Foon → Ludum Dare Explorer → Users → Fizzget
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Formula Dare | jam | 1485 | 2.60 | 2.37 | 3.58 | 2.93 | 2.32 | 1.86 | 2.21 |
| 2020 | 46 | Keep it alive | Reforest | compo | 570 | 3.38 | 3.45 | 4.15 | 3.85 | 3.73 | 2.77 | 3.07 |
i like that i was able to start the game just randomly putting dice in to places that fit and by the end i was working on strategies for getting the best dice rolls. really good game.
took me some time to figure this one out, hunting for the water sources was a nice touch. and i never thought i could had ladybirds until this game (yes, ladybirds in England). nice game.
nice set of puzzles. i over complicated a few of them which was good as it meant there wasn't just an obvious path to follow. i have lost count of the amount of times i got stopped by a door, tried to jump and hit the ceiling block above the door instead of jumping out of the way of Lenore. Learning curve for me rather than an issue with the game.
figuring out the path and the building spots felt like a puzzle in itself. then knowing how many spaces were available and then how much you could afford to put into brains before putting money into weapons made the game feel like a series of bad choices, much like the theme is trying to warn me of!
nice game.
i found it quite simple to spam a load of turrets round the baby and give him an impenetrable shield, but then going out to collect steel became harder and harder. i then started going out to take out the graveyards and was finished off pretty quick. really enjoyed it.
I am very glad you included the hover over tool to highlight which cells would die and which would survive. this meant that while still engaging my brain, it didn't then also leak out of my ears. nice concept and a refreshing theme.
Starts easy but gets trickier, it's satisfying to figure out the turret levels.
didnt think i would end up playing a game about using a heart as a skipping rope! innovative concept. difficult but rewarding when I started to figure out how it worked.
Ah the ever annoying and addictive cookie clicker. is there an end? maybe? does it matter? probably not. ill be playing this game for too long... (nice job!)
it was interesting finding new ways to die. i obviously didnt read the rules as i started trying to collect the little blue squares, a big blue square finished me off! then i thought, right, ill dodge everything, this time i died without a reason (it was the stamina). then it became a careful game of cat and mouse between me and the yellow seeking squares. turns out trying to smash them into a black circle is as dangerous for me as it was for the yellow cube. Best radioactive snow storm simulator i have ever played. nice one!
i almost stopped playing this game while collecting wood as i thought the process would be endless. The twist happened just in time for me to have not given up, and the end was just inevitable! great story telling.
this could be a very addictive mobile app. i thought it was a tile shuffler for a long time then realised you can just swap any tile with any tile. it slightly reduces the puzzle aspect for me, but it also opens the option for bigger combinations which is fun. great visuals.
the audio in this game is immersive! i was lost in space for ages and only pulled myself out of my daze when i realised i had been flying in a straight line for 5 minutes and hadnt found the pirate base! (then i saw the location system and it all made sense). nice game. keep flying.
Cool graphics. It took me a while to get used to the combination of jump distance and moving platforms but it felt balanced after a few attempts.
surprisingly addictive, i kept telling myself i was done, but the card mechanic is fast enough that you get a 'just one more' feel from it.
i can honestly say this is the first game where a 404 error has killed me!
Quite a difficult game but there is definately a learning curve. My note pad of cocktails is helping!
So i was initially walking around aimlessly and getting a little frustrated at the lack of food and O2 (and the long times to clear messages), but the story points kept me thinking there was more to the game. So after i suffocated, i started again and made a direct line back to the area i died, the visuals were changing just enough to make me think i was moving in the right direction. i left the ship as soon as i had the option to, but now i'm wondering if there was more story that i have skipped by leaving so soon. The story was engaging enough for me to stick around (the location of the sol base was an interesting touch). nice work.
enjoyable game, i was tempted to give up after filling the meter a couple of times, however someone commented about completing the game so i ploughed on and managed to complete it. learning about how long you can leave things before they rot was interesting and the 1 per row bonus helped. nice game.
this isn't a puzzle type i have come across before and it is a nice challenge. I'm sure ill figure them out, eventually.
Good catch on the prune mechanic @jimbly, this was intended to say that you can prune from adjacent pieces (i have made a rules v1.01 as i unintentionally deleted this from the initial rules). This fixes your two questions on pruning as you would still be stood on a branch when a leaf is removed and you would not have the action count to prune 3 leaves on your first turn. This is a balance though as you then have less leaves available for the end game. I have also clarified that the canopy does not count as adjacent when pruning (preventing a potential 3 prune turn).
