Foon → Ludum Dare Explorer → Users → frenchie
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | π₯ | Reel Deep | jam | 82 | 4.18 | 4.23 | 3.52 | 4.22 | 4.27 | 4.31 | 3.02 | 3.70 | ||
| 2020 | 46 | Keep it alive | Corruption | compo | 590 | 3.37 | 3.53 | 3.42 | 2.92 | 3.37 | 3.05 | 3.39 | ||||
| 2019 | 45 | Start with nothing | Armistice | compo | 27 | 4.03 | 4.00 | 3.87 | 3.51 | 3.88 | 2.94 | 3.21 | ||||
| 2018 | 43 | Sacrifices must be made | The Expendables | compo | 72 | 3.79 | 3.68 | 3.53 | 4.13 | 3.74 | 3.63 | 4.00 | 3.38 | |||
| 2017 | 38 | A Small World | Factions | compo | 31 | 4.05 | 4.10 | 3.50 | 4.25 | 3.95 | 3.80 | 3.63 | 3.63 | |||
| 2016 | 37 | One room | Occupied | jam | 104 | 3.90 | 4.14 | 3.90 | 4.29 | 4.52 | 3.81 | 4.33 | 3.70 | 41 | ||
| 2015 | 34 | Two Button Controls / Growing | Snowballin' | compo | 183 | 3.65 | 3.83 | 3.36 | 4.14 | 3.83 | 2.72 | 2.84 | 3.26 | 57 | ||
| 2015 | 32 | An Unconventional Weapon | HEAT | compo | 197 | 3.60 | 3.81 | 3.25 | 3.35 | 2.56 | 2.72 | 3.70 | 2.96 | 79 | ||
| 2014 | 31 | Entire Game on One Screen | Enjoy The View! | compo | 500 | 3.25 | 3.03 | 2.55 | 2.48 | 4.06 | 2.82 | 2.55 | 3.22 | 55 |
frenchie leaves an average of 24.8 feedback comments each event.
Took me a couple tries, but I made it home! The first time I lost track of where my ship was and just stared at my ship drifting into space and running out of oxygen like, "well, shit" π
I think this is the only LD game that made my hand sweat π
Only played twice but got a great run with 432.77! Had a lot of fun!
Also, the music was perfect for this. Really added to the stress!
Really awesome game! Loved the mechanics, graphics, and audio!
One suggestion would be to just have space for both jump and glide to make it a little easier to control. Then you'd just hold space down instead of needing to coordinate a couple buttons.
Another thing I found is that it's pretty easy to work around the "no jumping while carrying" mechanic - just throw, jump, and grab one right after the other! Although, I'm guessing most people won't try to abuse the game like I did π
Overall, great entry!
Cool game! Definitely got some FTL vibes from being the engineer in the ship π
Cute little game - love the graphics and music! I couldn't figure out how to play at first but I got it after dying a couple times. I wish the music track were longer!
Nice job on your first game jam! I like the mechanic that playing well in your earlier rounds gives you lives for the later ones π
Really cool concept and really really hectic haha. I thought I was doing pretty well but my best score isn't even close to the top scores! Loved the trails on all the characters / bullets - that was a really nice touch! My one suggestion would be to make it a bit clearer that getting hit with the right bullet gives you points - maybe with a +100 (or whatever it is) at the top right when you get points?
Really well done! Loved all of this - the design, art, and music! I think the only suggestion I could make is to add some more player feedback - like some small particles coming off the ground when the character jumps.
Nice concept and well executed! Others have already touched on the inconsistent physics. One suggestion I have is to make the bullets much larger (but don't make them destroy the fishbowls). It might help the shooting feel more consistent since you wouldn't rely so much on luck to land your shots.
Nice little game! I wish I had more control over where the rockets were going after they deflected - would be cool if they followed the mouse a little or something. Also, did you really do TWO games for LD?!
lol what a game π I found all the endings! I also tried many different ways to kill the unicorn π Well done!
Nice little game! Loved the various voice recordings. Also, how does that grass grow so fast?!?! Took me a while to get a hang of it, but once I found the pattern I think I could have gone forever. Stopped after 86 hours π
Very cute little game! I love the way it looks and all the sound / ambience you put into it.
I had coffee spawn on top of Dodger a few times which was pretty frustrating since he would just die instantly without my ability to do anything. Was there something I was messing up?
Cool, got the second place score! Hitbox on apples feels really off - registers a lot more at the bottom of the apple than anywhere else.
Also, I had fun trying to see if I could break your leaderboard. I hope you don't mind the one garbage value I put in and instead are amused that some random person on the internet spent an hour or so playing around with it π
Well made game! A nice set of puzzles with a great premise to tie them all together. One request: let me read the instructions before I start the puzzle. I know there's the practice server but I'd rather just be given some time to read each one before starting.
Love the concept! There's definitely something off with the balance though. It was basically impossible to get past the first attack wave and then impossible to lose after trying a few times. Was it intentional that the game gets easier every round? Also, is there an issue with the firewall? It says it stops everything but I see most stuff passing through it
Nice game! I liked the idea of balancing future revenue generation with defensive capabilities. I agree the balancing could use some work - in the future maybe try only a single level so that you have less to try to balance? I also missed some stuff that was in the tutorial - I had a hard time reading it. It might help to pull that text into the description above where it will be easier to read and people can keep it open with the game. I saw on Itch you only had 12-14 hours on this. I'm impressed you got this far in that short of time! I think you had a good base and if you had more time you could have added a lot of polish
There's no reason this game should exist but I'm so happy it does π
This game is awesome! At first I thought it was just going to be a simple farming game and then you built two games that both adhered to the theme! I had a lot of fun getting the farm together, although I'm happy I didn't upgrade screen shake until the end or that would have been very tough. The conversation after you win got a few audible laughs from me π
Incredibly beautiful game! You've posted a devlog with the shader on Reddit and you should add it to the description here. I'm sure there are more people who want to dive in and see how it's implemented, even if it's not very performant in its current state.
I love the art in this game! It's really well done π Also, definitely one of the moodier games I've played this jam. Well done!
One point of feedback: the first time I lost I tried interacting with the baseball but nothing was happening. I already had water in my inventory and so pressing space did nothing (and I didn't know you could press space when not trying to interact to use the water yet). I'd recommend swapping out the inventory instead of ignoring the interact if there's already an item in it.
