Foon → Ludum Dare Explorer → Users → Frump
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Bullet Reality | jam | |||||||||||
| 2015 | 33 | You are the Monster | Frankengirl Free-For-All | jam | 786 | 2.93 | 2.86 | 2.50 | 3.25 | 3.27 | 2.43 | 2.95 | 84 | ||
| 2014 | 31 | Entire Game on One Screen | Dread Keep | jam | 514 | 3.20 | 3.05 | 2.18 | 3.20 | 4.26 | 3.41 | 3.31 | 100 | ||
| 2014 | 30 | Connected Worlds | Viking Runner | jam | 494 | 3.05 | 3.05 | 2.38 | 3.14 | 3.51 | 2.67 | 2.82 | 59 | ||
| 2014 | 29 | Beneath the Surface | SEA MONSTER: ATTACKS HUNTER | jam | 120 | 3.63 | 3.59 | 3.28 | 3.48 | 4.29 | 3.63 | 3.00 | 3.67 | 100 |
Excellent! Did a great job of invoking the good old 8-bit feel. The art style particularly reminds me of Megaman and Cave Story. The controls were really fluid and fun. I'd play more!
One of the best games I've played from the jam! Had a lot of fun and kept playing. Well done.
That was awesome! Beautiful pixel art and cool music. I really liked the crab characters minigames. Although it took me a bit to realize the angry teeth actually indicated the safe zone and not an area to avoid.
Pretty good. I think it would be better if the enemy subs also tried shooting at you instead of ramming into you.
Great art and really cool idea. Similar to my own game actually. Too much grinding! I had a really hard time grasping the sailing controls too.
Awesome but not without some flaws. Having the level cut off by a river and not being able to carry more than one crystal was very inconvenient and less fun. Some rooms not having crystals was confusing, I thought I was missing something on those ones and resorted to the walkthrough only to find that there were no crystals there.
I loved the puzzles/art/music though.
Very unique game. I had fun figuring it out.
Awesome! I had to stop playing so I could rate more games but I felt like I could have kept going. Very cool and interesting.
Simple but fun! Cool art and music.
Hard but fun. Really nice art. :)
The shooting feels very unintuitive. I'd expect to be able to shoot in more than one direction. If only one direction then have a key that isn't an arrow key for shoot.
It was hard to follow the note bar and the cat but overall it was great. Very fun!
A lot of fun. I felt very motivated to keep playing and beat it!
Short but very well put together. It was tough to pinpoint how flashy was necessary to warrant digging.
Love the art style. It's like South Park meet Muppets.
Bummer ending. Loved the game!
Really great looking game and cool ideas. I understand why you wanted to make it so hard, but in a jam setting you should probably prioritize making it easy enough for everyone to see all the content you made. I enjoyed my time with it. The huge boss was awesome!
"press space to skip loading" - Then why did we need to see a loading screen?
Thanks for all the comments guys! Sorry about the bugs and inconveniences. I'm not much of a programmer and making all this in 72 hours was crazy for me. This is my first jam and the first game I've released/"completed".
I've continued to work on it a bit to fix things but I can't upload any newer builds here. Follow me on twitter for updates on it, I guess.
It's well made but the pace is far too slow. I began to multi task while waiting for the blocks to break.
Awesome, made me laugh to see this recreated.
The targeting is a bit strange but I had a lot of fun with this. Good job!
Really cool and unique. It was hard to catch the missiles but rewarding when I did. Well done!
Awesome game! Clever mechanics and pretty fun. 140 points my first run.
That was funny! I couldn't help but think how overly saccharine everything was during the original playthrough. Then it got flipped on its head in the second part.
Second game I played an already full marks. Well done. I had fun with the clever puzzle mechanics.
My ship was stuck sideways as default. Is that how it's supposed to be? It was pretty fun regardless.
I also didn't get the game to run from the jar or the web. On Windows/Chrome.
That was fun. Very cool combining the two styles of gameplay.
It took me a while to realize I had to manually move to the next level. It would be nice to be able to manually destroy my objects on the right to be able to place new ones.
