FoonLudum Dare ExplorerUsers → Filip Bergkvist

Filip Bergkvist

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it alive👥Ballad of the Bardjam194.374.234.394.304.633.854.47
201842Running out of space👥Miss Eyesorejam2033.773.202.943.294.103.761.834.13
201740The more you have, the worse it is👥Grave Dangerjam4.253.753.003.255.003.503.754.00

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

Humor vs Overall

Mood vs Overall

Comments by Filip Bergkvist

LD42 — Running out of space

Prog-Jet vs Guardians by Bismark 2018-08-15T12:16:47Z

I don't really get it... The point isn't clear, the bike is very slow, and turning is very imprecise. I tried to get the turning timer down but I just can't manage to turn when I want to. If I press right, I want to turn right on the next square, not the one I am currently on or the next one. Look at how Snake handles this kind of movement. The camera is also jarring and needs to be more advanced than simply parented to the bike. Sorry for being very negative, but there is a lot to work on. However as you said it is very playable.

Miss Eyesore by Filip Bergkvist 2018-08-15T11:46:33Z

@chupachu Who is SpookyShoots? Edit: Found him, however he does not seem to save his videos, which is a shame.

Miss Eyesore by Filip Bergkvist 2018-08-15T11:49:11Z

@bustosman The link should be fixed now!

Miss Eyesore by Filip Bergkvist 2018-08-15T15:21:04Z

@Devio Hi I am the developer that was not able to watch your stream. We are already using the Post-Processing Stack quite extensively. We aim to completely redesign this game. We never thought that it would turn out this good and get such positive attention. Thank you everyone for playing our game!

Miss Eyesore by Filip Bergkvist 2018-08-16T17:03:08Z

@saering Thank you very much for this comment! We are still developing the game because we really like it and want it to be "finished", so I can cover some of the points that you brought up c:

Lighting was a big focus for this game, I spent way too much time getting the lights and materials to look right, but I figured that either they would look good or the game wouldn't be engaging.

The music part is something that we might look into. We had a friend make the music with no other involvement in the project because he was busy, but now after the jam we might give him a chance to make new music while knowing what game we are making haha.

The amount of text has been severely cut. In hindsight it was just ineffective to both tell the story and explain the gameplay in the same text. We have since divided them

The "how the hell did I lose" scenario was something I realised a little too late. We have now added a hint system when you die, telling you how and what to do to fix it.

Thank you for getting the theme in this :D While not working as well as we intended, we also like the idea of closing off areas as the game goes along.

The monster on the main menu is also something that we thought about. When people try these jam games they are quick to get a first impression, so we wanted to make ours count, but I absolutely agree, and we thought this through hard before going with it. The idle animation on that screen is kickass though, if I can say so myself...

You feedback was not hard at all, thank you very much for playing. I will check out your game and try to do the same to you c:

Also I know that I am talking about changes we made after the jam, so they don't apply to the rating, just letting you know that your criticism is very appreciated because we want to improve it.

Miss Eyesore by Filip Bergkvist 2018-08-31T19:01:43Z

@mrjoshuamclean Thank you! I watched your stream, and no I don't think you were overly harsh, but I feel like we can be forgiven for some of the faults you mentioned. First of all, this was made in 72 hours. Creating a horror game with context and different settings during that small amount of time would be incredibly difficult, we barely had enough time to finish the game as it is. I am ashamed that some very game breaking bugs appeared in your video which of course also makes it look much worse. We were fully aware of the "jumpscares aren't scary" opinion, and we agree. We really wanted to make something more than just another jumpscare game, but in the end we had to settle for that. There have been several aspects of the game that forced us onto that, mostly time and design issues. It kind of evolved, there wasn't even supposed to be a monster, but it turned out so well that I currently feel like the monster is the best aspect. I am not trying to say that you are wrong or anything, as I said I agree. If this were a full game developed over months that cost money I would be awfully dissapointed, but that's not what it is, and unfortunately it is very flawed. Thanks again.

