Foon → Ludum Dare Explorer → Users → Feraligatr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | Bounties & Badasses | jam | 734 | 2.81 | 2.63 | 3.05 | 2.65 | 2.76 | 2.65 | |||
| 2024 | 56 | Tiny Creatures | 👥 | Sneaky Paws | jam | 678 | 3.42 | 3.24 | 2.84 | 3.86 | 4.00 | 3.35 | 3.50 | |
| 2023 | 53 | Delivery | 👥 | Paul's Postal Assembly | jam | 265 | 3.87 | 3.57 | 2.80 | 4.37 | 3.92 | 3.50 | 3.44 | |
| 2023 | 52 | Harvest | 👥 | Slimevulture | jam | 657 | 3.09 | 2.97 | 2.81 | 2.97 | 2.57 | 3.18 | 3.00 | |
| 2022 | 51 | Every 10 seconds | 👥 | Trick or Defeat | jam | 507 | 3.59 | 3.55 | 2.40 | 3.17 | 3.63 | 3.97 | 2.96 | 3.80 |
| 2022 | 50 | Delay the inevitable | 👥 | Space Escape | jam | 957 | 3.32 | 3.29 | 2.66 | 3.52 | 3.41 | 3.40 | 2.38 | 2.94 |
| 2021 | 49 | Unstable | 👥 | Elbatsnu's Brewery | jam | 864 | 3.44 | 3.37 | 3.44 | 3.94 | 3.77 | 3.03 | 3.59 | |
| 2021 | 48 | Deeper and deeper | 👥 | Deeper Well | jam | 332 | 3.88 | 3.45 | 3.29 | 3.29 | 3.64 | 3.76 | 2.89 | 3.46 |
| 2020 | 47 | Stuck in a loop | 👥 | Escape A Curved World | jam | 1270 | 3.15 | 3.10 | 2.57 | 3.08 | 3.08 | 3.28 | 3.00 |
The genre and the music fit very well, its calming and trying to focus you on the important things. Overall it is achieving a good mood.
Can confirm, Link is not working :/ You should also update your description and use a preview screen to gain a little bit attention and more interest :)
Challenging, yet fun. Well thought idea with the switches and platforms.
Nice combat system, graphics are adorable and kept simple. Overall a fun experience.
Puzzling Game, the concept challenges you to plan forward and your next steps, I like it. The Input does feel a bit chunky sometimes tho.
Most innovative game I've been playing so far. Graphics are fitting to the sound and mood in general. Also kind of challenging, I liked it.
Short and entertaining enough, enjoyed playing it and had some fun. Nice work!
Graphics, Style and Audio fit really well together. Concept well thought, interpretation made clearly. Slight downside is the keybindings which are unusal, but ok once you get it :)
The web build doesn't complete loading for me :/
I'd love to see a further development on this because this version now was rather short. But at least you can finish it within 5 minutes. Game was fitting the theme. There could be some other audio during the pre-boss room or in the start menu because it felt a bit empty.
Simple Grraphics, simple kept. Nice puzzles created by the behavior given to the moving block. I enjoyed it!
Bug: If you spam click the moving arrow the animation doesn't finish and the rotation is then offset. This results in confusing the player where the block moves. Which is kinda frustrating, since the rotation is key.
- Concept: Well thought concept and mechanics - Replayability: Game can be played over and over again. The different kind of turrets do motivate you to approach differently everytime - Audio: No need to examine - Fun: Audio and games, always a good combination
- Sometimes it is a bit annoying that placed turrets do not immediatly shoot, instead they wait for a rest of time until the next beat which could you cost your life. i feel like the counter could be subdivided for a more complex mechanic
- turrets are a bit buggy when you drag them out of the slots. they still keep shooting but I count that as a cheesing strat :P
Overall a nice and good game, well done :)
~~WebGL Build is stuck loading on roundabot 25% in chrome :(~~ Nevermind, it just took a long time to load.