The website seems to be down. I can't download or play the game. It's a shame, it looks pretty cool in the screenshots.
The art is amazing but there's not much else. Still I applaud the art. I literally looked away to twitter when the girl showed up, then when I looked back the game was over. I had to play a second time to make sure that was the end.
That was fun and required some thought. Cool to see another Viking game.
You didn't list spacebar as the button to confirm building something. It sounds dumb, but it took me a while to figure out. I thought I had to right click again to make the viking guy build it where I clicked.
The jump is much too fast. This felt harder than 1001 spikes to me.
I couldn't distinguish some of the dirt walls from the background.
Kind of like a way advanced Tic Tac Toe. I like it.
Great game. I wasn't expecting the turn of events and I ended up loving it. I lost a couple times and it was a bit tedious having to make the potato salad over again. You guys must have really liked the potato salad theme.
Fun game. Would be better without the memes. More level variety would help too.
The first level was by far the hardest. The jump right before the zig zag hallway left very little room for error!
The concept of the game was pretty interesting and enjoyable.
That was great. The ship movements were really cool. Crashing into stuff was satisfying. The art was good and the music was the best I've heard so far. Great work.
That was good. You could expand it into a longer game. I would have liked being able to drop through the platforms to make traversal a bit easier. You're awesome! :D
Cool game. The stealth worked pretty well. I can relate to not having enough time and not loving the theme!
In terms of making your art more minimalistic instead of "ugly", definitely leave stickmen in the past, even just block men or wavy tube men are better, try making like a pixel art lego guy. Keeping your colors at the same saturation/value and only changing the hue is a way to unify the overall look as well.
Really nice art. The music was nice too, but the way it switched every time you teleported was really jarring. The gameplay itself was really slow paced and the collision boxes were all large and cumbersome. With some tweaks this could be quite good.
Extremely inventive. I'd say I'm tired of puzzle platformers but this one was great.
This was nice to look at and a lot of fun. Your games are always really solid. Good Work
Very steep difficulty ramp. I enjoyed it a lot. Good art, music and gameplay.
Really well done. I didn't quite understand why my guys could be attacked diagonally though when I couldn't attack diagonally. I think block came up as an option far too frequently as well.
I played a game that was just like this during LD 29.
Beat it! Was fun. Good level design and controls. I had by far the most trouble with level 6, the rest went pretty smoothly.
This was really cool, I had fun messing around with it.
Nice entry. Tight controls, good graphics, solid concept and execution.
Cool idea. I didn't have any trouble escaping. It should have been even harder!
Action packed ending! Cool game. I enjoyed it.
72 hours seems like enough time to write out "you" and "your" properly.
I think it would have been more fun if I had an ability to charge up my dash then release for more speed and distance. Pretty fun though anyway.
Wish it would have been easier to solve, even with the hints I have no idea. Time and Math is hard. Puzzles without any guidance are hard. Great graphics, music and controls, enjoyed trying to figure it out.
The game seemed cool and interesting but moved a bit too slowly to keep me engaged.
Great work. Enjoyed every aspect and I love the fake game boy style!
Fun entry. When the player is getting hit and losing hp isn't well communicated enough. I kept dying without realizing it.
Clever, polished, challenging, lots of content. Excellent entry.
This was really unique and fun! I think it might be even more fun to have to shoot the enemies on the edge with bullets instead of clicks. Great job. My high score was 360.
Pretty cool! It would be nice if the gems didn't bounce off screen, I feel like I lost a bunch to that. It was also weird to see the windows mouse cursor in the game. You should hide it and replace it with a custom aiming icon thing. Displaying the screen on the character's face was a neat idea. Good Job.
Great Game. I thought the solution to the third puzzle was 4372 from left to right.
That was a lot of fun, my space bar took a real hammering. Maybe have a turbo option to shoot that fast automatically. It did help make it intense that I had to tap so much.
The art is good but the gameplay is lacking. The concept isn't bad but the charge to jump takes so long it's rarely worth doing. You kill very proficiently just staying in the middle and letting him shoot. It takes too long for the initial enemies to reach the roof as well.
