Foon → Ludum Dare Explorer → Users → Falkreon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Harvest Battle Adventure | compo | 206 | 3.31 | 3.29 | 2.88 | 3.52 | 3.22 | 2.92 | 2.50 | 2.88 | |||
| 2016 | 37 | One room | The Chinese Room | compo | 485 | 2.94 | 2.81 | 2.31 | 3.00 | 2.81 | 3.13 | 2.73 | 36 | |||
| 2012 | 25 | You are the Villain | Soulless Robot Rampage | compo | 301 | 3.11 | 3.08 | 2.76 | 3.73 | 3.26 | 3.11 | 3.28 | 3.27 | 74 | ||
| 2011 | 22 | Alone | Erased | compo | 602 | 2.05 | 2.10 | 1.80 | 2.25 | 2.40 | 1.61 | 1.57 | 2.32 | 2.93 | 59 |
Ha! I loved the ending.
Ha! Very creative concept. I wish there was more to climb around. I also spent a lot of time at the top fiddling around and trying to see if I could get past the wooden bars. Alas, someone covered the well over before I could escape. Forever alone ;_;
There was a lot of actual gameplay content in here - a Lights Out minigame, a cut-the-wires minigame, a lockpick minigame, and the exploration/enemy avoidance game. Unfortunately, none of them were very fun to me. What could have helped are a reset button on the lights-out game and some checkpoints.
The win screen looks suspiciously like the lose screen...
Cannot play or rate - missing libgcc_s_dw2-1.dll
Please include all libraries necessary to run the game next time.
I loved the game, spent quite a while tinkering. I didn't even realized you could drag objects till I read the readme [and found that doing so is -extremely hard-], but by then I was already enamored with the idea of flying the paper guy around.
I'm actually kind of appalled that almost a week has gone by and SDL.dll is still not included in this submission. Please fix this so I can play and rate the game.
VERY short... but, at the same time charming. Some of the best graphics in LD. Also, it has kittens!
I liked the adventure-game plus inventory management angle you're going for, I just chafed with the controls. I also really wanted him to run faster - his run speed is barely tolerable, his walk speed is not. Gotta give props for rocking the GBC green though.
I would have played longer if it had more room in the follower bar. I just couldn't click that fast! :)
Very slow and buggy... I went through a door and wound up stuck outside the next map.
Sometimes the movement was unreliable; this was masked by the latency. For instance, the first long drop onto spikes, sometimes I would hold left the entire time and hit the spikes, sometimes I would hold left the entire time and make it. I'd recommend as a developer, playing in a 1-msec latency mode to iron out any bugs related to (or masked by) the latency calculations.
Other than that, I really appreciate the innovation of the drone latency - I just felt that it wasn't very *fun*. Maybe if the latency started out small (since you're close to point of origin) and increased with depth, that would have improved things.
Found a rather fast, open network, and still couldn't complete the game. Too much random and not enough skill.
I didn't like how the fortresses just gain people over time - it rapidly makes the game impossible to win.
The graphics are gorgeous. I love the extremely linear, iconic feel, and how it's carried through all the assets. Still not crazy about the music, and didn't feel like I was really the villain. Hardness just about right where you want for LD (which is to say, casual/easy.) Really dug the story though.
I like the sound effects, especially the giggle when you abduct a goat. Fits the secondary theme better than the first. I'm sad that I couldn't test it on an android, the mouse controls on a desktop don't seem to work nearly as well.
This is a really innovative, funny, quirky game! Exactly what I love about Ludum Dare!
Took me a second to figure out that the source pretty much IS the entry, since it's a canvas app. You'll get rated a lot more if you post a web-friendly link.
That said, I downloaded the "source" version and opened up index.html in chrome, and it the app didn't pop up, so you've still got a showstopping bug somewhere.
Texas flies into a Texassract, and then Texasslates into a Texasphere! The graphics are bad, I have no idea if this fits the theme, but I had fun!
The first level I died in (like 5 levels in) reset me to like 250 points, which was neither the amount I entered the level with, nor enough to complete the level. Sad times.
YES PLEASE.
