Foon → Ludum Dare Explorer → Users → Fluorescent
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Unstable Core | jam | 1351 | 2.98 | 2.77 | 2.77 | 3.48 | 3.32 | 3.15 |
I had to alt-f4 after 30 minutes and my singular attempt tower1.png It is fun and addictive, but the game logic is not yet finalized it seems and feels very rng-based for now, rather than a reliable ruleset that requires skill - which is irritating but I understand these are time constraints affecting the game.
It would be a 5/5 iPhone time waster after you apply a bit of polish, and many more hours will be sunk there! Great idea, neat chill puzzle-game music, I liked it. If you make an improved version, tag me pls - I would be glad to play it :)
Such a satisfying game, the sound of falling pieces hitting those that below is juicy, and the soundtrack is simple yet very charming!
GJ, we simply need to get more of it, regardless if it fits the theme just about or not :)
it's suuuuuper short, but I get that sometimes programming takes so much time that there isn't any for creating levels. A solid foundation, where my only confusion is guns swapping at random and why the heck is jumping not space, but W :) Good one, was a pleasure to re-run this level several times.
Nice game, it is fun racing against AI which explodes later, too :) Overall, of course it lacks some details, as most jam games naturally do, but the game turns out to be fun, and, hopefully, all the post-jam ideas get implemented, too so that it gets to the full potential!
The game is great, and even if I didn't particularly like the fact that you can run out of bullets and have no other method you can interact with enemies, but that's more of a suggestion than a flaw, of course :)
I liked the presentation, both visual and audio, and an aura of polish all around. Great entry, even if there is a stretch for the theme.
This doesn't exactly fit the theme, and I am definitely not an audience for this type of games, but it's still fun - especially since there are actual mechanics that require to be figured out :)
One small suggestion can be that differently-behaving buttons might be better off colored differently. So like a button that can't be clicked and seems stuck, but then shoots itself very fast after you clicked another button, may need to have some different color. This way we can understand its behavior and what to expect just by looking at it. Yeah, I get that there are special audio effects for such buttons - but the core issue I refer to persists, where you still have to click there and hear the sound to understand the mechanic, rather than just look at it but click on other buttons in the scene.
it is a very cool idea, I liked the overwhelming crisis-management that will make you lose at some point, but keeping trying is very fun!
Unicorns seem kinda off, or is it just me... if they have an elemental shield already and get attacked again, am I supposed to press the button once more or not? this was my best attempt so far, 81,17 kph - 4300m - 15 cars :)
got it, will try again now then, knowing how to keep unicorns safe :)
The game is bonkers when it comes to polish, you guys rock :) Enjoyed playing through it, enjoyed the smile while bathing - which is why the ending was so much more enjoyable, too!
Overall, a pleasure to look at and very solid, even if simple, in terms of gameplay.
The game is interesting, and I felt that the visual design holds it together very nicely. It would be interesting as a full game, if you decide to take it into this direction after the jam.
It is super fun and came out to be VERY hard to control, but in a great intentional way ;) Poor little penguins smashed by the crate make me sad... From the technical perspective, it all seems sound. I would add restart for space or smth, as after using 2 hands with the keyboard reaching for the mouse is depressing.
You know the game is good when the only thing that springs to mind in terms of suggestions is to get a different key bind for an action!
The game is very moody and looks interesting with this low-resolution textures and I guess some post-processing effects, definitely something that pops, even with the simple idea behind it. Liked it :)
fyi loading main menu after the game over is broken, didn't have the mouse for some reason, so restarting the game if an attempt failed it is
It's a great idea, to make this management as if from an app - I really dig the looks of the game and the crisis-management gameplay loop! And the introductory backstory just puts a smile on my face, how silly yet not impossible the situation is. Good one, liked playing it :)
simplistic, but looking very cool and with definite attention to detail considering the art! awesome :)
nice, the game unexpectedly has a difficulty curve that seems to be challenging in the satisfying way, I managed to beat the game on the 2nd try! It quickly gets chaotic and still fun ;) One small suggestion may be that player doesn't actually rotate to shoot left when moving left, so that we can continue shooting. But overall a simple yet fun game.
cool, I love pinball - and this one was interesting since it fir the theme somehow :) I would love more things to interact with the ball, and more power to the bouncing materials, but overall a great one!
It is a great entry, visually pleasing and simple yet effective gameplay-wise. I share the same idea as some commenters above, power outages nullifying your ability to get to the smoke room valves or activate rods is way too much impact from 1 room. Still, a cool game indeed!
This is just awesome! I am biased since my own take on the theme was the same, but you did it much better. Nothing but praise to you for this awesome game :)
To go about it more, fire occurring and then spreading is cool, UI is clean and good at telling us what's actually up, FTL-like aesthetics and retro-style intro with an interestingly looking ship is definitely a huge +.
Liked it very-very much!
the game is somewhat simple in its mechanics, but it doesn't make it less satisfying to play :) especially since visually it seems rather polished, or at least consistent liked it!
This is a surprisingly good game with the presentation that got me interested. It sets the gameplay in its narrative, which is only in the tutorial but which is totally suitable - how cool is that :) The gameplay itself is simplistic yet captivating, and if you like this style of graphics, it is a pleasure to look at.