Dying after one hit was very unforgiving. I quit the game before getting the gloves, then read in the description what they do, tried to get them, died more, quit again. Then I decided I had to see how they worked and played more. I'm glad I did, those mechanics were very cool. You should have made them easier to access.
That was excellent. One of the best games I've played so far. Extremely clever genre mashup and I love both genres. I didn't see any indication of how many balls I had left, that would have been nice. Otherwise, very solid. Great Work.
Cool game. It made me interested to complete it both ways. I would have liked to have been able to bring out my gun and shoot him at any point in the conversation without it being a static event though. Great work.
Great game. Feels very complete. Good Music, Art, and fun gameplay.
Cool game. Quite polished. It was a bit weird that my main gun had ammo, I didn't even realize it until I had run out.
I think there's a good concept here but you could have made it run in a larger window. As it is, it's very difficult to play.
Very cool idea to make the browser window part of the game. I stretched it across both of my monitors. I found the jump to be lacking, it was hard to get to the keys
Beautiful pixel art. Tight controls, nicely done. I particularly like your use of color. I miss working with color after making a monochrome game.
A lot of clever concepts here. This has potential. It could use more feedback on your guys getting hurt, more of an end goal and slightly more easy to use controls. Was pretty fun. Good job.
Good music and audio. I think the main screenshot you chose undersells how good the game looks. The jetpack was hard to slow down. Good work.
I enjoyed everything about it. Very solid. Cool Game.
Not much there, but what is is pretty enjoyable. More fun than some other games I've played so far.
Cool. The only problem I had was that people trying to get rescued would run in front of my gun and get shot.
Excellent. It played well, looked good, sounded good, fit the theme. The difficulty was low at first then ramped up fast. Great work.
Great looking game. The level transitions were a bit abrupt, I hit the door accidentally.
This was all around excellent, I really enjoyed playing it.
Really cool concept and well done. It would be nice to be able to drop the blocks more quickly at will.
Really great work. I thought my keyboard wasn't working though, I closed and restarted the game before realizing I wasn't controlling the robot in the center. I collected most of the blue orbs but didn't figure out how to interact with the money statues. It didn't seem like anything happened when I hit X.
It took me a while to figure out how to play even with instructions. The flashing button prompts combined with not being able to attack off beat at all left me confused. It was pretty fun once I figured it out.
Moving the screen around to reveal the level seem like the opposite of having the entire game on one screen. I didn't realize the circuitry parts were hazards until I walked over them.
Good entry. It's got nice graphics and music as well as good game feel. Next time you should rate some more entries to make your game more visible.
That was great but it could have been a bit shorter, my arm got tired!
This was great. I think it lacked some feedback about your health and how battles played out, but I enjoyed exploring it. The character choices were cool. A wolfman Rogue is badass.
Cool, can't go wrong with pinball! Controlling the ball to shoot and stuff is a clever spin on it. Good job.
Cool idea, it was pretty fun!
Awesome! I also made a Game Boy styled game. I wanted to have some thumbs and them interacting with it, but I ran out of time.
Fun and Funny. Good Work.
Very good. The only issue I see is that there's a lack of pressing objective. Even if I didn't fill out the orders it took a long time to game over, and the hero never seemed to be in trouble either.
Beautiful art but incredibly hard to control. Was I super slippery because I was a sewer monster?
That was fun. Unique mechanics and quite polished. Took a while to get used to the controls but when I did they felt great. Well done.
Nice game. I couldn't get very far though. After I got the first gem I died and it sent me back to a checkpoint. I couldn't get back past the spikes now that my hitbox was bigger due to the big pants.
Cool game. The rapping narrator was pretty awesome. I played it again so I could hear that part over.
The background scrolling was maybe a bit aggressive though.
That was rad as hell. Great use of the mechanics and introducing them. Was satisfying to figure out how to beat the barrier enemies and get past the fireballs. Cool bossfight and music too. Great job.
Cool game. The tunnels were good at adding tension. The honeycombs read more to me as pickups/powerups than obstacles. I had to crash into them a few times to realize they were just obstacles.
Fun game.
