would attempt in production of something larger.
It is all very GPU heavy as it is an experiment in doing everything in the VFXGraph particle system which runs entirety on the GPU. No shaders used.
I think the scene tops out at about 3 Million lit particles, all interacting with 5 volumetric lights.
It is definitely not the right way do do most of these effects, but it is a fun experiment.
@matthewi
Thanks! Good point about the collectibles. There was supposed to be a little effect the the ring then to the surface, to help with that, but it did not make it in before deadline. I think in the video I recorded you can see I few times when I could not figure out where the objects were.
Having the movement mechanics feel kind of opaque at the start was sort of intentional. I like the idea of the player being dispruption rather than an object be something you have to feel out.
It is probably not a good choice for a jam though!
@ultraarceus3
I am going to try to find the time to do a little write up soon.
The graphs I ended up are a huge mess, but I will put them out as well once I have had a chance to clean things up.
For a start here is the formula I used for the "tree"
https://drive.google.com/open?id=1L_EEOCxtbhOPJN3AC0IAJKnUwA2OMKID
@blackmoodgames
I have been making interactive installations and such in Unity for a living, and have been doing a lot of R&D in VFXGraph over the last year.
With the current state of things big public installations are not in demand, so I am unemployed, so I am trying to bring some of that experience to games.
@poupi The central object just has way to many lit particles to not kill the gpu when also using volumetrics and shadows. I think it peaks at a couple of million.
I think there is probably a lot of optimization that could be done in the post processing.
I have been meaning to take a crack at a more playable version but have not had the time yet,
Wonderfully fluid animation and great art. Music and sound were great as well. Really just an amazing amount of polish for a jam!
Fantastic! Audio and art are great! Game play feels really well calibrated. The way it eases you into it works really well and you end up able to handle an amount of chaos that would feel impossible otherwise.
It would have been great to see connections between the organs, timing the digestive system to work together, bad brain increasing heart rate, etc. That is all out of the scope of 72 hours.
Fantastic work!
This is fantastic, the old MacOs look presses so many nostalgia buttons for me!
Love a good pico8 entry. You managed to get a wonderful amount of personality packed into these little icons.
The beast is so good! I love him.
I do not think I have ever seen the card/tower defense mashup before. It feels really polished!
All the art is beautiful! UI is polished and looks great. Combat was maybe a little more difficult than I would have liked, but I am kind of bad with strategy games.
The art style is just fantastic! The color scheme really captures a certain retro aesthetic that I can not quit place Great job!
Art and Audio were both really fantastic!
Controls/rotation felt a little awkward using mouse and keyboard, going to have to come back to it with a gamepad.
I love the voxel art! Music and sound were great as well. The difficulty ramps up pretty quickly, I had trouble staying alive more than a couple of minutes.
I really liked the art style, it gave a really good sense of scale. Felt like being in something big drifting in space. Some camera smoothing would go a long way to make the experience nicer.
Love the art style! Great particle work!
Everything feels really nicely polished
This is fantastic! I will have to sit with it for longer when I have the time.
It felt like there was more going on with the pattern generation than just a simple visualizer.
Great work!
Wonderful art style! I like the idea of the real pared down play space.
I had some trouble with the web version, when I left the first screen the music changed but I just got a black screen. Took a few reloads to get it working.
The harpoon mechanic is great, and could be a lot of fun with some polish.
Impressive to get that much procedural content working!
Great! Well written, and I really appreciate the nice responsive UI. I did not love having to click back through everything after death, but the UI made it pretty painless.
I feel like instead of a death/restart having wrong decisions just affect stats would have felt better.
This was fantastic. Was also going to mention Devil Daggers before I read the other comments. It feels like you brought your own feel to it though!
I love the crunchy audio!
It might just be my setup but it feels like the mouse sensitivity is set really low. I had to turn my settings way up to get it playable.
Great design, and so much great art! Fantastic job!
Wow that is an impressive amount of polish!
The audio was just perfect!
This is really good. One of the most creative and fun central mechanics I have seen this jam! I love a good grappling hook! Difficult, but the good kind of difficult. I loved seeing the procedural of the animation on the spiders. There is something I really enjoy about seeing new techniques used with an old art style.
Audio was fantastic, really added to the feel of the game!
So much personality from such a simple character. Wonderful horrible physics. Love it.
I am curious. Do the soft body physics effect the movement/collision, or is that done with a collider with the soft body just affecting animation?
I keep coming back to this one, just moving around feels so satisfying. really hoping that you continue develop this
Really interesting look, I do not know if I have seen the combo of simple 1bit art with scene lighting, it made fot a good mood Great music and character design.
I could watch that good little slime dance for ever.
Everything here looks and feels wonderful.
Love the character art and animation.
The jump mechanicfeels really good for such a simple thing.
This is fantastic!
I would love to see something like this developed a little more to be the base of some deeper interactive fiction. Great job!
Fun little puzzles. Art style and animation were great! I found aiming pretty difficult with the perspective
Lovely art, and a lot of polish, really solid game.
It really captures the anxiety of social media promotion.
Nice art, I loved the big voxel beast! Mobility was great, double jump and wall jump are fun! I kind of had trouble getting a handle on the controls, too much time using wasd to move has made it hard for me to switch up.