Loneliness by Saering 2018-08-17T00:39:29Z

Ok so I played it, for like 5 seconds longer than my girlfriend did. No way in hell that I go any further. The atmosphere, the noises. Nope, nope and nope. Great job guys in making me really not want to play any more...

Despite making a scary game I really hate playing them, I can barely playtest my own game, but I don't trust you guys. I don't know what's going to happen and I really don't want to find out...

The models, lighting and materials look great. You seem to have put a lot of effort into the walls and furniture.

The walking "animation", or wiggling is really cool, makes it more immersive. The walking sound could use some work though, it has a very sudden start.

The audio that I heard otherwise was great. The knocking sounds so real!

Personally, I would want a toggle for motion blur because it makes me sick, but it was a jam game so it doesn't really matter.

Just FYI, I stopped playing when the light turned off in the first room. As I said, I don't trust you guys, you would have spooked me. Sorry for not being more detailed, but I just can't...

LD46 — Keep it alive

Whale Dive by vilcans 2020-04-29T17:06:49Z

I find it amazing that you made an Atari 2600 game for a ludum dare! I would love a breakdown video or post similar to that of Micro Mages or something to go through how a game like this is structured, code wise.

Whale Dive by vilcans 2020-04-29T22:53:46Z

@vilcans Please do! I'd read it!

Aniyah by gamechoy 2020-04-24T21:14:47Z

Unfortunately, I played this game on a laptop with no mouse at hand, so forgive me for not completing the game, which is my fault not yours! I will not hold the game back in the ratings for the frustration this caused. From what I played, I think it is very impressive that you actually got a narrative and story into a jam game! I read other comments saying that it has a twist ending too, which sounds cool. The lighting and graphics look really good, altough some more animations would have been nice to have. The controls were tight, but I have to agree with other comments stating that dying by 1 shot and no checkpoints feels quite cheap, I would have really appreciated some more fair balancing, especially since it is a small game meant to be played in a short amount of time. The maze like levels mostly got me following the walls, since there was no real way of knowing where to go. But overall, I liked what I saw, and going for procedurally generated levels in a jam is very impressive!

Drop the egg Jeff by Dextreon 2020-04-30T19:53:02Z

I am conflicted with this one, I feel that it has a lot of potential but falls short in some areas. I like the core idea, but it just feels a little too janky for me. The controls and animation are too slow, it feels like I'm running in water. The sliding animation is very jank, and me turning around leading to the egg just falling feels super cheap. The art is also inconsistent, the character is toon shaded but the backgrounds and egg are all pixel-art. I understand that you'd argue that the hard controls are part of the game, but contrary to some comparisons to QWOP where the game is hard but predictable, I feel that this games controls don't do what I expect them to do. The start of running was too slow, and the stopping was too fast.

All that said, I think that the game was fun, and often hard in a fun way. Sorry for being really negative, I did actually like the game, and my rating will not be as harsh as this comment makes it out to be! I just read on Reddit that you are continuing development (if I remember correctly) so I want to give some constructive (and kind of harsh) feedback.

Cataracta's eco-friendly adventure by Ponzis 2020-04-25T16:10:39Z

Hi, you (@mccheesebob) played my game, so I played yours c:

I don't really know what to do in the game, at all... I just walked around aimlessly, carrying and dropping the flower when I felt like it. Since I never quite figured out what to do, WAIT. I just read the comment from @cataclysmicknight saying that you can walk to the right! One sec...

Ok no I still have no clue what to do. I walked through a few rooms, found a big flower, and then went back to the start somehow. Since you didn't have time to add explanations in the game you could add clear instructions here on Ludum Dare so that we have a hint of what to do.

Anyway, the art is simple, but nice, I especially like the animation on the little player robot! The movement works well, and the music, while only playing shortly after entering a new room, is fresh and fits the game, I like it a lot.

However, there are a few simple things you could have done to have raised the quality of this game significantly (with only a small amount of extra time). Since this is your first game, and you seem very keen on joining again in october I'll give you some tips for if you would do a similar game next time!