So, it is a nice short game, but after reaching the max. amount of enemy players it feels repetitive. Some level variation would have been really nice like other obstacles or additional goals
Fun game. Intro was funny and the announcements and the pilot nailed the humor. Complete chaos where you have to find your own way through it. The actual length depends on the own skill but a higher time challenges you to get luckier or to do better. At least it is finishable within 5 minutes, other games are longer and cant be finished, so its a great plus for me :)
I think some more checkpoints would be neat, it's kind of frustrating dying so much in the ice level. But otherwise its still challenging and a nice platformer!
Really nice vibing game. It is simple to play and the art with the music is just straightly vibing.
Simple kept graphics and a simple kept concept, but starts feeling repetitive at some point.
One question tho - how did you implement the round world? Is it a shader or did you define a sphere as the center of mass? Or have you implemented it in another way?
Audio and Gameplay fit very well together, you have to think about what you do to achieve something. It also has some nice secrets, good job!
Glad you made a WebGL build. It has a nice concept and its also challenging to solve the levels. Good Job!
Very nice concept and also challenging and yet it is a simple idea. It fits very well to the theme
I concentrated on a few slimes to get them through but instead another group of slimes made it through XD So simple yet so challenging
5/5 Humor for the selfrecorded audios
WHY ARE YOU SHOUTING
I like the audio and the mood, but none of the instruments effect the player in the described ways
Like others already mentioned. You feel pretty lost and dont know what to do. I tried spamming defending but its triggering after some delay and is on a pretty hard cooldown. It does not really feel well to play. But the graphics and the music are nice and calm :)
Simple gameplay indeed, but it cuts to an end at the right moment before it starts feeling too repetitive
Short little game, but I feel like the camera could have been a little bit more zoomed out, because the quicksand part was a bit confusing. But I was afraid to go a little bit further to actually see that you can do it with one jump lol
Thanks so far! Glad to read the positive feedback :) @boaz I'll take a look at that later, can you tell me at which level you encountered this bug? I'll fix that in a newer version :) @hungrycatgames Yes, that's true, you should be able to sprint jump. Which browser are you using? I tried Chrome, Opera GX and Firefox, where the Sprint Jump worked for me. Alternatively theres a windows build available :)
Thanks so far for all your feedback! Milmalissa and I will take that feedback and continue developing the game after the jam and will gladly consider it for further development :)
@snotax I cannot fully relate to what you say. It is clearly stated what we've been making and what we've been using from foreign sources (see "Foreign Assets"). We even opted-out of "Audio" because we largely used assets from other sources here (except for the zombie guy SFX).
Just to clarify: Every other asset was made by ourselves, the tower, the turret, the character model, the environment props, the concept, the coding, level design, ..., you name it. So I don't really see what cannot be rated. The game offers enough impressions to rate every category.
Gameplay is nice and its not too repetitive, it is also managable to beat within 10 minutes, exact the right size to rate it appropiatly. The Audio was fitting but it felt a bit empty with just the bubbles and the SFX. Otherwise a nice game!
Nice Graphics and good implementation of the theme. After 20-30 seconds it is just repetitive and no real motivation to play it longer. But as I see you intend to work post jam on it and it is a very solid base to work on :)
I enjoyed the game. It had a nice take on "stuck in a loop" with kind of a scientific relation. If you wanna keep on developing the game, I suggest you reduce the loop timer or add some more rooms and items to gather. Like This it was a rather short experience, but atleast it is a game I could finish :P
Huh? Why is it linking to another account?
Too bad you couldn't make it! But take it as a chance to learn from that and improve for your next game jam :)
Hey @thomasward, it's me from NidavellirGamesStudio. I finally had time to play your entry :) I really liked the immersion it offered. The music, the lighting, the pace, everything fit so well. I got a little confused when running around the levels, since I couldn't really remember unique "checkpoints". But it offered a nice space puzzle and variety in terms of genre :) Good job!