The big problem is the glitchy beams. Basically, you need to work on tightening up game physics: Allow people to move left or right while falling, and have acceleration due to gravity, not just a fixed downward velocity. What will emerge from that is that people will move themselves out of the beams, and they won't glitch back upwards like they do now.
Otherwise, the game concept was humorous and on-target, the graphics were consistent and lovable, and the music provided a lot of atmosphere.
Didn't really get the theme from this.
Love it! It's simple, works really well, and hits the theme square-on.
Clubbing seals straightaway was a good touch. Then kicking puppies. Definitely fits the theme, and the game has some nice enemy ambushes too. I think more time needs to be put into solidifying basic mechanics - the attacks feel slow, and to fight seals I just held the button down. The puppies seemed impossible to kill, didn't really feel like testing that. A valiant effort for 48h.
This entry was aggrivating because of its vastly inconsistent quality.
The web version pops up dialogues, which isn't really a good for that platform.
Game doesn't accept keyboard input, which is understandable considering the skill element of clicking/touching the letters
The music was really good. The graphics were fine.
Nothing in this entry addressed the theme. It's like you had this idea before you went in, and couldn't think of a way to make the theme fit. On top of that, it really fell flat as a web port. It was clearly intended for iOS.
Aside from that, it really could use a dedicated end-of-round screen to tally up your score and orient the player for the next round.
I can't seem to get teleport working reliably, and sometimes the canvas doesn't accept my mouse input (maybe if something else on the page is selected... not sure yet) but definitely one to go back and mess around with to find more spells.
..cause without more spells, that queen is NOT getting her flower X)
The game's missing! Please add links to your entry :/
The graphics, for starters, are spectacular. The first attack was impossible to decipher (there are no crosshairs for it). The second attack, the crosshairs appear way below the mouse, which makes sense except that if you aim the crosshairs over the enemies you want to hit, the bottle explodes before it hits them. The third and fourth attack work beautifully. Music and sound effects would have added a whole lot to this. But, all that said, i'm really glad I ran across this.
Very hard to master, very visually appealing. Hard to believe it was a 48-hour.
Darn it... it's so hard... but so good!
Haha, +1 goat
Wow! This is above and beyond the call of LD. Well done.
Controlled allright, the concept could work... game was extremely short and easy, but the time spent on the AI really did make you start to dislike the hero. Nice work overall.
Cute little game. Took very little time to pick up and figure out, and in no time I was roasting all my peasants with fire breath.
I'd love to see a post-LD update to this, with more boss pieces and logic tiles. I really spent a lot of time on this one fine-tuning bosses, fighting bosses, and jumping all over where I'm not supposed to be (you can jump around on/in bosses!). The design decisions actually wind up being surprisingly deep. This is not just a throwaway game.
The strict time limit and frequent choke points discourage strategy, favoring an all-out suicidal rush instead. It takes many tries to get through the later levels, making it even more likely the AI will stall. About the stalling: You know you're allowed to fix game-freezing bugs after the deadline, right?
I apologize for some non-intuitive behaviors: The saw and the jump jets were changed at the last minute into passive upgrades, so when you buy them you do more damage per impact and jump higher, respectively. The cat really does do nothing
@Felix: You might not be able to run the game without Java installed. JarSplice isn't really clear on that point. Can you try the Linux version? (which is just a double-clickable jar)
There's still a showstopper in there - level3.png won't load, and it crashes the game off. The graphics, while being simple, turn out to be very expressive, and this attacks the theme really effectively. I had to read through the comments to figure out the simple fact that the second level has increased gun recoil. Maybe a powerup would help cue the user to what's going on. Didn't finish the game due to the showstopper on failing level 3. Please fix this!
Really hurts from not having a game over screen.
This is really impressive. Really impressive. The atmosphere is intense. It's a vastly different approach to the theme than anything else I've seen. It's not just intensely meta, it's a feat of social engineering.
And then there's the fact that I left the game open on the second run, and it's still open as I write this. There's some lingering sentiment, perhaps, between wanting to keep the music playing, and hoping there's some way you can at least get a new group of people and keep them alive. People are not simple. Their motivations are not simple, and they are not, except in very limited ways, easy to predict. Yet you just got everyone here to miss three little pixel guys they just met. I think that's important in games - emotional connection. I don't get that from a lot of modern games, so thank you.
