Foon → Ludum Dare Explorer → Users → FaBrito
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | Ragdoll Fly | jam | 340 | 2.94 | 3.29 | 3.26 | 2.38 | 2.71 | 2.30 | 3.26 | 2.73 | 60 | |
| 2012 | 23 | Tiny World | Tiny World of Wonders - FaBrito (@fabritobricio) | jam | 208 | 2.46 | 2.00 | 2.33 | 2.46 | 2.87 | 2.21 | 42 |
5 star overall 'cause I couldn't figure out your password... hehe
Nice work on the graphics. Even with the drag'n'drop from Unity I'm sure it took a little while to put it together... ;)
The balance of this is very good! Congratulations on the well executed idea!
I really enjoyed the IA implemented. Even the bugs, when they can't get around objects is OK, because the player can plan to drop behind it. Nice work and it would be great to see an expansion, with more levels, more controls, more monsters, special powers, health gauge, etc... congrats (best review so far)!
Wow! Nice graphics! Quite innovative gameplay as well. Congrats!
I had a little trouble finding the enemies on the distance because that parrot, ok gryplalope, stands on my view and I almost couldn't see the aim spot. I missed a throttle/brake mecanism to control de velocity, but I guess it's part of the gameplay you imagined.
Great work!
Great game! As everybody else noticed, nice art and lighting effects! Thanks for paying a visit to my game, also! ;)
Wow! Great idea and excellent level design! Congrats!
Gostei de ver brazuca mandando bem! ;)
The path isn't very clear indeed. That's why I painted the grass texture and tryed to put some text hints in some areas. If this project is worth continuing, the next version will certainly have more delimiters and hints.
Thanks you all for the feedbacks! ;)
I just hope, somehow, somebody understand that the purpose of the game is to reveal the 7 status in the 7 wonders... :P
I'm thinking about building another version with better tips to guide the player and some sounds...
Thanks for the feedback about the rules. Please notice that I've changed the subscription from 48hcompo to JAM, even though I did it in 48h... :P
Walkthrough video uploaded.
i was ready to criticize the misspell in "Knogregate" till I played it... hehe
great idea! Congratulations!!
Best entry by far! Hats off!
Pelos nomes, posso julgar que são brasileiros... ;)
Jogo abriu, música excelente, mas eu não consegui decifrar quais são os controle... cliques do mouse, direcionais, ASDW, nada funcionou p/ mim... quero jogar p/ poder avaliar!!
Simply WOW! excellent idea and superb implementation of it. Music is just another plus. ;)
It was a nice idea, but things got pretty boring after the player realises that it's possible to queue shields and it's pretty much unlimited.
Even though plants grow slower under the shield, it isn't exactly a hard penalty that the player would avoid.
I didn't quite get the idea of the numbers, besides the grow indicator.
I really liked the graphics despite of being simple. ;)
i got killed while reading the instructions duue to the lack of a menu, but second time worked like a charm. Great work!
What an original idea! the only disapointment was watching some aliens jumping too soon and falling down... hehe
Nice innovation, and I thought it didn't quite need any instruction. Trial and error worked just fine to figure out the gameplay.
I used Unity as well and ended up with a completely different game. That's what a game dev platform is all about: Flexibility! ;)
Great way to get the user trained before it gets difficult. Extremelly original idea and good physics, except for the jump straight up instead of forward, but, whatever... Nicely done!
I enjoyed the controls, even though I coudn't quite understand what made the web unavailable and for how long. I'd probably remove the web after the insect were eaten, because with the predefined path when it respawns end up catching the same bug over and over.
Congrats on the originality! ;)
Great idea and unbeliaveble level design!
Hey, you only used basic shapes from Unity to keep it minimalistic, just like me... hehe
I feel that some textures would have helped to give a sense of velocity, specially becaus de default character controller from Unity has a little too much of inertia to compensate every time you stop running.
Texture would have helped on those areas were the player can't stay too long, to give a fair warning to the player.
I liked that you made the levels instantiated randomly and, has you managed to build a tutorial and didn't need to progressively improve difficulty, it worked.