Hey @sharks, its me from NidavellirGamesStudio, I have been streaming the days and we had a nice chat during the stream :)
So I have played through your game and I am saddened by the tragedy happening at the end :( I liked the programmer art and a nice effort you put into it! What I didn't really like were the hacking times and the hand-in-hand difficulty, it was sometimes demotivating when you made it to level 5 and then just got thrown back to level 3. But overall the mood was harmonious and I still enjoyed playing through your game :) Also playing a horse is a refreshening experience :D
I loved the detail on the submarine, Sigmund II. It would have been a lot more comfortable if every 2-3 depths a submarine merchant would have appeared to trade the dollars in or at least to keep the money when you die. There was no real motivation to emerge when you already were half way down. But there were various enemies which offered variety.
A nice minimalistic rogue like game. The font was too small for me, had to zoom in to ~200%, a scaling UI would be neat (was playing on 2560x1440 Monitor).
I really like the moody sprites. Gameplay was a bit exhausting because the life did not regenerate and the ball sometimes instantly killed me (although i was full life). But after some time I got used to the missing life and could handle it better.
@everyone thanks for playing so far!
@slingshot To unlock other buildings, you have to upgrade the well. Each upgrade provides you with a reward, for example new buildings :) I will be happy if you would return and try upgrading the well so you can feel the settlers vibe more :)
Hey @zolar thanks for trying the game and actually following my suggestion. Glad you liked it! :)
@sharks thank you for taking time and playing it again. Really appreciate your effort in playing and giving feedback :)
Definitely a game about "un-stabling". Getting stuck sometimes was frustratin, but the farmer was probably also frustrated both about me scaring the horses and getting stuck himself. Turn speed felt a bit weird, but good job anyway!
Nice concept, nice art, nice game.
Cool concept, I got stuck at the hushroom. The brew mechanics are fun and challenging. Also a good solution of a hint giver aka the cat.
Nice variation of available recipes and charming art
Nice pixel art!
Good: - very well rounded game - end was connected to the beginning - theme was met very well in a innovative way - simple and fitting art
Neutral: - Music does not really fit to the overall mood, but it is still a good soundtrack Bad: - Dying should feel more punishing. Yeah it is kind of punishing to have to go back to every other room but you could basically just run it down each room, kill the mobs and gain the mana
Once I found out, I could catapult myself into the air via the ramps I rather flied around the world. Easy and simple concept. Really appreciate the controls image.
The Sfx were really really quiet and hard to hear.
With using the Hakenkreuz and labelling it as "Click on your favorite thing" you took it too far, everything else was totally fine. If it was a historical or educational usage, totally ok. But not like that.
Good: - Given Incentive to keep playing the game - several playstyles and challenges possible - Detailed work (the winning screen, the recoil effects on the weapons,
Neutral: - repetitive - kind of tedious to grind for the weapon progress - sword felt awkward to play in a windowed mode since the mouse potentially leaves the screen
Disliked: - It takes round about 2 very worthful seconds until the first enemies spawn. initial time could have been a bit higher or faster spawning. Especially annoying for the first few tries.
QoL Improvements: - Offer a Replay Option when time is up - first weapon could be a bit cheaper
This game also reminded me of another game with a similar concept. It was F2P on Steam. But I cannot recall its name. So overall a very good game and experience :)
I like the concept and would have dug deeper into it, but some bugs made it quite uncomfortable to play. Overall I like the theme implementation and also the ability to build and craft stuff. The art is nicely done and the gameplay fairly simple, yet in enables you to go deeper. The music and sfx are fitting very well into the overall feel.
Punching trees and stones felt tedious and time consuming, also sometimes tyradine bars were demanded but I could not find a stone within the given time to find an ore to craft it.
A few bugs I encountered: - After sacrificing materials, the UI did not update properly and sometimes left me confused - sacrificing two sheeps quickly after each other results in a funny text display - the flute is really loud (or intended? :^)) - after losing, I could not play the game again, although I pressed the play button as hard as I could - I placed down a workbench and tried to place a furnace, the blueprint spawned inside the workbench and did not let me build it. - the pickaxe did not increase the damage on stones (maybe this is a wrong expectation from me)
Cool and easy concept. Level Design is also good. Each level adds some new features, so there are new challenges each level. Graphics, style and font play really well together :)
I think the wolf is kind of bugged, sometimes he went invisible or he wasn't seen at all and I lost the level. But sometimes I had more time at one point of the level where as in another try he would have already caught me.