Amazing game! The fact that you see the exit at the beginning and loop all the way back is so awesome π Really well done all around. If you ever make an "all unlocks" alternate ending I'll come back for another playthrough!
Had a blast playing this! I unlocked everything but one chaser and I only had one heart left so I called it quits π Awesome job!
This was quite the unique entry! I haven't played a game that combines these different mechanics! I wish I could continue after the game's done to see how high of a level I could get to (I didn't want to restart - my finger wouldn't forgive me π) I also really liked the aesthetic! It was simple but really effective. Did you draw these in a sprite editor or are they voxel models? It has a very voxel feel to it
This was a pretty fun game! And the only one I've played this jam that had this kind of mechanic! Overall, nice entry! Loved the art particularly π My main feedback is that the first phase of each level had a lot of waiting for enough enemies to spawn to pile up. It would be nice if there was some way to shorten that part of the gameplay loop.
I was expecting to see a lot of games with the "start with nothing" theme but this is the first I've played to take it as far as unlocking the menu itself! Incredible entry all around - audio, graphics, gameplay... you even threw in some narrative! I had a lot of fun looking through your notes in the jukebox and credits as well. Awesome, awesome job! π
Fantastic entry! I had a lot of fun busting through and stealing the ruby π That helicopter when you got caught was pretty menacing!
My only points of feedback are: 1. It would have been nice not to respawn the gold and force the player to explore every part of the manor to progress instead of just farming the first few rooms. 2. You probably could have combined hack, steal, cut, and door into one "action" key to make it easier to learn to play.
Perfect - next time I don't even need to do LD; I'll just play this game instead! I tried a few years and my top score was #45 Overall. βοΈ
I love the graphics for the little guys spawning hearts! Nice job, this was a relaxing game to play after so many other LD entries π
Really awesome game! I wish it was longer! This definitely has potential beyond the jam π
This was a satisfying, calming and relaxing experience! I'd love to see more! π
Woohoo! I'm a master builder! Had fun piecing the levels together (especially that last one)! I do wish the movement were a little less stiff. Faster movement between tiles and a little leniency on letting someone press their next move key before they arrive at the destination would go a long way. Overall, a pretty great entry! π
This was a neat little puzzle game! I realized I could beat each level by placing a bunch of lights and then restarting to find the path, but I decided to challenge myself and play strategically π My strategy was to move until I got blocked and then place a light on the spot that blocked me and work my way around the board. All in all, a great first jam entry! π
It definitely takes some practice to get used to the spinner. Other than that the game's concept is pretty unique from what I've seen in the jam! Nice work π
This was pretty fun! My math skills are on point. My memory skills... not so much π My only complaint was that I got three subtractions in a row, which really slowed the game down.
I really enjoyed this! I'm a programmer so it felt pretty natural to me. I wish there were more levels! I sent it to my nephews, who I think will also get a blast seeing what they can make out of this π Biggest complaint was the typo in the manual with `i = 0. 7`. Please fix so others don't get as confused!
Beat it in 9 deaths (first attempt)! I'll have to echo the others' sentiment that the controls aren't great. I loved that you could pick up the enemies and once I realized this I stopped using the gun since it was so much easier. Apart from that, this is a fantastic entry! The graphics, polish, and details are all really well done. And that first animation when you start playing, lol π
What a title, I love it! Took me a few tries (especially level 3) but I was able to beat it! The super-fast pace and top-down melee reminds me a little of Hotline Miami. Also, thanks for putting in the checkpoints per level. I don't think I would have been able to beat it if I had to restart every time I died!
This is a really interesting concept - I haven't seen someone gamify scrabble in this way before! I laugh at the people saying this is easy, because I found it pretty hard! At first, I tried to maximize my score. Then I realized how bad I was at Scrabble and just tried to make it to the end. I did find a nice strategy though! If you're spelling out a word that has multiple subwords (e.g. `page`) you can double count letters by building out the word a piece at a time (e.g. `pa` -> `page`). Not sure if this was intended since I also get the tile bonuses multiple times as well! My biggest nit is that I wish I could restart a single level if I accidentally sabotaged myself out of an exit
This was definitely one of the games that best ties in the theme! Being able to start every level with no parts was awesome! My favorite part was the last little bit where all the balls come crashing down - I was not expecting that haha. It's also kind of surreal to see a game so similar to mine (and yet so different)! Nice work π
Loved the graphics on this! The whole thing is executed really well and ties nicely into the theme! I was a little confused at the start because I kept just pressing the button. Eventually I realized that I could walk over some land and the real fun began! π
P.S. just opened up your source to see how you did the rendering. Downscaling via a RenderTexture, clever!
Wow, these are some really well crafted puzzles! And the premise that ties it all together fits so well with the theme! I had a blast playing this one! π
> Also, if anyone is planning on recording a playthrough, Iβm mighty curious how the game would look when you play the video backwards. Hope I got the backwards logic right!
I tried to record it so that I could play it backwards. I don't know of a way to "reverse" a video, but I manually scrubbed through it backwards in VLC and it looks mostly correct! Minus some awkward turning after interactions. You can check it out here: https://www.dropbox.com/s/vi933xvat3xzr4w/Amnesiac%20Adventurer.mp4?dl=0 I tried a few times to get a flawless run so that there wouldn't be any fluff. Enjoy!
I love the art in this game! It's too bad you had to lose some work with unexpected crashes because it would have been great to see more!
Nice game that's well executed! I think I found a pretty good strategy: put one healer by the base, then go in circles putting cannons everywhere. I got to the 11 minute mark and it didn't seem to be getting any harder so I assume I could have just kept going forever lol. I did start to get some serious framerate stutter after several minutes (i7, GTX 1070 Ti, Chrome web build). Looks like you're spawning a ton of objects and never cleaning them up? There's many thousands of shells on the floor!
Definitely one of the "moodier" games I've played this jam. The drawings and music are all really eerie π±
My main feedback is that the controls feel floaty. I took a quick peek at your code and I see: ``` horizontalMovement = Input.GetAxis("Horizontal"); verticalMovement = Input.GetAxis("Vertical"); ``` You should use `GetAxisRaw`. Otherwise, Unity will put an artificial acceleration curve on the player's input
Awesome game! I'm surprised you were able to create that much content in such a short amount of time! I got stuck a couple of times, so I'm glad you had that walkthrough handy π Well done!
