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Erunaamo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMoCo
201326MinimalismHadron the Uniterjam2553.182.813.944.033.632.522.8549

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

Mood vs Overall

Comments by Erunaamo

LD26 — Minimalism

Keepy Uppy by Paul Sinnett 2013-05-19T21:21:00

Fits the theme all right, and it's classic non-computer gameplay I don't recall seeing in a computer game before. Cute. Pretty hard, but then it should be.

Minimalist TD by Gama11 2013-05-19T17:20:00

As a TD novice, I found this satisfyingly tense for about 30 waves, then too easy...but still fun until about wave 80. I like the old-school graphics.

Pyramid by PaulSB 2013-05-08T03:47:00

I wanted to play a minimalist roguelike first, and this one was very satisfying. Strong use of the theme, entertaining flavor text, fun to play. One frustrating thing: when you die, the screen fades out too fast to read how far you got.

Pyramid by PaulSB 2013-05-08T17:33:00

Oh, and "Serrated Chopsticks of Patience" is my new favorite named weapon anywhere.

Cimi Mal by Jesper Oskarsson 2013-05-08T18:30:00

Exploring this world and its rules is pleasantly disorienting. Love the bobbing water cubes.

Didn't finish but will return to play again.

Balls! by Codexus 2013-05-08T23:51:00

Pleasant visuals and sound (I especially like the butterfly, a small touch that adds a lot of life to the world). Potentially fun game concept (I like rolling ball games in general) but it was hard to enjoy playing because it's pretty hard to control the ball. The character's arms face forward in a "pushing" posture when you're standing still, but not in the run cycle. Is this a hands-off soccer game? I'm bad at soccer...and this simulates that feeling nicely.

Make the character put out her (his?) hands to guide the ball (and actually do provide somewhat more control) and I'd probably like this a lot better.

Minyrinth by crazynito 2013-05-08T18:49:00

Clever, entertaining concept. Addictively hard, arcade mood - pretty fun, though I can't imagine playing for very long.

Def by pansapiens 2013-05-08T17:14:00

A really satisfying minimalist TD. The not-quite-just-blocks art is really polished and appealing; I love the restart flare for example.

I like TD's but I'm not very good at them; for me this is nicely balanced: I don't have to panic and rush at first, but it's not forgiving of poor tactics either. Feels like a genuine distillation of the essence of TD, and I just love the pheromone trails concept.

Milton by ZYXer 2013-05-19T21:10:00

Neat idea, very polished presentation. I like the visual style. Gameplay is sort of easy, sort of hard...pretty cool game.

TOWER DEFENSE REWIND by optimality 2013-05-19T20:10:00

Neat idea, simplifying at just the right rate suits the theme in an interesting way. Gameplay is certainly a fresh take on resource management. The (convincingly old-school) sound effects get annoying pretty fast. (It's ok, so do mine!!)

CubeLike by stuckshut 2013-05-08T18:37:00

Um, Mac laptop. No numpad. No numpad +/-. No stairs?

Minimalist RTS by aaron9000 2013-05-08T14:55:00

Satisfying minimalization of the genre. Maybe "Easy" level could be a tiny bit easier?

I'd like to see the buttons flash or something. Because units are created under the buttons and emerge seconds later, there's no immediate, consistent feedback that you've made a unit, except that the number goes down by 1. I guess there's a sound too, sometimes, but not always. I found that I was watching the number or watching for units to eventually emerge from the under-the-button area to make sure they'd really been created, when I should have been watching the field. More button feedback would fix that.

Sometimes it's hard to see the enemy amidst all the blood: both are red. (Why are tanks making blood splashes anyway? Hmmm.)

Like Rogue by Thein 2013-05-08T03:58:00

Floor patterns are rather eye-popping, which makes it not much fun to judge distances to enemies...which is most of the gameplay.

Hadron the Uniter by Erunaamo 2013-05-01T00:51:00

Yeah...that's the minimalism!

Hadron the Uniter by Erunaamo 2013-05-01T02:15:00

Yeah, it seems jumpy to me too. Two things to watch out for in that regard:
1. If the mouse cursor gets too near the edge - as in, you're maybe leaving the game to play itself for a while - the cursor jumps back to the center by design (if a bit too fast). So stay away from the edges....
2. If you play with the flash filling your browser window, you might change the rectangle shape, and the mouse code doesn't adapt, so the "leaving" area (see #1) might get extra big. I recommend you reshape your window to the aspect ratio of the screenshot for best results.

But I wonder if there's a #3 I don't know about, because it just recently started seeming perhaps extra jumpy. Sorry.

Hadron the Uniter by Erunaamo 2013-05-01T04:04:00

Thanks!

I really thing there's a bug in the controls now, that wasn't there before the whole fiasco with the preloader. (A bunch of event listeners got mangled in the process...I'm writing up a postmortem.) It really is jumping around for some odd reason. I think I'm going to have to fix that.

As for the hint-HUD...I agree, but I can't add features to this version, since the deadline has passed. I'll definitely continue to work on this game, though, and some such feature is very likely long-term.

Hadron the Uniter by Erunaamo 2013-05-01T05:09:00

Sure enough, there was a weird mistake - must have been a copy-paste typo, I guess - making the cursor jump around. It's fixed now.

Hadron the Uniter by Erunaamo 2013-05-20T12:52:00

Thanks for all the great comments....