The Satoku felt pushed back to far into the background. I had trouble telling what was going on in that one
Capture.JPG
The art and animation were really lovely, very clean and it felt good to just move around!
I will be curious to see what it develops into as you add more gameplay.
Your use of color was great too. Such I nice pallet, everything felt bright and readable while still being pleasant and kind of muted.
Really lovely!
Wonderful NES era art and sound. Bosses especially were fantastic! Really good polish on everything, and a ton of content, it just felt really good to play. great job!
Oh and the music was great! Felt like classic Capcom stuff from the era!
Loved the character, and the overall color pallet was wonderfull!
I would have liked to see a little more visual representation of the change in burn rate. Even just a little shift in the hue or some post processing glow.
The speed difference also did not feel quite as meaningful as I would have liked.
Wonderful concept though, would love to see this one developed a little further!
The colors are so good.
Really impressive amount of content and polish!
Love the are style.
I would have liked some sort of indicator when one of your trees was under attack.
The city models are great!
There are some good slug noises, but unfortunately they stop playing after a bit.
I love it!
The art style and the theme together are great. It took me awhile to figure out what to do, but that feels like it was maybe intentional.
Great art/animation/sound.
Is there a win condition? It certainly works with the setting if not, but I am curious if there is something I did not find.
Also, the menu was great. I loved how the UI audio worked with the music. Clever!
Movement felt really good, could be a lot of fun with some fleshed out level.
It seemed to crash when beating the first level in the HTML5 build.
Also stuck on the intro screen. Using Chrome on Windows 10.
The look is really fantastic. I love the chunky pixel art style, and the animation is great! It was hard to tell what was going on with combat and gameplay in the state things are in now, but it feels like you could have something solid with a little more time to build.
Fun! The targeting controls felt nice, the difficulty curve was good, and the music did I good job of making the mood tense.
From the other comments it looks like I should have invested more in satellites!
Really impressive amount of content and polish for a jam! Wonderful art and sound!
A minor issue. The sound of opening and closing the dialog window started to get really grating after a while. and the animation felt like it slowed down moving through the dialog. I am a little sensitive to audio stuff though, so this might just be me.
This is really great!
The procedural planets and dynamic representation of the conditions were really impressive. Love it!
Really lovely animation. You managed to pack so much movement and personality into those tiny icons.
*Love* the art, this kind of murky pixel art just looks so good. The gameplay takes a little while to get challenging, and a little variety would be nice. So pretty though!
Wow!
This is some of my favorite pixel art/animation I have seen this jam. Fantastic work.
I feel like taking the scatter on the bloom down by about half would make it much more visually appealing. I like the neon bloom effect, but it feels a little blown out.
I got stuck on the second level, I am not sure if the candle hitboxes were a little off or if I was just pushing badly.
I do not know what it is about him, but I really like that friendly little ghost face.
Feels nicely polished an like a compete game. Satisfying and tactile. I love the swarm movements!
Great job of turning fairly simple mechanics into something really interesting. Great character work. Music and sound are great as well!
Fantastic premise for a game! It captures the stress of many travel memories really well.
Wonderfully terrible atmosphere! The music/audio contributed a lot.
Seems like the gameplay could use a few more mechanics.
BTW your download link is labeled as sourcecode rather than Windows.
Fun! I liked that the ammo was balanced in a way that required you to be fairly precise in your shooting.
I think a little slower ramp up of difficulty might be better, let the player get into the rhythm of the game before things get too hectic.
It felt wrong to me that the dash was towards the aiming direction rather than along the movement.
This is great. It did seem like the abilities needed some balancing, but that is understandable for a jam. Would be cool to see what it would turn into with a little more development.
I did spend like half the game trying to figure out what the little i or w on the humans was supposed to mean, before I realized.
That spider is so good.
Overall feel of the game is good as well, but I love the spider best.
Fun! Get frantic fairly quickly. I love the visual style. Great color pallet and texture.
🤘🤘🤘 Fantastic! Really felt like a PSX era artifact. The menu was a great touch.
Loved how over the top the audio and VFX were!
Congrats on your first jam!
It took me a bit to figure out what I was supposed to be doing, and it would have been nice to have a way to reset the scene after failing.
The tree looks great, and the scene as a whole is very readable
Great mood, and lots of cool vfx work!
The fiddly text boxes were kind of distracting, but I started to really like the glitchy walk cycle, it felt like it matched the sureal mood pretty well, and gave the little guy some personality/
I could not figure out how to play, I am not sure if something was buggy or I was just obtuse, but I could not seem to interact.
Fun! The randomized modifiers work really well to give a nice pacing and difficulty curve. *Love* the music!
It would be cool to replace the belts with a curl noise field and see how that plays out.
Really fantastic art style, really captured a certain early 90s look!
I failed to read instructions, and did not realize I could drop the pencils my first few games.
Wonderful polish on everything! The color pallet and friendly models set a pleasant mood.
Nice.
I was expecting a bit of a one note joke, and got I lovely little allegory.
Nice work!
Thanks for the feedback!
We had definitely planed a more complex table, but getting a handle on the physics ended up eating up most of our time.
Had some trouble getting the mac build together, and have beenn sort of procrastinating on that, will try to get that done tonight.
Had some trouble getting the mac build together, and have beenn sort of procrastinating on that, will try to get that done tonight.