Foon → Ludum Dare Explorer → Users → Erukolindo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Elemental Combat Demo I Guess | jam | 2.00 | 2.10 | 1.90 | 2.29 | 1.70 | 1.80 | 1.90 | |||
| 2022 | 51 | Every 10 seconds | 👥 | World Warp | jam | 1127 | 2.86 | 2.58 | 3.01 | 3.62 | 2.75 | 3.22 | ||
| 2022 | 50 | Delay the inevitable | Fort Postremus | extra | ||||||||||
| 2021 | 49 | Unstable | Tower of Thoughts | jam | 1098 | 3.24 | 3.00 | 3.58 | 3.42 | 3.23 | 2.84 | 2.54 | 3.22 | |
| 2020 | 47 | Stuck in a loop | 👥 | Witch Loop | jam | 1155 | 3.25 | 3.08 | 3.00 | 3.55 | 3.77 | 3.37 | ||
| 2019 | 44 | Your life is currency | Nebula Rush | jam | 655 | 3.33 | 2.97 | 2.83 | 3.59 | 3.57 | 3.40 | 3.04 |
Fun game with solid controls. The only complaint that I have is that hitting the blue blocks isn't consistent
Nice game, though the mushrooms should be spawning more often, since there are situations where you will fall down no matter what you do.
Not the biggest fan of the fact that there are obstacles that kill you instantly, especially since it means starting from the first level again. Other than that it's a nice game
Great game, though it would be nice if you could see the spell cost when unlocking it, since their usefulness depends on that.
One of the most fun games from this LD. Great Job!
I really enjoyed playing this game, though I have one complaint - in some rooms enemies get to attack you right as you enter, making it hard, if not impossible to avoid getting hit.
Great idea for the game and pretty nice execution, but the movement feels sluggish, money sometimes gets stuck in a wall after being tossed and when you stand on a coin, its value visible above your character.
The idea is great, but as it stands, the game is just boring. Dodging obstacles doesn't provide much challenge, and you often have to wait a long time before the loop breaks.
A great, original idea that is also well-polished. Could make for a great timekiller on a phone.
Good music and Graphics, simple but polished gameplay. The only thing this game needs is some variety. An alternative attack maybe, or some powerups. Something that would make the player change their strategy
A bit too simple for my taste, but it works and is well-polished, so good job
Good, well executed idea. Could of course use some improvements - maybe some upgrade system and more enemies - but is' already solid.
An enjoyable timekiller kind of game. I really like how the blocks you touch fall away. The sounds effects are good, though the ones that play each time you reverse gravity get annoying after a while.
Well, this game looks great, and it's pretty fun to play. though I noticed that most moving platforms don't drag you with them - though one in the third level does, so that seems unintended. If it was any longer, I'm sure that I'd be complaining about the meteors ruining a run with me being unable to do anything about it, but I was lucky enough to only get hit by them in relatively safe spots. Still, some kind of indicator for them would go a long way.
I love the concept, and the execution seems pretty good, though it definitely could use some polish - like blocking the camera scrolling below the mountain sprite, and fixing text overflowing out of the info boxes. But the fact that you have rooms that give resources on a timer isn't the best when there's no pressure to act quickly - it pretty much changes this into an idle game. Maybe it would be better if it gave resources whenever you placed another room, or some number of rooms. This way it would still be a source of resources over time, but one working on the same "timer" as the rest of the game.
That was an absolutely fantastic experience. I don't even have any criticism. It's a clever, well executed idea.
I really like this. I'm a fan of dice based games in general, and though this one was fairly easy, I enjoyed it. The idea of being able to get more dice, giving a chance to obtain more potions, but also obtaining more instability in the process is a really interesting way to ramp up difficulty over time, though this game is a bit too short to gain much benefit from it.
Thanks for the feedback everyone. @cyangmou @euske I updated the description to hopefully explain the goal of the game better. @rocketcat241 @majadroid Good point, there definitely should be a mechanic to reset the position of letters, but I simply ran out of time to include it. @toppervideogames the purpose of "Stairs" is to just use them as a platform, so they won't turn gold if used in that way. The place where it stops scrolling up is the end of the level, which becomes active once all the holes are fixed. And believe it or not, flying on a pair of letters is an exploit I was well aware of, and incorporated it into the design of one of the levels.