After dying in the 3rd level, the Game froze for me.
I liked the intro :) I wish we will have the time and resources to include a story as well next time.
If the game was available in full screen mode, it would have helped recognizing everything better.
Graphics and Sounds are fitting. The application window could have been bigger tho, was kind of hard to identify objects on a 2K screen.
@vgel Thanks for the suggestion, adjusted the description for that
The Good - Cute graphics - Good idea - Fun in the game :) - Simple concept
The Ugly - The controls were wonky (mirrored bark area when the dog faced left) - A bit too short - Instead of barking I found myself pushing the sheep at some point instead
Nothing inherently bad in it, good job overall :)
Good: - Graphics fitting to each other - graphic style at all - decent background music - not much explanation needed to play the game - sfx
neutral: - some other mechanics would have been cool, like a boost which costs fuel or items speeding you up
bad (nitpicky): - theme not too apparent - gets a bit stale after the first few tries
"I initially jumped in to learn how to make sounds for my games myself, and as you can kinda see I failed miserably at it." You don't need to worry about that, personally for me Game Jams aren't about perfection, if they serve the purpose and it is fitting, then it is totally fine, which applies for that game. The Audio was good :)
Good: - Simple Concept - Simple Loop - Details for regrowing fields (Visuals, Fields do not regrow in the same order) - funny dialogues - chill audio
Bad: - nothing too apparent
Ugly: - too simple loop, a few seconds are wasted into idling
Good: - Clean art - simple concept - Progression UI
Bad: - I was very close to the harvest machine but no kernels spawned sometimes (even when I only had a low amount) - There is no incentive to save a rat, I had the best success to just be an egoistic rat and run straight through
Ugly: - Jumping on space additionally would have been nice - Sometimes I received kernels without actually collecting some
Good: - simple concept - simple graphics - awesome sfx
Bad: - After some time it gets monotone
Ugly: - Fishes take a lot of time to respawn which leads to high idle time
A deckbuilding game against the gods (and the odds, somewhat). I've been playing all gods to at least level 3, at that point the difficulty massively increases, which I think is the weakest point. At some point you are getting overwhelmed by the amount of enemies and the buffs they give to each other. I do think that some stages are doable, yet I didn't invest too much time to find out how far one could actually get.
Nonetheless the amount of time it offers is very nice, it does not feel repititve and one actually wants to play it more to find out. The graphics are neat and consistent. The music is chill and calm, and feels cosmic.
Consistent and neat graphics, linear and simple gameplay. Easy to see and grasp the concept of it. What I do miss is a win or lose condition, or something that keeps me motivated to cycle through the phases over and over again
I do love the visual consistency and looks of this game. It looks very clean, and the tiles are very charming. The music is very chill, which fit the mood of the game very well. I was a bit irritated about how exactly the game mechanics work and how taxes are calculated and collected. I've given it 4 runs, where after each I was maybe at 2k max after 12 months. Yet it was very satisfying to see tiles plopping up and seeing some positive effects on the cities. I think I will give it a try later again, my brain is a bit fried at the moment.
@ordineu thanks for playing and for the feedback! I agree, some more helpers to explain the icons/stats would have been helpful. For now I've added some rudimentary descriptions in the summary of the page.
Hey y'all, thanks for playing the game! I do agree - the lack of information about the objective, the consequences of the actions and what stats the player has impacts the experience massively.