One of my minions got hit with the knockback effect, which pushed him *through* the princess, and he got stuck on the opposite side. After that I could select him but not move him. Controls are tight, just needs one or two bugfixes to round out this delightful and hilarious game.
That was a strange experience. The game only had one resolution available for fullscreen, and when I started it up, the button hitboxes were located as if the view was centered. Problem is, the actual graphics were at the top of my screen. Worse yet, when you finish the interview, there's only a green button to restart. I had to tab out and quit it while it was backgrounded.
The game itself is vaguely reminiscent of Papers Please and Please Don't Touch Anything. I like that, and I like that the questions here aren't easy. Some bugs to iron out, but keep up the good work.
I like it! The parallax was nice, graphics were effective, and controls felt good. I managed to get up to level 11. The spontaneous bullets need more contrast on some of the background, maybe a one-pixel shadow or outline to improve its readability.
This game was an excellent fit for the theme, and a lot of fun to play. Good work!
I never expected to play *two* non-euclidean games in one LD! In hindsight, non-euclidean space would have been a great theme. I can't seem to get enough of bent space and portal engines.
Controls felt a little strange and unresposive - pressing and immediately releasing forward takes you forward an entire step, for instance. It was also difficult to tell when I was done - when the targets are activated, "2/8" means that you hit the target "named" 2, not that you're a quarter of the way done.
This game hit the theme on the nose, and aside from that one control strangeness, was executed extremely effectively. The post shader was a really cool touch. Nice work!
...why would you distribute in a rar? :/
Pros:
* 4D Space
* Amazingly stylish aggressive dithering
* Very clear objectives with no explanation, partly due to all our prior exposure to Antechamber
Cons:
* After playing, everything not blue looked orange
* Short
* Some guessing involved
* Mouselook feels just a tiny bit slow
* Sometimes the hit detection on clicks felt a bit off, maybe a little mroe forgiveness on aim would help.
Thanks everyone! There's no ending, you're competing for a high Fitness score
Didn't like the inverted mouse either. Props for getting a 3d game done in time though!
This game ALMOST got there. I see where it's going, you flip down pictures to clear the air and brighten the room. I even just pushed one of the tables out of the room. I feel better already!
The pixel art and visibility-based lighting are fantastic. I want to see a post-compo version of this some day.
This was extremely well-put-together, fits the theme perfectly, and was really fun to play :ok_hand:. There was a bit of a learning curve at the start, where the gold is trying to chase you but you can easily fall off the screen and the coins will never reach you. BUT, once I figured out how momentum boosts work in the game I started timing my jumps to collect them and that small extra complexity felt really engaging. I'd love to play a post-compo extended version if you wind up making one.
@frib If I had more time I definitely would have put a level selector where you can unlock higher-HP, monsters with better drops / drop rates. Even if it looks like things really came together, time is cruel to everyone in the jam X) Thanks for playing!
@itzemii You're right on the money there. I wanted to add a little particle system so when monsters died and plants finished growing, you'd see the items pop out and kind of where they go, but there just wasn't time. You actually get more coins from growing than fighting and that's hard to see if you're not looking for it.
If you're on desktop you can mouseover the icons up top and see their names, but I would have also liked to add a long-press for them so you could see more info in mobile.
I really wish I could have fullscreened this game to prevent misclicks outside the play area. Robots bouncing each other around led to many, many unavoidable deaths both for them and for me. I felt that the chaotic nature of the playfield took away from the fun of dodging around and ringing them out in the center. I probably got some upgrades because there's a sound cue that I didn't see any reason for, but I don't know what they were or whether they helped.
Very hard, both because the cat responds quickly and because the isometric view is hard to control with arrow keys. The graphics are very nice and colorful, and it's probably the best song I've heard so far. Completely misses the theme unfortunately.
I am always amazed when I see a complete game in the compo. I mean: title screen, game, end-of-game flow. This was right on target on the theme, the controls are innovative, and corn collecting all has some satisfying juice to it. Graphics are impressive, sound does the job. Really impressive, I liked it.