* The player sprite should save it's last direction, so that it doesn't flip every time you stop if you moved to the left. * Sprite sorting can be difficult, but in a game like this, sort sprites dynamically through their position.y value. Higher y values should give a lower (I think) sorting order, to make them go further back. Add an offset to the y position to make this more configurable, since you should sort by the "feet" of a sprite, not the pivot. * There is a Pixel Perfect Camera package from Unity that fit games like these really well (we used it for our game) so that the pixels scale up perfectly. This, combined with turning AA off would fix the lines that sometimes appear between your background sprites. * Make everything you can as clear as possible. There is no real way of knowing that going right leads to a new room. The elevator door doesn't open. Dropping an item keeps it in the exact same location, so you only notice that it is dropped after you move. These things should be made obvious with animations, sound and such. * The transitions are very jerky, save the camera position relative to the player upon starting the transition, and then place it at the same relative position upon ending the transition. * The default blue Unity background is ugly, if it was the same blue as the window, it would have looked WAY better (and reinforced that it is space)

And remember, stupid people like me will play your game with no background whatsoever in what the game is (except for what you tell me). Try to reserve some time for at least writing some text on the game page, or if possible, make a tutorial/text in the game to tell the player what is needed to know.

I have no doubt that your next game will be much better (my first one was absolute trash...) so keep it up! Remember that small games made well are often better jam games than big unfinished messes. You were also 5 people, and with some more experience next time, you should not need "ran out of time" as an excuse. Prioritise, focus, and most importantly cut unneeded features. I'll start following you guys just because I want to see what you do next time, don't let me down!

Also, feel free to @ me here with what I'm supposed to do, so that I can give it another shot!

Come to Mama by Louis hayes greenwood 2020-04-25T12:06:56Z

Hello! Thanks for commenting on my game! Now for your game:

The audio and graphics are superb! From the first screen to in the game, every sprite looks great, and every sound effect and music track fits in. Really superb!

I personally thought that the automatic picking up of blocks was inaccurate, and didn't always work like I wanted, which left me frustrated. The blocks were also in my opinion thrown too far (maybe because I'm so used to Stardew Valley), which often made me lose since I missed my throw. However, I think that the level design was fun, and a double puzzle to both figure out a plan and then to execute it.

Overall, super polished game, but the gameplay frustrated me a little too much, the combination of inaccuracy and the fast pace needed to stop the baby from running into the monsters was a little too much for me, sorry. I want to empathise that it's just my opinion, and given some more time I could probably get used to the controls!

Ballad of the Bard by Filip Bergkvist 2020-04-21T15:30:25Z

@freakoftheyear Thank you! Can you please tell us what it was that didn't work in the web version? I'm in the progress of fixing some major bugs for an update and would really like to sort these issues out so that more people can play the game c:

Ballad of the Bard by Filip Bergkvist 2020-04-21T23:45:21Z

@freakoftheyear I believe that was a bug caused by playing the tutorial, losing, and then pressing "Try again", which caused the regular game to start while still in the tutorial mode... It has since been fixed in a patch. Glad you got it working anyway! Thanks a lot for the feedback c:

Ballad of the Bard by Filip Bergkvist 2020-04-23T20:57:31Z

@mrhassansan What version of the game did you play? Can you describe what happened?

Ballad of the Bard by Filip Bergkvist 2020-04-23T22:07:03Z

@mrhassansan Thank you! I'll look into it!

Ballad of the Bard by Filip Bergkvist 2020-04-24T21:46:38Z

@ithildin Thank you! The Left Shift being the only working key was simply because we intended the game to be played with both hands, one for the chords and one for the sticks. I never even thought that people might want to use the right shift, since I never do personally. I will keep this in mind if we continue working on the game!

The stick spawning is scripted, and designed around giving the player sticks only when needed to not allow stockpiling too many sticks, but I completely understand that it was frustrating to lose like that, we'll keep that in mind too.