I liked it, well done!
it is a very interesting game, simply very effective and satisfying with the pinball-like vibe to it sometimes. Although sheep falling into the void doesn't count for a loss, I don't blame you or the farmer for this decision and take it as it's totally intended :)
Give it some additional types of items to interact - and this can easily be a hugely satisfying game with several dozens possible levels going forward, with the pinball meets puzzle-like gameplay. Of course, give it a go and add some art to go with the theme!
Again, can't play alone and can't proceed with the score apart from theme and graphics that can be observed already, but I feel the need to commend your game in terms of idea and art style, as well as the main menu music! Will try to find someone to play with and will definitely check it out, thank you!
WTF have I just played? :) It is a great looking in and well polished game, so cool to see you go above and beyond (the stars?) for the game, it delivered some interesting emotions.
Almost showed it to my gf saying "look at these cute penguins". Glad I didn't :)
Very chaotic, could be insanely fun with a little polish :) The UI needs some possible streamlining, like status of each part being displayed on the part physically on the ship since you already see it all on the screen. This would eliminate the need for cross-referencing the images on UI and parts on the ship quickly, which gets difficult very fast.
TBH I'm in the same boat, with similar idea and the same approach with more attention to mechanics than UI. I can feel what your creative idea was and how great it can become once some more time is applied, I genuinely believe that you have a beginning of a great game here, especially with several players on the same ship!
Extra plus is your graphics, which are not final but already differentiate enough between all those elements of the ship. Cool!
Nice entry, the idea fits the theme greatly! I didn't like the voice acting too much, but that's on me and my taste - the fact that it's present is a great job. Overall, I dig it :)
Congratz with the first game for a jam complete :)
From the game, I get a vibe that it is, of course, not nearly finished or close to the idea you envisioned - but it's a huge deal, completing a playable build in time. Speaking as someone who made my own first jam game during this LD49, too.
Current game experience is not exactly fun yet, and the camera position makes it not very apparent, what is the layout of the map - found it hard to navigate around. Moreover, I have almost the same issue in my own game :))) But since you have mentioned horror-vibes, and, I presume, missing minimap - it will be great in its post-jam state, it would be unfair to judge your idea purely on what is there in the game now.
So I wish you luck, it can be a great foundation of a fun little project!
Wow, this is very interesting and fun, even if randomized parts make for very strange ships :) Great game!
wow, this is a very-very-very satisfying game to play :)
one quick suggestion for improvement - as you destroy the pillars completely before the collapse, a signifying sprite might better be left still, so that you have an indication for what counts as a possible pillar that is already destroyed. But that's a nitpick, I loved the game and played it way more that initially thought I would.
@rosymaple thank you for your kind feedback :) thought I un-freezed all of the ways out, will look through it once again then to see what is causing the problem
@deviant-dots thank you :) hope it wasn't too easy to play through still!
@rayredd thank you for playing :)
@t-c thank you, will focus on exactly this :) squeezed only 1 of those for the ship charge cycle at the very last moment. Post-jam, visual feedback will, hopefully, be radically improved.
@3mpty thank you for playing it on a stream, will be glad to implement all the feedback ;)
@jpgfg @ql28 thank you for the feedback, it is much appreciated!
@romandviski in the main menu, there is an explanation in terms of how to play and the gameplay. Indeed, the game is not polished in regards to visual feedback and clearer player goals since I didn't manage to add it by the deadline, so I understand it may be confusing :(
@lucy-lu thank you ;) It's true that it may prove to be inaccessible, sadly - definitely my fault here. Hopefully, I will do better next time!
@amkingtrp @kenneth-gibson @thetotemguy @whenyoucantfindafriend thank you all, guys, really appreciate your feedback! :)
@lychee @staticbits @daspikeyboss thank you for your feedback, will keep working on the game, especially on the better UI design for the future - it is indeed just a mess for now :) To have an attempt at charging the ship, you must remain at level 3 heat or above, but again, it's true that the UI doesn't make it clear.
@recher thank you for your extensive feedback! I am working on post-jam improvements, and my main focus is definitely the visual feedback which is completely missing for now. One thing I can tell for sure that is included in the post-jam version - you can't go back past heat level 3. So first you go around and turn stuff on, then the proverbial hits the fan and you don't have a way to go back, as you can do now.
Visuals were placeholder due to lack of time, even the map was - but since people liked it, I will consider sticking to the theme of a blueprint. Also, there were supposed to be doors opening and closing automatically, this was almost the first idea of what needs to be added - which is why there are lines between the corridors, rooms etc. Had to cut it since it gave no gameplay elements and I didn't have time for non-essential stuff.
Monsters are currently "invisible", their logic is working and they attack the generators, but again, no feedback about it whatsoever :) It might as well be that the generators are shutting down randomly after a certain heat level, but there is a whole system underneath that no one can see yet haha
@chesiq @reheated thank you for your feedback, it is very much appreciated! it is a bug with the cooling down not requiring coolant :( fixing it with the post-jam version I am currently working on