@wuppos Thanks for the feedback. I admit, the objective should be clearer - and I had plans to make it so, but I simply ran out of time, since I wanted to focus on making this a more complete experience (even if I didn't think that anyone is going to actually bother completing the game). I'm glad you liked the sounds. This was the first time I made my own music and sound effects for the game, and I have to say that it was an interesting experience. It surprised me that I could actually do it, since I only had access to the mic in my laptop, and it was capturing the noise of the fan. But Audacity can apparently remove it perfectly.
The art is good and I love the concept, but I found this execution to not be that fun. I found that the optimal way to play was to just get lucky enough to obtain an ability with projectiles that split multiple times, and then just spam my way through everything, never using other abilities.
A really fun concept. There's just enough things to manage to keep you constantly doing stuff, but I never felt overwhelmed by it.
The base mechanics work well. The AI could use some work, but it's still impressive considering the time limit of the game jam. The only criticism I'd have is that there isn't enough damage variety - if you want to defeat the enemy, then your only options are to knock them off the stage, or score two direct hits with either bombs or guns. But I guess that would be solved by just adding more weapons.
The visual style is great, the mood is great, but the fact that a single mistake sends you back to the very start, combined with the character dropping like a rock the second you release the jump button made this a rather frustrating experience. Which is a shame, because the mechanics themselves are good. But after falling for the 10th or so time I didn't want to see the intro level ever again.
This is a fantastic game. The controls work well, it's fun, and I love how the black holes actually distort the view around them. Great work! I'd love to see more levels.
For your first game, this is pretty good. Although the rules for when the ingredients on the list are good or bad match could be clarified a bit better.
This is a pretty good platformer. There's really not much to say about it. It works, it's fun, there are no obvious problems with it. Good job!
The movement in the air feels really weird, but it ends up being just another part of the physics based chaos, so I can look past it. Overall, a fun experience.
The art is great, the music is atmospheric, the base concept isn't bad, but the execution just isn't fun. Out of the four things you can do there's never a good reason to defend. You heal when you're below 5 HP, you stabilize when you're below 50 stability, and on every other turn you attack. It feels bland, and becomes downright annoying when the enemy starts healing, causing the fight to just drag on. If the enemy had a rarely used attacks that either target both HP and stability, or takes more HP/stability that you can restore in 1 turn it could make it more tactical.
It's a cool concept and the artstyle is great, but it definitely needs some refinement - I was able to win without a significant amount of fighting by just placing the robots of each color on the opposite sides and bombs in the middle.
The premise was pretty good, but there just isn't enough there to really get invested into the story. And it really needs some kind of an indication that you've reached the ending, since I restarted the prison section a number of times trying to find something besides the three rooms I've seen. Since everything ended up sending me to the end menu and the continue button was restarting the section, it seemed to me like there should be something more, and the fact that I couldn't find anything was frustrating.
Cool concept, everything worked fine for me. A really good job for your first game jam.
A fun little game. If I had one recommendation, it'd be to remove the pieces of projectiles after some time, since they really kill the performance.
Pretty fun, though it could definitely use some more levels. With adapted controls it could make for a fairly good mobile game.
Other than the rather awkward way of using the unfreezing mechanic, this game is really fun and well polished.
I like the idea and overall it seems to work fairly well, but it's really hard to tell if a sloped surface will let you jump from it or not.
A simple game, but a really fun one. I liked the addition of multiplication and division in later levels, though it only took a single lucky level to build up an army of over 5000 and completely steamroll the rest of the game (chaining together multiplications can get quite crazy). On the side of execution the only criticism I'd have is that the game board doesn't scale with the book it's supposed to be on. As a result part of the board was on the stone tile background, which made it a little harder to see where you can and cannot connect.
Pretty fun, very chaotic. Exactly what it should be.
I like the idea and the level design, but the mechanics themselves feel a bit awkward. It feels really wrong to be able to look in any direction but only move in the cardinal directions.