Ballad of the Bard by Filip Bergkvist 2020-04-25T09:11:40Z

@itsdanidre Not all parts are checkpoints, 6 is not one of them. Since the levels are so short we felt like it was ok to sometimes replay two levels instead of having a checkpoint every level, since that would make them very common.

And yes I agree that the hammer is hard to pick up, but you don't need to grab the handle, which makes it a little easier to pick up. I wish I hade made the handle collider more forgiving.

Ballad of the Bard by Filip Bergkvist 2020-04-28T21:41:12Z

@disperse Haha, maybe c:

I'm guessing you just wanted to post a small comment, but I felt like telling their story so here I go:

They were intended as a boss in the game. The player would have to switch instruments to a flute, which used 1234 and 5 on the number row instead of letters. This would give some variety, and since the way a flute is played is very different to a lute, we could make notes that required several keys to be pressed at once, say 3 and 5. Lots of art and audio was made, a new background palette, music cues for their appearance and defeat, the flute was fully implemented!

Sadly, we didn't have have enough time to implement the actual bats into the game, so it was shelved. In a last minute decision I chose to spawn them without functionality anyway, since the art was made and we really liked the look of them appearing from afar.

This did however cause the "ending not triggered" bug that I fixed the day after submission... So maybe it wasn't the best idea to shove it into the game without the time needed to test it. Oh well :)

Ballad of the Bard by Filip Bergkvist 2020-04-29T16:30:26Z

@lexyvil That's why you play the tutorial c;

Ballad of the Bard by Filip Bergkvist 2020-04-29T22:59:53Z

@stanleygray Thank you! We had to opt out since we downloaded quite a lot of the audio cues :/ It can be quite hard to find a bear during a game jam haha. Which is a huge shame because all of the music and instrumentation was made by us, and I (who didn't make any of the audio) am totally unbiased when I say that I think it's really good.

The stick shortage is a gameplay issue, however we chose to allow the player to run out of sticks since the theme was to keep the fire alive. If we didn't make that an actual threat, then we thought that we would miss the point of the theme. So we made sticks a scarcity. But they should not be too scarce at any point, since all of the spawns are scripted by us and have been tested many times. I know for certain that our level designer created a few moments where you are supposed to not have enough sticks if you refuse to use the spells, because otherwise there would hardly be a point to the spells. So I'm guessing that you didn't use the cage when we intended for the player to use them. Of course, this can feel very cheap, and nothing is ever the players fault. I guess it's just a limitation of the time we had to make the levels, and the time given to teach the mechanics being somewhat short.

We are currently writing notes and ideas for a full game based on this concept. We'll keep this feedback in mind if we end up developing it further, so again, thank you c:

MicroVore by Eran Haas 2020-04-29T16:58:27Z

I think the aesthetics are really cool! The audio is really good, but the crunching sound is both too loud and sounds as if it's coming from inside my head, like if I'm eating some legos. My GTX970 could barely handle this game in 1440p, but it was playable at least.

YMGYPBVF: You Must Gather Your Party Before Venturing Forth by amkingTRP 2020-04-25T11:54:20Z

Hi! Thank you for rating my game! I wanted to check out what you made too c:

I never finished the game, I couldn't figure out how to get my knight in the front on this part: Hard.png

However I think I have got a good taste of the game in the levels I actually finished.

Pros: I really like the concept, it's the ice puzzles from Pokémon taken to a whole new level since I have to think about all 3 of my party members. It also has some of the fun of those sliding puzzle games, where you know where you want a party member but have to figure out how to get it there. Overall, very fun, and I think the leveld design really shines through, and I didn't think there were too few levels, and all the levels I played had something new to bring. Well done! I also didn't find any bugs or problems!

Cons: However, the graphics and especially audio hold the game back a little for me. I (contrary to many others) think both those areas are very important, so sorry if I am a bit harsh (you were the sole developer though, kudos for making this all on your own!) The graphics, while simplistic give off a very MsPaint look, but it definately gets the job done. The audio however, while the ambience is nice the dying/killing sound effects are loud, harsh and are clipping.