Heh, fun game! It starts out innocent enough but you can really feel your attention getting split and sabotaging yourself in one game to progress in another! Nice job for your first LD!
Side note: my first playthrough none of the movement keys worked. I had to refresh the page to get them to work. No idea why
Amazing entry! Solid premise and very well executed! The art, audio, and puzzles all tie in together really well π
I found a bug π If you switch to a different weapon, the cooldown resets. Switching to the same weapon also works. I just sat in the middle holding down the mouse and spamming '7' π
Other than that, I had fun going through all the weapons! Nice work! Only feedback is I think you probably could have increased the enemy spawn rate by a lot once you get past the first couple weapons.
This is a solid first entry for Ludum Dare! You did a good job keeping the scope small and polishing it π
One bug(?) I encountered is that I could continue to upgrade clicks per gold below 1. I tried just for fun and it looks like it didn't do anything, other than take my gems π
Really solid game! I had a lot of fun both playing and improving it! For anyone who wants to watch, I opened the source code and re-implemented the way teleport works to go in the direction the player was facing. You can [watch it being developed here!](https://www.twitch.tv/videos/346499857?t=02h48m07s)
[Pull request is up!](https://github.com/ixuz/Warping-Wizards/pull/1)
Nice puzzle game! I managed to beat all 15 levels, although I did have some difficulty on a couple of them. Like the others, I also ran into quite a few physics bugs. Not sure if I'll include this in my Play & Improve series yet, but if I do I'm probably going to re-implement the physics to be more consistent.
I also love the lighting in this! It really ties the art style together. I thought the game was overall really well made but there's a little balance missing. I played a few times and the only reason I won is that the maze put the ladders really close to me. I also didn't see any benefit to sacrificing health - the first time I sacrificed the max health and I think I got a mana potion out of it? Didn't seem worth it since there's no way to regain health as far as I know.
Thanks for submitting this game to my Play & Improve series. I've got a few ideas for things I can do and will probably include this game in the series. If I do, I'll try to let you know ahead of time!
Wow, this was a surprisingly well put-together puzzle game. The last level really had me stumped for a while (I almost thought maybe you'd accidentally made the game unbeatable for a good 5 minutes or so)! That music just goes so well with the theme of the game, and the theme of the game goes so well with the theme of the jam.
I'm playing this because you submitted it to be a part of my Play & Improve series, but I'm honestly having difficulty thinking of what I'd even do. The only usability problem that bugged me was that I had to press 'P' before 'R' to restart! Other than that, it's really the graphics that need the most improvement and I'm a terrible artist. I don't think you need a minimap or a better camera - there was only one place where I couldn't see what I needed (bottom of the last level). I'm not great at designing puzzles and you've already got some great levels in here. I'm stumped! Is there anything you wish you could have done that I could take a stab at? If not, I'll think more on it...
Hah. That ending. My sides! Worth it just for that. I won't spoil it for others π Thank you for giving us infinite lives! At first I got mad that the pig would sometimes get stuck where I couldn't get it without dying but once I realized I could die as many times as I wanted I'd just jump right in! 493.4s, 34 deaths, 24 sacrifices.
Thanks for submitting this game to be on my Play & Improve dev stream. Unfortunately, I'm only doing it for games written in Unity. It would be too hard to learn both a codebase and an engine in one sitting!
Hey, this is a nice little game! At first I was really confused because I went straight for the final boss and died miserably but then I understood that I needed to attack the side bosses first. It's too bad you didn't have time to make all of the art 2D - your drawings look much better than the cubes / spheres / cylinders! I have a little bit of feedback on what I would do to improve the battles:
* Triple or quadruple the attack speed of the main character (and same for the health of the enemies to compensate) * Telegraph the attacks of the bosses * Once telegraphing is in, make the attacks more directed at the character
I think just those small tweaks would make the game feel a lot better without too much work
Thanks for playing my game! Here's some feedback on yours:
Hey, this is actually pretty fun! The little combat system you made feels pretty good (the knockback is a nice touch) and most of the weapons are fun to use. If you have time to develop some more, here's what I'd address:
* The game is too hard. I tried about ten times and could only get to the final room twice, dying each time. Fixing the issues I have below should address the problem * You should add checkpoints. If I die, let me just restart from that room rather than from the start. Most people won't be as persistent as I am to try to beat your game if they don't think it's fair. * Bug? The character blinks to show that they're invulnerable after getting hit but they aren't actually invulnerable. I died from full health almost instantly a few times when there was more than one enemy on me. I think I even insta-died once against an enemy who pinned me to the wall? I couldn't tell * The bow is way too weak. It can only hit one enemy at a time (unlike every other weapon) and is just way too slow to shoot. Consider doubling the speed. To prevent it from being OP you could limit the range. * The bomb was unpredictable. Sometimes it would slide forward when I used it and sometimes it would stand in place. I avoided using it so that I wouldn't accidentally kill myself. Also, it should probably one-hit kill melee guys since it's so hard to use * The shield was a super fun weapon to use. I gleefully bashed everyone off the edge π However, there's one room where there were no edges to bash people off of π¦ You should add some edges in there! * This isn't gameplay related but: if you make an HTML5 build instead of a Windows download, more people will play your game π
Overall, a solid entry. Fix those usability issues and you'll have an even better one!
Thanks for checking out my game! Here's some feedback on yours:
I really like all the art in here and I can tell you spent a lot of the two days getting it together. It was easy to tell what I could interact with which was nice. My biggest complaint is that the game was too short!
Very fun and polished game! One of the better entries I've played so far! The game had a really unique look and feel to it. BTW I played on web and my xbox controller worked fine (360 controller, Chrome, Windows 10)
Feedback: Like others, I wasn't a huge fan of the canvas decrease mechanic. But actually the thing that bothered me more is that I couldn't tell the "good" stuff from the "bad" stuff while playing. I couldn't tell what the upgrades were until I accidentally ran into one.
I've never played Civilization but I had a lot of fun with this one! Building up a little army felt great :)
Feedback: I thought the game was a little too easy. You just start building your army right away and the enemy can't catch up. Also, I wish there were a way for me to see if a city was in the progress of building something without clicking on it.
Nice game! I really liked the art style! The background music gave a good sense of atmosphere too.
The one thing I wish is that I could see what my current world state was when making decisions on the cards.