@prunus-padis @chuckeles and whoever has been wondering:
Regarding AI tools and prompts, the following have been used:
- ChatGPT - Gemini - Dall-E
Mainly these have been operated with using Typingmind. I basically started my prompt(s) with the following:
> I am creating a dating simulator for a game jam with the theme “collector.” The player is a bounty hunter in a fantasy world and has to “like” or “dislike” opponents. You can now create these opponents. Create one male and one female character each for orcs, goblins, elves, and humans. The characters should be charismatic. The images should be cropped, without a background, and more comic-like. The background should be either transparent or solid white. These are profile pictures, so the face with some of the upper body, including the shoulders, upper arms, and upper chest. The characters can have tattoos, jewelry, weapons, and armor. The style is full of colorful hues, but can also be darker. The graphic style is comic-like.
For UI inspiration I already had some basic UI implemented in Unity, uploaded a screenshot of that and asked for a UI concepet which would fit the "dark fantasy bounty hunter roguelite dating sim" theme. For the created concepts I've steered it into the direction I wanted it to be. I've also offered some basic layouts, which were drawn in Excalidraw and asked to "create a card/tab/panel" which reflects the reference layout. The issue there was primarily that it did not count properly at some times, and some rows had e. g. 3 cells instead of 2 or there were excess rows.
To conclude the UI, I also asked for icons and buttons which would fit there.
I continued those prompts with new character portraits, asked for n amount of female, male, divers for orc/goblin/elves/undead races and also asked for names and profile descriptions, which fit into the game. Rarely these prompts failed, as they might have been detected as "too sexual".
Generally the image generation had sometimes issues with the background - sometimes it was a transparent background (best case), sometimes it was a solid white background (okayish case, I could just remove that in GIMP), sometimes it was an actual transparent pattern as the background (worst case, as removing that was harder).
Whenever I noticed something of the generated images would not fit into the game, I prompted to generate that piece again and gave details about what exactly would need adjustment.
Without a doubt I'd love to have worked with an artist together on this jam, yet the ones I asked didn't have time that weekend. So I took the opportunity and experimented with AI, to get a grasp of its current capabilities.
I might write a more dedicated follow up devblog to this and might showcase results before and after steering.
Simple game mechanics, neat graphics, nice atmosphere. While the concept was simple, I felt a bit frustrated, when it came to the quick time events, where you initially were definitely too weak and just wasted time on a lost fight anyway. The radius of the red portals were also sometimes frustrating, you were not even close and your souls got sucked in. This was especially irritating, when you were collecting souls close to it.
Other than that I enjoyed my reap. Nice entry!
A short, quick game - very nice to be able to see it all. The music felt very fitting to the overall "demonic" theme and feel from the beginning.
In the first few tries I felt a bit frustrated because I spawned and got basically ganged up by three drones which killed me. Once during flight I made it in front of the turrets. I think some damage upgrades would have been awesome, to embrace the demonic power fantasy.
The graphics are neat and very fitting to each other, it feels consistent and looks also very consistent. The core gameplay is pretty simple and can be done with basically just one hand and if you want to take it to an extreme, with one finger.
What I think would be the best to improve is the time it takes to produce something with the miners. The requirements are pretty high, and automating the mining processes does not feel very rewarding. Some upgrades, lower requirements or higher baseline productions from the miners would give the gameplay a faster paced feeling, as the engagement with the game flattens very quickly. The flattening does not mean it is bad tho, I do love simple games, which I can just play out of the box.
The graphics are very very cute :) I do like the design of the lizards and how they follow you along, when you have collected them :) I do agree in what @mrv said, it is very easy to get lost. At some point I noticed a pattern where the lizards can be found, but after collecting some you barely remember how deep you went and where you exactly are and have been.
Other than that I do like the consistent graphics and the humor behind it, rats with guns, wizard lizard and so on. Great entry!
I was loving the graphics from the start, I was also very positive surprised by how well the physics worked. Bouncy shrooms, slowing down mud pools, ramps. Some bug deaths I'd say were heavily exaggerated and some felt very random, because I did not bump into anything.
Yet very polished and well rounded game. Great!
Simple and consistent graphics, simple gameplay, which could benefit from a few improvements - e. g. bigger push collision, diagonal walking, a bit more movementspeed. Other than that - quick to playthrough. Nice entry!