Zim: Yeah, I really want anti-elements too! That was part of the original concept, and is very likely to show up in a future version. And maybe isotopes too, though that might overcomplicate things...there are certainly some simplifications at play here.

And yeah, the title doesn't really make sense. (I'm not thrilled with it myself...the phrase "Hadron the Barbarian" got stuck in my brain early in the LD weekend, and wouldn't leave.)

Plash: I appreciate the detailed feedback. "Make it fun" is definitely on the roadmap for this project! :)

This Is Water by solons 2013-05-08T16:31:00

Fun at first, really liked some of the prose the first time through. Got boring as the same events repeated with no indication of how many times. (Every kind of monster has talons?) Did not know if I was progressing or in an endless loop, except by seeing that comments spoke of an ending.

Really liked how the first scene played with interpretations.

Defenders of Order by DNA Yarn 2013-05-19T20:23:00

Really clever gameplay, and cool contrasting art styles: In my view, an unexpected but satisfying use of the theme. Kinda too hard: couldn't survive long. Polished sound. For some reason I really like the particle effect you use for beam weapon damage.

MinimalismRPG by Ernyz 2013-05-08T03:38:00

Mouse controlled view cone is a very nice idea, but it flickers too much for me.

Balls Balls Balls by matthias_zarzecki 2013-05-19T21:36:00

Since my game also involves capturing particles in mild attraction zones, I'd better say I like this one! Gameplay feels like miniature golf...the "hill" vector fields seem very strong; pushing things up steep hills isn't totally fun.

Balls by torokokill 2013-05-20T16:26:00

Fun puzzle concept. But I found the squares pretty hard to see and the arrows pretty hard to use. It was hard to tell how they'd work in a given position without trying it.

Mondriaan by Corné Dorrestijn 2013-05-08T17:40:00

Great use of the theme. The black lines really add a lot, even though they add nothing. Warping from one side to the other was a pleasant surprise.

GridRunner (Provisional Name) by Toby Pinder 2013-05-08T03:41:00

Turns are way too slow, plus everything looks the same so you have to investigate constantly.

mungeon by Tokken18 2013-05-08T03:51:00

Gliding movement, speedy maze exploration: fun! Combat: pretty dull, not enough feedback. Got bored after a few levels: noticed little or no progression of challenge.

I'd probably enjoy a less minimalist game with this engine.

Defender. by Tainted_Code 2013-05-08T16:47:00

Pretty hard to aim. The art is nice, and I like the surreal scenario, minimalist yet high-stakes: "Ready the slingshot! A cube is mashing!"

llab by tonic 2013-05-19T17:16:00

Very neat idea. To me it feels like it needs more tuning to be truly fun: it's hard to steer where I want to go. Part of that is the fun frustrating challenge of a tough unforgiving game, but part of it is...just plain hard to steer. Also bouncing off corners of things seems to change your energy unpredictably.

Alien Raid by LTyrosine 2013-05-19T20:48:00

Pretty fun! I like the 1-D RTS concept. As a RTS novice I appreciate that it's not too hard at first, but it does seem to matter what you do...I can imagine replaying this a few times to improve. The controls are pretty convenient once you get used to them, and I like how the astronauts bounce around in the low gravity: it looks both whimsical and realistic at once.

Get Rid of Shit! by Zuieni 2013-05-08T15:04:00

Having to trigger waves manually felt weird, but kept the gameplay manageable. I lost the game pretty much randomly when something happened across the room from me: it seems like you can only prolong the game in a statistical sense: the more you fall behind, the more likely you are to lose, but when you eventually lose it'll be pretty random, nothing you can directly intervene in.

Engage by danpm 2013-05-08T15:21:00

Seems like a promising start but feels very unfinished. Spiraling bullet labels did not charm me. Totally black world requiring me to find my way via text coordinate displays (to 3 decimal places??) was plenty minimalist, and sort of an interesting experience (like submarines at night?), but not really charming.

An AI came to find me but just spiraled around me. Did it shoot at me? I don't think so. Killed it all too easily.

I killed myself by outrunning my own bullets.

Traditionally, triangle-ships are pointier, so you can easily see which is the front.

The engine seems to work pretty well: I get the impression that the flying-around physics are pretty fun, though without scenery it's hard to tell. A more polished game built on this foundation might be pretty cool. Reminds me of Netrek <http://en.wikipedia.org/wiki/Netrek>

Engage by danpm 2013-05-08T15:24:00

Seems like a promising start but feels very unfinished. Spiraling bullet labels did not charm me. Totally black world requiring me to find my way via text coordinate displays (to 3 decimal places??) was plenty minimalist, and sort of an interesting experience (like submarines at night?), but not really charming.

An AI came to find me but just spiraled around me. Did it shoot at me? I don't think so. Killed it all too easily. I guess this would be more fun with other players, but possibly not a lot more.

I killed myself by outrunning my own bullets.

Traditionally, triangle-ships are pointier, so you can easily see which is the front.

The engine seems to work pretty well: I get the impression that the flying-around physics are pretty fun, though without scenery it's hard to tell. A more polished game built on this foundation might be pretty cool. Reminds me of Netrek <http://en.wikipedia.org/wiki/Netrek>

Engage by danpm 2013-05-08T15:25:00

Gah, sorry about double comment.