Solid entry! Graphics were really great and gameplay was smooth. I tried it a few times but I kept losing at about the same point (I think)
Feedback: A couple of small things you could add to make this better would be 1) A score counter for how many missiles I've destroyed. Right now I don't really have any incentive to play multiple times and I don't know if I'm getting better or worse. 2) Some way to let me know which base is going to be the one to fire. Simply changing the color of the base would likely do the trick.
Nice little game! It took me a few times to get it but I finally did! I could have cried when I was about to pick up my last two coins and I could hear some respawning on another planet! It's too bad there's only one level. If you have more time, make a "post-compo" version with more! (but make them easier than this with a difficulty rampup)
Feedback: Sometimes I'd land on a planet or jump on a pad and try to move one way only to go the other, which was frustrating and lost me just enough time to not be able to beat the level. I don't know that there's an easy way to solve this problem - typically you'd keep your camera aligned with your character's orientation but I'm guessing you can't do that in your 2D engine. Another point is that it was hard to see the cloud going around the planets. I eventually learned its movement but if you made more levels this isn't the kind of thing you should have to memorize every time. You could fix this pretty easily by adding a little trail behind your clouds (plus this would make your game look better!).
Nice little entry. I wish there was more! I was expecting the first couple levels to just teach me the mechanics and for the challenge to come after. Make sure you update this with a "post-compo" version that has more levels!
Feedback: I wish there was a way to move faster. I know that one lady said I could press shift to run but it didn't work for me! (I think she's a liar *wink*)
Nice game, I had fun playing it! I liked the aesthetic that you went with - the outlines on the models were a nice touch.
Feedback: There wasn't any incentive for me to leave the planet so I just sat there shooting everything down. Maybe you should make the planet move so that the player has to as well? If you do though, you're going to need to come up with a better control scheme because it's really hard to move and aim at the same time.
Bug? I killed the last dude on the second level but then nothing happened. I don't know if this was the end or there was supposed to be more. I had to retry a couple times so that might be the cause.
Nice game! I really dug the art style and the audio (particularly your voiceover). The two combined to create a really nice atmosphere where I could feel soothed despite my complete incompetence at keeping people alive :P
Feedback: I had a really hard time not just keeping up with the people but also in trying to figure out what resources to place to help out my humans. It doesn't help that they all needed excitement and that you can only get that by spending CPU (looks like I could only do two at once? Was I supposed to be trying to rotate that CPU power between them?).
Bug: I stopped being able to place items in the world about halfway through, which meant I just had to sit back as I watched everyone die. I tried clicking the item and the world a bunch of times in a bunch of different combinations but couldn't get it to work. I could still switch between humans but not place anything. I think I was in the middle of trying to place something when a dialogue popped up and then I got stuck?
Wow, these animations are fantastic! I'll bet it took you the first half of the jam just with the intro animation of the dude getting in bed haha. I actually got a little anxious while he was crossing the rope...
I can't really give any feedback other than that I wish it were longer!
Congrats on your first LD! I have to say, my favorite part about the game was the way the cells moved around. There was something really soothing about it. I think it's a combination of the shape, smooth color, and lopsided roll.
I feel like the main thing that needed to be improved on is feedback for the user. I'll give you a few examples of things I had difficulty understanding: what was friendly and what was not, what the spawns were, that I could change the color of the spawns, and which cell colors were better against which other colors. Also, by the time I started the game, I forgot all the instructions (I also don't remember any of my biology lessons from my school days so that didn't help!). I had to go back and reread them after trying a couple times to understand how to play.
Really cool game, I had fun playing it! The music was pretty awesome and fit the game really well. The sound effects were nice as well (with a caveat in the feedback below). I played a few times and found a trick >=D If you just move forward while shooting right and slightly course-correcting to grab multipliers the game gets very easy. I was able to score 3,420,200 once I figured that out. FYI I played with an Xbox controller.
Feedback: the game started making me feel sick after a couple minutes (hence why I started only going straight). It's definitely the camera that's doing it. It looks like maybe you're trying to keep the camera above the car and pointing towards wherever the car is heading? I think this is fine, but it looks like the camera's up vector is rotating as well and that feels really unnatural. Another thing you could try is pointing it towards where the player is aiming rather than moving. Next feedback is that the sound effects started clobbering each other after a while and I couldn't hear anything anymore. This is really just some polish that you don't have time for, but if you come back to this entry later you should try to limit the rate at which the audio is playing.
The mechanics are really interesting and jumping from house to house is quite well done! My biggest complaint is that it felt too long. Once the novelty wears off there's a very small variety of puzzles and it starts to get repetitive.
Really nice entry! The art in here was awesome and the game played nicely as well! My biggest complaint was that I lost on the last level, had to restart from the beginning, and my only payoff was starting over from the beginning as the next level after beating the last one - really anticlimactic :(
I don't understand how so many people missed that the health was displayed on the obelisk. Oh - I just saw that you added that particle effect post-jam. It was definitely the reason I noticed the health going down.
Really nice entry! The graphics looked great and the premise is hilarious. I feel like the controls could have used a little more work - I didn't get the tightness that I would have wanted, especially when trying to move backwards (left). Bug report: at one point I jumped and got stuck in the air. When another box came under me I got unstuck
Also, why are there astronauts in the background just staring at him instead of trying to help?! XD
Awesome game! It got a little hard to control when there were lots of units on the screen but the rounds were short enough that I didn't care if I lost. Loved the sound effects :)
This game was a ton of fun to play and definitely one of the top entries of this Ludum Dare!
Some feedback: I feel like the presentation of the quicktime keys could have used a bit more love. It's the core gameplay element of your game and right now there's some major problems with them. 1) It's really hard to tell which direction I'm supposed to be pressing. The icons all look really similar and it takes me a long time to figure out which one is which. An easy way to fix this would be to have a different color icon for each direction. Other people are complaining that there's not enough time but with a small change like this I bet you could shorten the player's response time quite a bit. 2) You've got this gorgeous pixel art and I'm stuck staring at the plain old bricks at the bottom of the screen. It would have been nice if the icons displayed closer to the action - i.e. right above the two guys when they're fighting. 3) I would often press the wrong key first in sequences. I know the current key you need to press is always in the same position, but you could go further to make it more apparent. I'd suggest a small border around the current key to press to draw more attention to it.
