Foon → Ludum Dare Explorer → Users → Frankey333
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Nightly Delivery | jam | 232 | 3.91 | 3.47 | 3.31 | 4.16 | 4.08 | 3.72 | 3.00 | 3.93 |
| 2022 | 51 | Every 10 seconds | 👥 | 10 second to Shelter | jam | 628 | 3.47 | 3.28 | 3.73 | 4.28 | 3.89 | 2.95 | 3.02 | 3.52 |
| 2022 | 50 | Delay the inevitable | Clickity Clackity, this is a Strawberry! | compo | 170 | 3.68 | 3.94 | 2.97 | 3.65 | 3.15 | 3.07 | 3.58 | 3.52 | |
| 2021 | 49 | Unstable | Unstable Core | compo | 312 | 3.39 | 3.55 | 3.37 | 4.32 | 2.67 | 3.32 | 2.75 | 3.10 |
Breathtaking. The best game I played so far. The ending was quite a something :D .
As tastiham said, Even though the main game mechanics are missing (or atleast they weren't apparent), I think you atleast have a strong and good looking base for something bigger.
Fun little chaos. Understood the game on 3rd playthrough. Won at 4th. It took me a while to realise that unselecting horses makes them go wild (at first it seemed that horses remember what to do for only little while). Couldn't really see any impact from cutting down trees though.
Did you really made this in just 3 days? That's unbelievable. Great job! I love everything about it.
Very catchy music!
Everything was on point. I always try to find something that could have been done better. But i literally couldn't find anything. Very well made.
Pretty interesting way to include 3rd dimension in a pinball game :D overall i quite like it, but i definetly dislike the single colored board (it was a little hard to orient, atleast color-coding the segments would definetly help a lot),
Thank you all for feedback. I am definetly sure the balance is a failure :D I designed it so one session won't take that long (up to 4-6 minutes max). But balancing that was a nightmare. I just, plainly said, underestimated the time needed for balancing the game and left it as one of the last segments. But this gives me experience and next time i can divide the workload more responsibly and carefully. Again! Thank you all for feedback! I much appreciate it.
Great atmosphere. I finally reached the end with full party after 4 attempts, AND then I noticed the win condition (ofc i had sanity at ~4) :D
Took me a minute to realize that the beacons need to be flooded :D. Also found around 3rd level that you can hover over while the mouse button is pressed to pick up/put down soil and don't really need to be clicking like a maniac :D. Other than that, I had quite a fun playing this. Good Job! :thumbsup:
This game looks so nice!! I had a lot of fun playing this. Played the fixed version and won on 4th attempt. With a soundtrack and few sound effects, this could easily be a 5/5. Well done :) . #CrabGang
Great way to train faster typing. I will use this definitely to train more :D. Thank you
Jumping on the tower stairs was way harder than it looked, they felt quite slippery. I had fun exploring the island tho. Very nice music choice :) .
Funniest 'Game Over' screen I have seen. Somehow scored 100k. Had fun playing this.
I also had no problem with web version. Nicely done tutorial, voice-over and story. I got a few good laughs out of this while playing. Doing the same task over wasn't that fun, but as the end was reached in 150s, there was no problem with that.
Damn! This is quite catchy. Both gameplay AND music. Couldn't stop playing. Good Job!
Reading recent comments, I actually think the audio feedback is pretty good (dealing/receiving damage or on blocks/evades). Of course, there could be more, but for a game made in 35 hours, this is more than enough I would say. Even graphic feedback is sufficient (fog/bleed animations and text pop-ups on hp/mana change). I actually quite like this game. What I would voice negative feedback about is definitely the ability to click boxes while they are invisible, That made me lose one game. On a positive note, I really enjoy your music, and the simple graphics works actually quite well together ;).
Thanks for a lot of nice and positive feedback from all of you. @very-bad-bunny-studio When i saw the theme for this jam, I immediately decided I want to make a some kind of tower defense. For some unknown reason a "This is a robbery" quote was stuck in my head and i tried to iterate in some funny ways to create the idea for a game. I added the clickity clackity, because it sounded funny and I ended up sticking with that, so that is the reasons for crabs. And strawberry because it kinda rhymes with robbery. And from that came the idea of crabs trying to steal a strawberry.
@linus-lindberg I really didn't think someone would reach that point (I had some problems myself hour before deadline while trying to balance the game). I can tell you that you beated the game, atleast what is achievable. The HUGE crab at the end has too much hp (iirc 10^9) and is intended to end the game (I stayed true to the "inevitable" part of the theme here). So reaching the boss is in some way the end and there is nothing after it. (now as I am looking at the way I coded it, the game would just be spawning a single boss every wave). I should have made some clear message, that this was the end. I am very glad you enjoyed it so much. Thank you!
Again, thank you all for your feedback, I will take them into account when creating next games.
@kjscott The audio is definitely not well made. It was too late for me when I realized that and added only a quick fix, which is the mute button (which is not really a solution, but can stop your ears from bleeding out if necessary).
If I made upgrades visible before buying or the seed for luck was the same for each game, it would change the gameplay. The game might be better (more skill-based than luck-based), but it would be different. The point of taking the money if you discard an upgrade, is that the next one is not more expensive. Every time you buy an upgrade (and not discard it) the next upgrade for that tower costs 2x more, but if you discard it, then the cost stays the same. This way you can dodge some unwanted upgrades, but you still need to pay for rolling them. At least that was my intended game design behind it. I should have atleast wrote a note to the discard button tho.
Better UI and more player-friendly controls are definitely on my 'TODO better' list for next games. Thank you for your detailed feedback. I appreciate it very much.
I managed to escape! :D Addicting game. Upgrades feel powerful which makes the game a lot of fun.
I am really easily scared, yet I enjoyed this game. You really did an outstanding job setting the mood.
I got a bit of a lag when loading bigger boards. Are they generated on the run (if yes, props to the generator, if not, props that you made so many :D )
really love the style and concept.
Diving and finding treasure sounds nice. But somehow, taking the surface taxi fish was way more fun and satisfying than it looks like :D.
Great entry.
I love the reversed sound when using the hourglass, very nice detail.
As other mentioned, biggest flaw is the card glitching. Also later (10 mins into the game) the rounds start start to drag on as you play cards in 2-3 seconds and then wait 7 seconds until next turn with nothing to do (who could have thought that 10 seconds is too much time? :D)
with complaints out of the way. the game feels so good. the combination of music, art style, and theme is gorgeous. props to all the different card effects and also the whole deck-building mechanic and its options.
Very neat and original idea.
Nice fast-paced game, very intuitive and easy to understand, although i would keep the tutorial shown through the whole first playthrough as I didn't catch how to rotate items at first. The item's placement feels nice & snappy though. Got out with the sack full on my 5th attempt.
Finished all 8 levels! Very engaging game. The wall jump was hard to learn, but after the level introducing it, I felt I mastered it. Art & music go very nicely together and level transmission sequence was a nice touch.