But it only work because there are few levels... the player might want to keep trying the same level until he gets it right.
By the way, congrats on the level design! ;)
Nice work on the graphics and well adjusted "escape the room/puzzle" for the theme. Congrats!
Nice gameplay. The close combat really adds to it's tense.
I almost couldn't read the intro lines, cuz it's really fast. I bitched a little about getting hurt on red blinking squids, after all, they should be dead already...
With some ambient music, a contained area (blocking the fish to get out of the play area) and some variation on the enemies/boss, it could became a good game!
Good idea and great implementation!
Nice work on the difficulty progression too. Not sure if it's scripted or random, but it's good either way.
Felt a little glitchy when the note is on the bottom strum area, but it's playable.
Missed some feedback on the number of errors allowed or whatever mechanic you programmed.
Nice story to justify the theme choice! ;)
@siondream and @bleating
I was kinda worried with the 3D sound when he dies, and sacrificed a little bit the respawn time.
New version published with 'R' key to restart! Thanks for your insight!
Thanks @bobiniki... I might have screw things up when added at the last minute the 'R' button for respawn... thanks anyway!
@GranaDa, nice input for gameplay. We've considered to uso rotating lights when the level was 3D to emphasize the next sphere by light, but we abandoned the idea since the levels were pretty forward with the stereoscopic view.
Maybe some feedback on how far from the best axis the ragdoll is hanging on?
Thanks anyway!
Game is under judgement on newsgrounds... :(
I'll try to get back later.
Classic concept, but well fit to the theme. What's with that jump sound? Hehe
Little lag to turn flashlight on (not sure if it's design to do so) and didn't understand why the level is so high on the screen or why it couldn't fit the whole area instead of a single strip.
Nice concept and title! Worked fine and the gameplay is intuitive, so congrats!
Hey, great concept! I've already worked with Zigfu + Unity before on my computer, so I'm not a reference to tell if the package. But I can tell it works with Kinect for PC as well... hehe
I'm not really a shooter fan, but it's really nice and simple. I enjoyed the "pod" for statistics and the way it assembles and disassembles itself.
Missed the start mention on the button, though... hehe
I liked that you remembered to check the mouse stuck to the middle of the screen... lot of fellows forget that and it's a mess to play right. ;)
Some accuracy feedback along with the number of shots would have been appreciated as well. Nice work!
This game would be great in mobile, working with the accelerometer, wouldn't it?
Sometimes the visual feedback is a little tricky to figure out when it is possible and isn't to turn in some direction, but I'm sure that's part of the game design, as long as there's no penalty for that.
Nice work and spot on theme and graphics -> 5 star!
Always good to remember childhood... ;)
Nice easter egg! hehe
I believe the physics wasn't quite right, cuz once the marbles start moving, it's almost like it never stops, so I just have to wait a while for the marble to slowly come out of the circle...
Great concept though. With some music and sound effects, with the 3D sounds that Unity brings with it by default could have been even better.
Guess there could be a maximum number of attempts to really make it a game, also.
You really gave a new meaning to "skybox", huh? hehe
Always nice to see brazilian teams in here. I'll check back, once you fix the link!
Hey, it's a five star for theme and graphics in my opinion! I felt like a I missed a good story, but I couldn't pass through the 2nd tier... shame on me, cuz I see that some people did.
It kinda felt too abstract, in a level I couldn't relate to, but it's probably a really individual experience.
As some other fellows pointed out, I would enjoy a click to advance mechanic instead of timeouts while presenting the game, specially because I tried to play more than once... ;)
Okay, you might have gained a few stars on the theme, but I don't get the point on making revivals... specially when there's nothing new on them.
To me, even though Innovation is just one category, I always expect something new on this competition.
I didn't have the patience to go through 2nd level, but judging by the screenshots, it was a good work on every level. IA is ok as well.
Didn't quite get it... is it even theme related? felt like if I was playing some community Little Big Planet level...
Boy, that #3 level scalated quickly... I think I figured out the objective of each level, but I couldn't crack the 3rd level... :(
Maybe a shortcut to advance level, just so we can appreciate all levels? ;)
:( web url from dropbox broken... please let me know when the link is fixed, cuz I'm really curious to play this game!