Anyways, really nice job! Congrats on such a fantastic entry for your first LD!
One of the best LD platformers I've played! The level design was really good and I loved the last room with the credits. Also, the Paper Mario style characters were awesome.
Couple notes: You can go through the wall in the final room. Funnily enough you land on top of what looked like the intro menu? I thought the dash felt pretty useless because you can double jump over any spikes you needed to dash across. Also, there's a couple of places where you can "cheat" and jump to from a disconnected part of the map in order to bypass some parts of the levels :P
Cute little game. I got a little scared when when he sprouted legs but his face was cute. As soon as phase 3 came up I mashed the sword button like nobody's business :P
Some feedback: I tried playing through three times but I couldn't get any evolution other than the spider. I'm not sure what I was doing wrong. Maybe some hints at the end could have shown the other possibilities? I also didn't know what the duck and syringe were for. I used them whenever the creature thought about them but I didn't know what the effects were. Apart from some missing feedback I really enjoyed this one!
Another amazing entry DDRKirby! A simple idea with brilliant execution and a great depiction of how LD usually goes down; from getting the theme from Twitter to the comments at the end!
Most fun compo game I've played so far. I tried both the compo and post-compo versions and both were great. One thing I felt was missing was knowing how much damage an enemy was going to do to me / I was going to do to an enemy. Also, I feel like there's no point in trying to get attack since with enough defense you can just keep hitting them with no penalty. Just some thoughts. Really nice job on this entry!
Nice little game. I actually had a really tough time since I was getting caught on the corners a lot. Besides that it was pretty solid!
The voice-over and music were hilarious. Also, I really liked seeing the little development montage at the end! Like others said, would have been nice if the battle had more to it. I didn't even know if I was damaging the boss until almost the end since there's very little feedback
Heh, I noticed the shadows start creeping through the window and the music stop playing. Wasn't expecting that though
Nice little game. I tried a few times but could never get more than 100 or so points. Perhaps I didn't understand something. Loved the sound effect!
Awesome game. I can't believe you made all of those assets in time! The music was great, too. I'll have to admit - I found the ending voices to be hilarious.
I really really liked this game. It's definitely one of the most fun this LD! I managed to score 606 (normal version)
The fear I felt as I played the games that my hands would instantly be cut off was insurmountable! It definitely made me lose more from nervousness than if you just "lost normally" when you did something wrong.
Awesome game and definitely one of the best this LD! But like others have said, could use some re-balancing (have you beat it yet @torcado194?!?!)
Nice entry! Was challenging trying to stay away from the circles for as long as I needed to.
It would be nice if you could figure out a better spawning system for the new balls. Sometimes I'd just instantly lose because I'd get unlucky they'd continuously respawn inside me
Nice - one of the more unique gameplay ideas I've seen this LD - even if it just "asteroids with a twist." You were able to make something pretty good despite claiming to only spend very little time :)
"Reinforcements have arrived" - pretty great :)
I thought this was a great entry! I haven't seen someone do an ASCII dungeon crawler for LD yet :)
I had a lot of fun playing this, although I was unable to beat it. I think the biggest thing missing is some kind of feedback for the player. After a while, I got tired of reading the same text over again and would have liked some different visual cues if possible. Perhaps one thing you could do is cut down on excess text - like "A goblin moves towards you. A goblin moves towards you. A goblin moves towards you." Maybe change the color on text where you're taking damage and giving damage?
Anyways, nice entry, had fun playing it. Wasn't able to beat it though (died on screen 5 or so). Maybe add a way to heal or something? Seems like right now there's no incentive to fight enemies
I agree with @Tuism
This is actually a nice entry and a nice concept, but the user has almost no feedback as to what's good and what's bad. If you could make it so that it's more clear when you and bad things are happening, this would be a lot more fun to play! Most of the other pieces are already in place :)
Really nice entry! Graphics are superb. A couple complaints, with suggestions:
1. It was hard to see where I could and couldn't go sometimes. Using more contrast between platform/non-platform would have helped
2. Looks like a few of us (myself included) had trouble with jumping. There's a couple different things you could do to make it better. One thing you could try is to not make the jump variable - make it so that the user always jumps the same height regardless of how long they press the jump button. They can get the highest jump by correctly timing the double jump at the top of the first jump. Another option (if you want to keep the variable jump height) is to make it so that tapping the jump button guarantees a minimum jump height. For example, let's you can hold the jump button for up to one second to get the tallest height. If someone taps the jump button for a tenth of a second, pretend they're pressing it for half a second. If you're going to keep the variable height jump, you might also want to reduce gravity to give the player longer to react. Or, you could make them float for a tenth of a second or so when they let go of the jump button to give them time to double jump without falling too far. Good luck!
Game looks fantastic! I'm glad there were checkpoints or I'd be here all night!
I actually had a lot of fun with this one! But I'll admit, once I got farther than I had before and lost I lost all hope :(
If I could make two suggestions:
1) Add some checkpoints so that when the player dies they don't restart at the beginning
2) I don't feel like I should die from touching a laser shooter, just the laser that comes out of it
One thing that could make this better - you can clearly hear when the audio clip is looping. If you download Audacity (free) and follow this tutorial you can make the sound effect seamless: https://www.youtube.com/watch?v=Uci_frllFqY
Hey, another take on the growing snowball genre! I made one too :)
Loved the way the terrain changed as I rolled around - that was really nice! I beat the game but wish I could have moved around just a touch faster
Hey! I decided to try out your game since you said it was so similar to mine :) (don't know why you think that's a bad thing!)
The avalanche is great - awesome way to build up tension when you can see it start looming up behind you. I would have preferred the snowball to be easier to control - right now it feels more like luck of not having something spawn in front of me rather than moving out of the way of things. I also really liked the ski jump but I never got off of it fast enough to be able to jump over trees, which would have been really cool.
Overall, great game! I like how even though our games are basically the same, they both feel really unique :) I guess that's the beauty of everyone creating games with the same themes!
Nice game! It took me a while to figure out how to jump correctly. I actually started playing by just rotating through the keys very quickly haha.
Once I saw the instructions under the screen I understood how to play it though. You should maybe update your in-game instructions to match them. I didn't understand the up/down in the game instructions since it didn't talk about platform height. It seems stupid that I missed that looking back :P
"Screw you Amazon!" - I lol'ed
Nice game! My one critique is that you were a little unforgiving with the hitboxes for the clouds :(
Really creative game - one of the most original I've seen in LD. Super frustrating but super fun! Well done! :D
Holy shit this game is gorgeous! I love it! My favorite part is the trails coming off the plane. Seeing them playfully wisp around everywhere as I turned around really just made the experience so much better!