DANGER! Alien Cow Thieves! by Shredmer 2020-04-24T21:39:39Z

The artwork is truly amazing, and the transitions in the main menu are of such high quality.

Sadly, I didn't feel that the rest of the game lived up to the level set by the art and audio. The jumping felt too short and unresponsive, I often felt that I jumped, but the character didn't. I had a hard time getting onto the platforms, since they obsctructed moving upwards, and the constant enemy fire did not help since they pushed me around quite a lot.

Since the regular enemies posed no threat other than pushing me around, I just ended up running back and forth between the top platforms, spamming attack and hoping for the best, which proved to be a great tactic.

It was especially great after the game bugged out and stopped spawning UFO's, which made the game endless since I could not die, but could still collect points. I stopped playing at around 7000 points, since there were so many enemies that the audio started cutting out.

Overall, it was artfully amazing, but the gameplay got stale after a while. SoManyEnemies.png This was my game at around 7000 points c:

Keep the Party Alive! (Solo project) by Alexander Crane 2020-04-24T22:21:07Z

It was quite fun actually! The character models really fit the game, and the animations are nice. I felt like there was too little to do, but maybe I missed something? I grabbed the banana suit, and then I was a delivery boy of both beer and pizza for all my guests, but I never found anything else to interact with. I lost quite quickly, even though I tried to be fast with my deliveries... Anyway, there are several technical issues to fix (camera as mentioned before, friction on the walls can easily cause wall climbing, camera clipping through walls and such) but the game itself was absolutely enjoyable! Well done!

Meal to Kill by spidamoo 2020-04-25T12:31:27Z

Thank you for playing my game, here's what I think of yours:

I love the talking sounds! I don't know if it's just gibberish or actually russian, but to me it sounded like fun gibberish, and gave the king loads of character! That every level had it's own rules made it more varied, however the levels seemed to change too much based on the rules, which made it quite obvious what to avoid. If, say, there were fewer items but the same every time, then a big change would have to make you think more. Now, on the drink level it was mostly just drinks, which made it very easy to remove the other items. Still though, it was fun that you changed it up!

The music is great! The sound effects were sometimes a little too loud, causing clipping but I still liked them and they fit the game really well.

A tip for the fututre: I know that you guys are russian, but I think that a large majority of your players will want the game in english, so maybe you should default to that and just have a russian option? I am biased though since I don't speak russian haha.

Well done! I really like it.

Atuin by Moocow12 2020-04-24T22:05:14Z

I feel like the game really needs either a story or a tutorial to tell the player what is expected of him/her. The game jumps straight into you steering a small ship in space, protecting a turtle getting attacked by spaceships. I didn't really find a purpose in the game, other than trying to shoot the enemies because it is a game.

On the topic of enemies, they were quite hard to destroy, taking several shots and spawning way faster than I could shoot them. They also drop lighting bolts, which I never figured out the purpose of.

There are UI buttons everywhere that you never explain, but by trial and error I found that the Fast-Forward button changed weapons??? An info button tells me stats that mean practically nothing, and the options show settings for music and sound effects, which are also separate buttons in the main game. Why so many buttons?

There is also a store, where all items are called Weapon1 and cost 100$, so I'm guessing it is unfinished. I would like to know where you got this art from, since it doesn't match the rest of the game at all, I assume that it is downloaded? If so, why do you accept ratings in graphics?

Store.png

I understand that the game is unfinished. There is a separate category for unfinished games, but you decided to publish the game here on Ludum Dare, so you should expect criticism fair to everyone else.

This is however your first game on this platform, so I don't want to discourage you from continuing developing games. This is better than many other games here, but you should prioritise your time better and focus on the important things before spending time on in-game stores and option menus.

Coxless Dirible - In 72 hours around the World! by fachscahfttf 2020-04-30T19:26:23Z

I had a fun (but somewhat confusing) time with this game! I like the actual gameplay, running around and doing stuff, but the connection between what I did and the effect of that action was hard to follow. I still don't know precisely what the log burner and green reactor does, but hey, I kept feeding them resources and it seemed to turn out well.