How did you manage to build android APK in iPhone simulator? hehe
Well, it's nice you made a story and let the player make some "moral decisions", but the actual game seemed a little lame...
It's tricky to make a "jetpack joyride" gameplay when the character need to advance on the screen, because there is no time to avoid the enemies.
Wow, really nice concept! Great game and well fit to the theme!
I guess the level difficulties are scalating really quickly, though. I missed some sort of health to check the progression to switch geometric forms.
Really cool and well ambiented music. Congratulations! 5 star overrall for me! ;)
Hey there, nice work with the game title... hehe
I'm sure the near spotlight was a game design decision, but it kinda made it a little unfair to the player, because the movement is a little limited.
The lack of texture in the track makes me doubt that it's even moving, so the initial seconds are a little ackward.
I believe that increasing speed, instead of constant would be better also, once you can see the obstacle from a fair distance.
I guess the option to use the directional keys along with A/D would be very appreciated too.
I hope you take this criticism positively. Good luck!
Sometimes the best thing to do is... nothing... hehe really nice message!
Awesome pixel art and well fit introspective music!
Nice concept! I wish I could have some feedback on the 3D... on the first levels, when there isn't much to compare to while "navigating", i caught myself zigging ans zaggind till I could find the damn pipe... hehe
The loud sound effect of the character bumping in the wall made me jump on the first time... :P
Why didn't you start or at least offered the evolved option from the beginning? I wouldn't mind having more than 3 lanes to work with... Nice lights and shake effect, though.
Great game! Very nice effects with the lights! As some people already said, I guess the camera lag didn't quite helped, but hey, this probably made the game a little harder.
Played very well here: Chrome + Alienware M17xR3.
One of the best games played so far on this LD! Great idea, great accomplishment, well polished mechanic and minimalist art!
I really liked the well timed tips throughout the game! Congrats and, always nice to see brazilians doing this good on the Compo! ;)
Good concept and nicely put together. I guess the progress could be a little faster, so it won't bore the player.
Nice sounds, great art and well fit to the theme.
Personally, I really enjoyed the background getting sliced from the sword swing as well... ;)
Neat idea and well executed. Like you said, there are some glitches, but it's playable.
I think it could be a little bit faster, but hey, it can be some of the bug's fault.
Wouldn't mind to have a less dark ambient and some ambient music too.
You said you're generalist GD, but the puzzles are OK and I'm sure you could come up with something great in a little more time for level design and polishing.
Great work on the theme, guys! 5 star for certain!
Wouldn't mind having the speedometer on the top of the screen instead of the car trunk, though... hehe
Missed some evolution on difficulty, despite the pedal to the metal for the whole trip.
Nice music! ;)
Very innovative, intuitive and well designed. I guess it would be even better without the need for the area to be small. Once the ball is isolated it could already paint the area it's trapped within.
It's a little buggy when the balls collide each other, kind unpredictable, but didn't compromised the game.
It's fair difficult and I'd love to see some level designs, like number of balls and various starting scenes.
Some feedback on the number of lines used and failed along with some goal for the level could make this more addictive also. Congrats!
It's simple and well executed.
Maybe the wiglues could wander around once the player get far enough, so there wouldn't be a ginourmous line of wiglues behind you after a minute play.
Good mechanic letting the player decide whether to shoot those bastards or heal... ;)
It took me a while to figure out how to play, but after dying miserably trying to accelerate with the up arrow key, I finally got it.
Not so sure I understood what's with the fish instead of a simple gas tank, but that's ok... hehe
Nice work!
Really simple and well executed idea. It's intuitive but I would enjoy more audio and/or visual feedback when the chain is broken or when a new highscore is achieved...
the lights were well set, as sometimes it can make some misdirection about where's the red orb. Well done!
Hey, clearly sticking to the ceiling was intentional and the fact that you have to build velocity in order to jump higher also contributes to calling this one of the best platform games I've played in this compo! Congrats on the level design!