I had a little bit of difficulty controlling the plane - it seemed like the plane would "stall" if I turned too fast. Maybe you're just adding a force in the player's current direction and not manually turning the velocity vector at all?
One suggestion with a little known Unity trick: when you make your web build, set the player settings -> desktop resolution to 9999x9999. Doing so will cause going fullscreen in the web build to actually use the PC's native resolution instead of just keeping it the same and stretching the image. On a game as pretty as this, it's a shame to not get it as crisp as it should be!
Really well done. The music, art, and gameplay all fit really well together!
Awesome! Wish I could read the ending text more easily though :(
Very ambitious project, and you guys got quite a good amount done in 72 hours! I also had a hard time reading text (I did the web build). You say you should be playing the game at 1080p. Here's a hint: when you build the game for web, set the desktop resolution to 1920x1080, then build it. Now, when someone goes fullscreen, they'll play it at 1920x1080 instead of the game just playing at the same resolution but stretched!
Hey, congrats on your first LD in a working/playable state! :D
I'll make a suggestion on a simple change that I think could make this better: right now, it's (as you say) trivial to play the game and win. You could easily change that by making the root grow, say, five to ten times faster than it currently does. Then people have to pay attention and try to turn just at the right time to maximize their score!
This is amazing! I can't believe you pulled this off in three days! Although I guess you've been thinking about it for a while. The level of polish in here is crazy - from the camera work in the intro to the Noa Noa shaking when you mash the buttons!
One suggestion: You should let people know that their Noa Noa is persistent. I sat around for a while before I took the leap of faith and refreshed the page :P
Fantastic job! Gorgeous art, nice introduction, and great job building up the tension as the game progressed!
One suggestion with a little known Unity trick: when you make your web build, set the player settings -> desktop resolution to 9999x9999. Doing so will cause going fullscreen in the web build to actually use the PC's native resolution instead of just keeping it the same and stretching the image. On a game as pretty as this, it's a shame to not get it as crisp as it should be!
Ugh, I played it like 10 times before I saw the help button! Maybe make it a little bigger or point it out in your instructions on this page? Or are you just evil and letting the new engineer on the block stumble >=)
Hey, nice job! It took a while to get used to it but once I tried to constantly maintain ~50% size I was able to get a lot farther.
I see some people are having trouble getting things to display correctly. I had to play at 1920x1080 for it to display properly. One suggestion I have is to make a Unity Web Player build and upload that somewhere (Gamejolt.com, itch.io, and others are very easy to get your game on). That way you can control the screen resolution and make sure everyone will see it properly!
P.S. I replied to your comment in my game :)
Nice game guys! I love how the pizzas start sliding apart if you get too many; made me have to time my dropoffs accordingly. Congrats to all of you! I tried a few times and got almost 9,000 points =) Beat that, next person in the comments!
Nice game! I did something very similar, although not as pretty :)
Cute graphics! But I had a really hard time controlling the player. I would get stuck in the ground sometimes and I once died just from landing :(
This facility do feel like a maze - > This facility does feel like a maze
Found a few typos for you :)
"this isn't what I signed up for", -> "this isn't what I signed up for,"
It was a knock at the door -> There was a knock at the door
Testing are just not -> Testing is just not
Very interesting game. I ended up getting burned by the flamethrower. I wish I could have respawned before the elevator so that I could explore the other endings!
Best entry for the "mood" category out of the ~60 games I've played so far :)
An easy change that would make this game better would be to make the bullets bigger. Since they were so small I sometimes didn't know if I was just out of ammo or if I missed.
Nice job :) Try to make it more complete next time!
Nice game. I like the description you put :)
I felt a huge lack of feedback though. I had no idea when I was getting hurt or doing damage. It took me way too long to understand it.
This was a nice game but the difficulty curve was kind of strange to me. There was a long time when it was too easy and then all of a sudden it was wall after wall of orange guys and I died :(
Interesting concept. The weapon feels very underpowered though. I would either make it more powerful or remove it completely make the player stronger by making him a little faster
Nice concept but I wish the player could move a little more easily
The third level was too hard for me. I couldn't beat it :( Consider changing it so that players respawn at the beginning of the current level and not the beginning of the first level
Really loved the concept. Very funny sound effects/music. Had a lot of fun :)
Tried ~10 times and couldn't beat it :( Consider giving the player additional time or maybe blocking off some of the routes or letting the player mark the paths he's been on somehow? Liked the song though. I started to recognize when my time was almost up when that bass came in XD
"Squeak!" I laughed out loud. Very funny =)
I found the airplanes to be a little hard to control, but still had fun
Nice concept. I liked that you could only move the guy in one direction - made you have to plan out his movement. You should allow us to move the planet much more quickly though
Graphics are very nice. I don't think I've ever seen an origami sword before!
Wait, we're not supposed to kill the civilians?! ;)
Very nice game. Interesting mechanic. The lack of jump made for a nice change of pace on a platformer. Très bien fait!
Short and sweet :)
You absolutely nailed the feel. Tearing through those squares was super satisfying. I just wish you had done something with the theme :(
Good game but the difficulty needs to be tweaked a bit.
This is a nice start :) Try working on the controls to make them feel tighter and more responsive
Really well done! Although I must admit I seem to have hit a glitched area and fell through the clouds :( It was all the way on the left side and pretty far up BTW. I was just walking and all of a sudden fell through
I agree, the controls are much too slow. Try making the character smaller and faster :)
Awesome level design, awesome feel, and awesome graphics. You guys nailed it! Would have been nice to have a more dramatic ending but there was so much content packed in that it's understandable without one
Nicely done. Really enjoyed the art :)
This was a lot of fun and very well done.
It was very imbalanced though. The first damage upgrade doubled your attack and the next 6(?) did nothing, then it was one hit on everything and the game got way too easy. With a little balance work this could make a great game (especially on mobile)!
Interesting concept. I wish the numbers were a little less random though. Also, where's the powers! 2, 3, 8 should work ;)
Nice concept. Really wished the numberpad worked though :(
Characters looked great!