I got the following error trying to run the embedded web version: ~~~ Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers) ~~~
This was surprisingly fun. The only thing I was really fighting was a little drag jank - with drag code you always want to save your delta x/y to the object at mousedown and add it back each frame, otherwise you get this little "pop" every time you pick up an object. It really made fine-tuning placement harder than it had to be. Otherwise, the theme, graphics, music, everything really hit the mark!
Didn't understand Andy's function there, nothing seemed to accept Labor as an input. Clever game, not sure how it fits with the theme.
Itch gives me a 404. Is the game not set to public?
The tractor itself refuses to obey controls for me, sometimes cruising around a circle without any inputs, sometimes teleporting, sometimes frozen in place. I think more feedback on what's going on in the tractor's "mind" might help.
Biggest problem here was the piece colors, it was hard to tell us apart. Late in my game the pieces stopped capturing my knight, so I went on a killing spree before finally being checked. Once they captured me for some reason I kept getting eggplants forever, the game didn't end when all my pieces were dead and the opponent wouldn't recapture my territory.
Really ambitious to do any kind of puzzle for LD. It was hilarious and fun and worth it. Thanks!
I really like where this is going. You're really down on your art but it gets the job done: Aside from some contrast issues with tools, I can tell at a glance what is tillable soil, what is tilled soil, what's watered tilled soil, who I can romance, when I can harvest, and so on. That's half the battle.
Useability concerns really got me here. Days are *super short*! I always felt rushed, no matter what was going on. It was hard to tell at a glance what present went to which person, and the cheaper person was further away. It was awkward to select later presents because the slots aren't numbered, and scroll wheel is off limits for non-fullscreened web embeds. I also hit that bug where a crop square bugs out in each of the top two rows.
You really went for the theme and I appreciate that. This is also a game style I'm not used to seeing in LD, *and I wish I could have played more of these!* Really well done.
I too am extremely tired! The html5 version seems to bog down furiously making CORS requests to https://files.jam.host/embed/$316043/9073/html5game/prefs.ini - The Ludum Dare internal embed seems pretty experimental at this stage and I skipped it because it won't allow LocalStorage which I need. Have you tried using itch.io? I'm having a really smooth experience there.
I'll try and circle back with a review as soon as I can get it running.
itch embed works - really laggy, lots of control latency, but I get the idea of what you're going for now. Time is cruel to all of us. I've been there.
PLEASE NOTE: * Bugfixes are allowed after the deadline. You can't add new features but if you released and then realized something's not working, I'd encourage people to rate the fixed version. Just be clear about what you added/changed. * Ports (Especially ports to web) are allowed after the deadline. In this case the download is a much better experience, but don't feel obligated to disqualify yourself for getting the web version working after the fact.
Thanks for letting me play!
Barely plays in a browser. Three refineries and a small hat factory in it's lagged enough that I can't place blobbies.
Didn't see the key to rotate pieces, couldn't figure it out. Had a pretty bad drop my second round, all guns and only one structure piece! Didn't really feel the theme come through on this one but there's an awful lot going on here for a 48-hour game. Nice work!
You can see a great game shining through here, just needs those control issues to be cleaned up. This one deserves a post-compo edition! :)
The crossbow was very satisfying to shoot and the sfx felt really good. Picked easy mode before I understood the goal, and wound up locked into far too much game time. I feel like it would have been a better solution to put more crops onscreen instead.
Really standout visuals! The gameplay didn't fully come together - thieves are far too common, meaning you have to scramble to get fish in between thieves, and I could never quite manage it - but the theme does come through. Good work!
I couldn't quite get to 55! Really fun game. The weight mechanic was a surprising moment of ludonarrative harmony, I wound up going back and forth with the twigs like a bird on my second playthrough and hit a respectable 53. The only thing I felt I was missing was a way to reset the screen so that I could work on a perfect score - but that's not really possible the way the game is setup since twigs carry over between screens. I don't know what the solution is but there's room for a really good post-compo game here.
The embeds don't work for me in either place.
On itch: ``` Unable to parse Build/Space Gardens.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug. ```
Here on LD: ``` Uh oh!
If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/ 404 Not Found ```