@brandon1037 The main goal, as with most platformers, is to reach the end of the level by going to the right. There are also 10 optional pickups hidden across the map for those who prefer exploration.
Great graphics, cool concept, the only thing missing is replayability (which is understandable)
This game gets very chaotic very quickly and I like it. The only problem I had is that the dragged item still has collision. As a result trying to put an ingredient in a bottle is awkward because you keep pushing the bottle away. Meanwhile the orders and other items that drop onto the table have no trouble stacking up on top of one another.
The gameplay is basic, but quite enjoyable for a short time. Though I would appreciate having the controls explained somewhere.
The character is a bit floaty, but other than that it's a perfectly fine platformer. I really like the addition of the gun though, and the fact that it sends things to the other dimension. You could make a puzzle game expanding on that idea.
I really like the idea. Warioware style minigames are a perfect fit for the theme and I'm surprised I haven't seen more of them. That being said, some indication of whether or not you succeeded on a minigame would be very welcome.
A fantastic game. Something about a fast-paced dungeon crawling just feels right. The controls are great, the use of the theme is fairly original, it's awesome to see permanent upgrades add up. The only thing that threw me off is that the collider is on character's head, not their feet. It got me stuck on walls a few times, making me lose some time. And in this game you don't have much of it to spare.
Just as others said, the gameplay is fun and quite well polished, but having to click the continue button every 10 seconds was not a good idea.
I really like the idea, but this game desperately needs an explanation on what different elements do. I eventually figured out the difference between holding the chip and throwing it on the ground, and how to use these states, but I still have no idea what the slots where you can place the chip are supposed to do. Also, the controls are extremely confusing - I can't think of another top-down game where WASD moves the character relative to where they're facing rather than relative to the screen.
A fun game with a creative use of the theme and great atmosphere. The only problem I ran into was a minor oversight - beating level 3-1 didn't load the next one.
This is a pretty good game all things considered. It's very rough around the edges, but the core concept is sound and it works well. The only complaint I'd have is that some levels are designed in a way that forces you to wait for the right cat, which gets tedious if you get softlocked multiple times in one level.
I do like the concept, and the fact that differently colored lights can be used as hints is pretty cool, but the hint system needs a rework. Even if it's meant to be just a radar ping, it shouldn't rotate with the player. As it is now, it's absolutely useless something like 2 out of 3 times, because the arrow is outside of the field of vision.
Good concept, decent execution, but it's definitely missing some goal other than just survive - either a multiplayer component so you have opponents to eliminate, or something to collect. Also, sometimes if you're near a wall when the gravity changes you can clip into it.
This game definitely needs a button to switch between different cogs, and something to make the gameplay more engaging. The art is fantastic, I love the fact that items have colliders actually matching their models, the sound effects are satisfying and the music is nice, but the gameplay itself comes down to spamming whatever is off cooldown without any regard for where it lands, as doing so is enough to beat every level. Also, not sure if this observation is correct, but it seemed to me you earn the same amount of money no matter what gear falls down, which is a strange choice as it makes it so getting stronger gears results in reducing the amount of money earned. Combining that with the fact that the upgrades get progressively more expensive, the end result is that it takes multiple levels (which all feel the same) to get anything beyond the two cheapest items in shop.
@evil23 I didn't have time to implement proper enemies, so they're just immortal training dummies.
A perfectly serviceable game, enjoyable for what it is. No real complaints, though I am wondering if it would be improved by some kind of penalty for summoning salmons unnecessarily.
Got past three levels, then the game threw an error. But besides that, while on a technical level this game just doesn't work as intended half the time (the character either spinning in circles or going off in whatever direction it feels like), it was still really fun.
Simple idea, but well executed. I would say it's relaxing, but my wrist did get tired by the end.
A pretty good interpretation of the combining items idea. The blueprints do a really good job giving a direction to go into, while leaving space for experimenting and deduction. Though the fact that you always use new items the moment you obtain them did make some of the puzzles notably easier.
The base concept is pretty enjoyable, but needs a lot of finetuning to work as well as it can. Landing hits on enemies gets annoying at times, especially when they are just barely outside the circle when it triggers. Meanwhile avoiding enemy attacks feels far too easy, to a point where they can easily be ignored.