A lot of fun to play :) I liked the animation on the monster when you hit him
Very nice little game. Although I must admit the bad side of me tried to go further away from my date just to see if I could :P Nice message at the end.
PSA: The game ends when you see the credits :) I somehow got stuck on the first (beach?) scene for a minute, probably because I needed to walk into it
Flowers as weapons. Nice!
This was fun! It got a little frustrating to get my score reset because of some bullets coming from below. Also, would be nice if you were invulnerable for a second after getting hit. Felt cheap to get three levels taken off by one enemy's shots. Apart from that, well done! :)
Beautiful art. I agree with the others about the cross. Also, I had to zoom in 500% to be able to see. Is there a way you could make the game bigger?
This game is awesome! Loved the use of theme here. Controls felt good, too :)
Nice concepts. Took me a few tries to beat the third level. I found a bug though :( I beat the third level with my last click and I didn't get the star.
The ground terrain is really nice :)
The difficulty in this game was perfect (for me at least). It was just hard enough that I was cursing you (that fucking last platform / midair jump before you can get to the gem store - screw you XD ) but not hard enough that I thought it was unfair and rage quit. Well played :)
Nice graphics and music! Had a really hard time with the boss :( I think you need to make the jump a little higher or fast because you could barely jump over him so you'd get hit if your timing was perfect
I loved the bubbles getting caught under the shark. The ending was a nice touch as well :) Wish I could have moved a little faster though
Really beautiful game! Had fun playing it. Wasn't a huge fan of the auto-target either (especially switching targets) but everything else was great!
Nice and innovative gameplay. Full marks on mood from me, you really nailed that.
I noticed a bug that at 0 HP enemies still attacked you, which was annoying since I almost died from it.
Also, since this is Unity, please make a Web Player build. It will make it much easier for people to play your game :)
Smashing into those blocks was every bit as satisfying as it should have been!
Some feedback: I wish I could have turned faster. It was weird to see such a big difference between the direction I was facing and the direction I was moving.
Also, I was confused by the ending. I didn't know I had reached the end. I thought I had died and had to start over until I tried to go through the crevice really slowly and still died XD
The web build isn't working for me. I see index.html but not the actual game. Make sure that you uploaded the build into the special "Public" folder in Dropbox (https://www.dropbox.com/en/help/16)
I'm also stuck at the loading screen (tried Firefox & Chrome). The HTML5 build with Unity sucks right now. I would also add a web player build for those of us who don't mind. I'll check back tomorrow!
12 hours?! That's not a lot of time at all! You did a good job with your limited time. Just needed more of it to flesh out the game a little.
Really awesome game! The level of polish was amazing! Those particle effects were really cool; I want a tutorial!
Only complaint: the player would teleport if going off the screen but the dead slug bits didn't
I'm at a loss for words, which is what I think you were going for :P
Nice job on the theme, definitely an unconventional weapon haha. Also really enjoyed the poachers yells and the game over music.
Feedback: I had some difficulty "shooting" the animals. It looks like they were all supposed to line up but they ended up lining up way below me and I could never aim correctly as a result. Also, since this was made with Unity, PLEASE make a web player build and upload it. It's a lot easier to play that than it is to download a standalone build.
Very nicely done! The game felt really good to play. Tons of feedback from screenshake and animations.
Only complaints:
- Add a game over screen when you die. Maybe just something with "You died" and a button for restarting or going back to the menu.
- The bowling ball could get stuck in the doorways sometimes. This happened when entering a new room and it really sucked since I was trying to use it to kill something and wasn't able to.
Pretty funny concept. I had a good laugh :)
Some feedback: The alien deaths are awesome, but they could be a lot more awesome. They go off screen (behind the camera) very quickly. Make it so that they explode forward instead of in place so that the explosion stays on camera. Also, it would have been nice to keep all the guts in the scene. Seeing all of the past carnage would have added some charm. If it was a bug performance hit, then you could have probably removed the RigidBody's from the cubes rather than Destroying them.
Very nice graphics :) Although I feel like I should have had nine lives instead of three :P
Nice concept. I found it really hard to control though :( It seems like there was no difference between barely moving the stick and pushing the stick all the way. Which really sucks on my old xbox controller where one of the sticks always wants to stay a little off center :P It would also have been nice if the players moved faster than the little powerups. All in all, nice job :)
This game is beautiful! My favorite part has to be that awesome fire particle effect. Really really nice :)
Feedback: I was unable to beat the game :( I think you need to make the spaceship much easier to control. I would suggest making the turning velocity based rather than acceleration based (i.e. when I press left I rotate left immediately (and vice versa) and when I don't press anything I don't turn). I would also increase the turning speed a little for better control. You should also increase the health of the hull by a lot, and/or make health regenerate. Lastly, if you could add checkpoints that would be great. I got really dispirited when I made it very far and died :(
OH, one last thing :) Change the resolution on the standalone build in project settings -> editor, switch off "use native resolution" and put in the value 9999x9999 instead. Then re-build the web player. It will make it so that when you go full screen (via right-click) it will change the resolution to the native resolution and not just blow up/pixelate the normal small resolution.
Spoon spoon of spooning. Enough said =P Absolutely nailed the theme here. Played for longer than I care to admit :P I was actually happy to die so that I could go back and test the new weapons.
Some feedback: Add some ridiculous blood particle effects when people get hit for humor. Add a character model for the player. Even if you can't see any of it on screen, it will be nice to have the shadow of a human and not just the weapons floating in the air. The weapon builder mode was fine but I had to go back to the instructions a couple times and there was no easy way to do so. Finally, duplicate that EXP bar and get a health bar in there!
Awesome job guys :)
Nice concept! Unfortunately, my ball kept getting stuck =(
It's a good start. The sound effects in here are really good, and I appreciated the attention to detail between switching from outside to inside. One thing you could have done there though would have been to vary the pitch of each footstep a little bit to make things a little more dynamic - although I guess that would go against the whole boreocracy thing :P
I loved the death animations on the sausages and the main character. Really nailed it :) Feedback: I found the game to be too easy. I could just sit in the corner with the shallow angle gun and aim at the middle and that would be it. Some potential easy enhancements: Vary the pitch randomly on the sound effects. It will make the game sound much more dynamic. Add a spawn door on each side of the bottom floor so that you can't camp. Add a double jump to make the player more maneuverable. All in all, nice work :)
Great work! I randomly found this on Kongregate and as soon as it started I knew it had to be an LD31 game. I was able to find it here so that I could give you a proper rating.