Regarding moving, the grow action on the player aid states you must be on the piece being grown. However this wasn't explicit in the rule document so that is now clear in v1.01
I have added a note about player count to the game description. This game is designed as a solo game but works as multiplayer co-op. The decay phase would happen after each player’s turn so each player would need to grow enough to prevent the decay on their turn.
Thanks very much for the valuable feedback.
Thanks again @jimbly. During my play throughs I would discard cards as a free action to make space to then draw up to 7. I’m amazed that didn’t make it into the rules write up!
Another good spot on the final trunk card. This should be a ‘game over’ card as you would never get the chance to recover it if it decays. Something ill add to the list of art changes to make after the play+rate is over.
@phlip45, thanks for the play through! It was great to see that the rules (while needing a little work) were easy enough for you to figure out. While I managed to balance a few things during the time, I didn’t get far enough to fully balance the lose condition, given a few more play throughs I would probably have ended up making the sap cost of trunk pieces higher to balance with the +2 building and the +1 leaves, while not eating into the water resource which can be a limit.
Also, Yes to reshuffling the foraging deck. Running out of foraging cards was one of my possibilities for a lose condition something like the local area has been stripped of resources, however that would need much more time spent balancing the deck distribution. Another option was a trade mechanic i.e. 3 twigs for a water, but that felt thematically wrong so I avoided it.
Thanks again!
it took me a few deaths to figure out the key combinations and once i quite enjoyed making up work flows to keep things mixing while feeding. if this was to be expanded with more combinations and more ingredients then i would really want a way to drop and store items rather than trashing them as this would make testing combinations a bit more methodical. a really well implemented game, and AAAAAAAAAA to you to!
really well polished game, sound, graphics, gameplay, all work well. i look forward to your future Ludum Dare attempts.
simple but effective. definitely a 'just one more go' kind of game.
i thought i had made it to the end, then more platforms spawned and i kept going. i only used the flat pieces to build bridges and boxes to stop from walking off the edge. not sure if that was intentional but it worked for me.
wow! this kid poops! almost felt like a cookie clicker the rate that i was scooping up after this guy! graphics really hit the mark and the feel is very nostalgic. i didnt stick around long enough to see if he ever grew out of the pooping phase!
this seems to be a great analogy for my ability to look after plants. great simulation! 😂
Great looking game. i played both versions you currently have going and i like where you are taking the development. hopefully you give the next ludum dare a go as i look forward to what you might make.
Never have i identified so fully with a rat and enjoyed it at the same time. The music and graphics feel really well polished.
this was well designed, every time i felt the game was too hard/random i found the right way to do things. so I improved as a played and the game kept me interested until the end.
at first the controls were really annoying, however like with a lot of games after a bit of patience it was possible to learn the best way to time controls and how to use the environment to my advantage. Managed to get the end game to trigger after a little floating around. Nice sound design and great mood.
Proof that simple doesn't always mean boring. Kept me entertained for longer than i would like to admit! nice work.
I don't know if the ability to insert a Llama into another Llama was an intentional game play decision, but i'm glad it exists.
Nice challenging platform game, not a set of mechanics i have played before either.
Watching cute pixelated minions destroying each other is surprisingly entertaining. I was making decisions about the balance of the team, ensuring a mix of air, ground, speed, strength, I dont know if this actually made any difference to the outcome of each fight, but i enjoyed the process and i won the game, so awesome job!
death rail. it does what it says on the tin! music was great to play along with. enjoyable game, thanks for the entry.
I managed to build and sufficiently balance a contraption to complete a mission directly ahead of me, turning may be beyond my capabilities! This was a rewarding challenge especially for such a short development time. Nice work!
I played for a while and really enjoyed the pre-planning and puzzly aspects. With games like this i tend to worry that random selections are as useful as planned selections, so i randomly hit buttons for a while and failed miserably. its a fairly silly test to make but it is a great proof that i am making decisions that positively (or negatively) effect my playthough. nice job.
who would have thought a simple slap sound effect could be so utterly satisfying! fun game.
Nice combination of theme shifting with graphics and music to match. Standing in a room with a 'co-worker' waiting for the theme to change was a particular highlight.
Is it possible to be disappointing that a game was not as annoying as it suggests from the title? I enjoyed the game, the game play changes were interesting once i was used to them. I still lost of course!