Great job! I really enjoyed playing it. I know you didn't have time to make a full game but you have the grounds for something solid here!
Awesome game. Just wish I could have seen my score when I lost.
Could have been great with a little more polish!
Reminds me a little of space station silicon valley for the N64. If you've never played it you should! This game was amazing. My favorite of LD so far. The first possession I literally laughed out loud and got really excited!
Really nice entry! Love the concept and it works really well! I had a lot of fun trying to drive up the mountains/hills. It bugged me that the left/right physics were flipped though (i.e. when you turn right everything should go left, not right!)
Give him votes so that he gets off the suggested games list
I can't believe this was made in 48 hours. Everything is so polished! (Except for a couple typos)
Nice concept! I really liked that you took the effort to record so many different sounds, and that you only played them once per level - good attention to detail
20,800! Man, those cat paws are long! I like how as the game progresses you have to balance between letting some flies through to keep focusing on the cat paws or it just cascades in difficulty.
One suggestion: try to make the flies go through the screen once they reach the center of the tear.
I really like that background track! It's actually really good! I also liked the idea of giving your enemies upgrades. Although it makes getting upgrades worse than leaving them alone. Also, it would have been nice to see a score of some sort (maybe just enemies killed?) Good job!
Kongregate version doesn't seem to be working. I get a blue screen with a black circle
Fun game! Is it possible to lose? I was doing pretty terribly at first and got totally overrun but eventually pushed the enemy back
Very nice! The block movement was really really cool. I also liked the boss fight at the end. But man, screw that snowman! A recommendation for the future in a game where you die a lot: don't make the user have to leave the keyboard and go to the mouse to restart. Just play the death animation and restart it for him! Or let them press "R" or something to restart. Oh and I want to thank your attention to detail for allowing me to kill a mage at the end after the first jump and only fight the boss twice instead of thrice! Good job!
Really well polished. Feels and sounds great!
Great entry. Love the concept! I got 121. I tried playing with only my right hand (since that's all you have in the game) and gave up on that immersion close to the end =P
Nice concept! I was stuck until I read the spoiler. Maybe with some modification you could let the player know what they need to do to help them figure it out? I think it's the multiple views that really confused me
Some cool physics here!
Wishing I had an Occulus so I could play!
This is actually a cool idea! It just needed some more work/polish
Same as above, no web version!
Folder missing here as well =(
Nice graphics! I liked the rules but I think I saw them all in within a couple minutes. A couple times I died way too easily from newly spawned enemies. Perhaps next time make the player invulnerable after getting shot for 1-2 seconds?
Wow I really like the visual design in this. The use of colors is awesome and the transitions between levels is super polished. Just the right length for a LD, too!
My one complaint: dual control is difficult and there's one level where the players start on the other side of where their controls are on the keyboard which was confusing for me
Awesome! I would have liked to better understand how the light could break before starting - number of clicks? Length on? Mood in this game was really good! Très bien fait!
The web link brought me to a zip instead of the .html! Let me know when it's fixed!
There's a cool idea in here - but it really needs a better way to communicate with the user what's going on. Even just some minimalist graphics (moving squares) would have gone a long way.
Loved the graphics and music!
Hey did you start from a template? If so you need to un-link the example map to remove any starter content not in use. The starter content take ~500 MB
Cool game! The controls feel good! I love the different ghosts!
Cool game! I beat it on my first try with only 4 HP left! Can I make a couple suggestions? I would have modified the enemy logic a little: 1) make the green guys shoot at a small offset to the player position instead of directly to him in order to make things less robotic. 2) You're using Dijkstra for path-finding, right? Modify the algo so that sometimes enemies will take the 2nd or 3rd best route instead of the best. That will make it so that you can get a bigger spread of enemies. 3) Would have been cool if the shots were synchronized with the music. They almost were! =)
Awesome! I love what you did with the concept! Jumping sometimes didn't work for me (after standing still) but overall control was pretty good.
Awesome game! Definite contender for best theme!
LD48 — Deeper and deeper (7)
Storm: Last Resort by Skosnowich 2021-05-02T23:57:22Z ♥ 1
Really cool game! I loved all the story you put between all the fights to add a little "choose your adventure" instead of just focusing on the combat. Also, thank you for giving options when losing! I went into the last fight with like 10 hp and it would have been impossible otherwise π
Glowstick Run by karlipoppins 2021-05-02T22:50:06Z ♥ 2
High Score.png
2:22! World record! (Sorry @lone-wolf π) Great game - had a lot of fun beating this!
Below the Ocean by Ismael Rodriguez 2021-05-01T04:00:46Z ♥ 1
Amazing game! At first I thought this was just gonna be a regular platformer but then you introduced the swing mechanic and everything changed. Really well done! I have no feedback other than I wish it were longer π
Adelie - Rolling in the Deep by Meep 2021-05-01T01:43:27Z ♥ 1
Great game! Nice variety of enemies and I liked that you got a little stronger with every room you cleared. Could use a little bit more tuning on the difficulty (I'd probably start by making player movement more responsive - right now the player slides around a lot which makes it harder to dodge). I did find the game a lot easier once I realized that you could strafe while holding down the fire key - maybe add a tip for that somewhere
Screenshot 2021-04-30 183929.png
My Dentures! by Luc-creationallabs 2021-04-30T05:49:27Z ♥ 1
Really cool concept! I haven't seen a game do something like this before! I was able to beat it after several tries π I could never get used to which way was which though - I wish I could just click on the spots with my mouse instead
Deep Learning Simulator 2021 by smbe19 2021-04-30T05:35:59Z ♥ 1
Hah, I love the story behind this! Although if we're training neural nets on how to descend, they should be getting better at placing the starting boxes with every round we play π One small feedback - it would be great if removing boxes could be done with right click instead of left click! I often found myself adding boxes when I meant to remove them and vise versa
Diving for Dinner by Kontiko 2021-04-30T05:19:13Z ♥ 3
Simple yet effective. I think my favorite part is the way that the penguin rotates around in the water - that was a really nice touch! My biggest complaint was that I died too many times to sharks that were above or below me. It looks like all the sharks start by looking horizontally but rotate instantly, so as soon as they see you they're already halfway on the screen