Was there more to the ending or was there supposed to be? I played through twice but both times just stopped once it scrolled back to the start.
Fun game, really cool art style and way to adapt Godzilla. The jump was maybe a bit floaty for my taste though, especially for a daikaiju. Would have played more for sure.
Cute artwork. Always refreshing to see some non-pixelart 2d games. Interesting concept too.
Nice work. Frankenstein Monster game solidarity!
Weirdly when I was doing research on Frankenstein-style monsters I found that there was no single term for what these monsters are called other than Frankenstein's monster. Some people think they're zombies. There's weirdly no consensus.
Saw this on twitter. It's fun. Sea Monsters are the best (actually the worst).
Wow, that was excellent on all fronts. Great work. Very cool art.
I REALLY like the logo. It was super hard, made it less fun for me. Well-made nonetheless.
That was funny. It's not often games can make you laugh with the mechanics. Well done.
Thanks everyone, I'm glad to see so many positive comments.
I uploaded an HTML5 build and a build with a lot of important fixes.
@LeafTheif Yes, definitely. A chainsaw wasn't even enough to make the amount of cuts I made to get it to this point. I tried to go a different direction than my GB Jam game which had a ton of art and polish on the core mechanics, but no game. This is slightly a game with a lot less art and polish.
Fantastic. Was well made in all regards. I had fun playing it and it was satisfying to make plays work out.
Cool game. I enjoyed the Mega Drive style music and the track switching between modes. Cute character design too.
Really great. Excellent art and animation, good fitting music. It played exactly like you expect of an adventure game. I had a bit of trouble figuring out to use the page on the branch but everything else was easily figured out. I would like to see how the rest plays out if you expand it.
That was great, a lot of fun. My only suggestion would be to remove the building's collision sooner since I kept getting stuck trying to move through after hitting them down.
Awesome game man! Thanks for the videos too. I referenced your random gen videos a lot during the making of my LD33 game.
Nicely done, very solid. I forgot what three things I was supposed to equip my ship with and had to restart to see again. Don't know how I messed that up so badly.
Cool game. There was potential there. Running into all the doors and all the objects until I found the ones that interacted was a bit tedious. Could have used more clues.
I beat it in 8.6 minutes.
That was a lot of fun. Cool mechanics and cool use of them. Great work.
Pretty fun. Clicking to attack and walk was a bit awkward. satisfying to build up a horde. Liches are cool.
Wow, that's the first game where I really did feel like a monster, chasing and killing this helpless girl. I didn't find I needed the camera rotation very much. Could have used more fanfare each time I killed her. Good job.
Good effort for a first game. The bugs held back the fun a bit, I couldn't reliably stop the missiles with my fire breath since it spawned at the dog's feet.
Love the art style. The music was good and fitting as well.
I enjoyed the game, but I think the story being such a contained arc could have had a lot more to it.
Would have been nice to be able to see the character and CV at the same time. Or even if the CV window stayed open when you changed applicants instead of having to re-open it. As it is I didn't feel much reward for my actions and I didn't remember the characters without having their names and faces side by side.
All together though great entry.
Awesome. Simple but a lot of fun.
I was really excited for this based on the screenshots. The theme and idea is excellent but I think the mechanics aren't in the spirit of slashers. I don't think they go around STRICTLY following rules and abiding by specific orders of operations. It would have been a lot more fun to have more freedom in tackling the situation. Well made and really cool, but I could have had more fun.
Very cool. Nice art and music, good amount of content. I beat the whole thing, with some cheating. Gamepad controls would have been nice. I didn't understand the mechanics of the final boss fight, but I figured them out and beat him. Awesome job.
Very cool, I love just sailing around in games. I found the island pretty quickly on my first run then went through again trying to use the star chart and spyglass. I think I get the idea of the starchart but the spyglass I didn't get. It was zoomed in on the starchart but looking at I don't know what. Cool concept for a game.
PS thanks for letting me know about the bug in my game. I managed to solve it if you want to take another look.
No one wanted my wood. What's wrong with my wood? :(
Was cool, but I played for a while and didnt get a sense of what the purpose was. There didn't seem to be a way to use any of the items, so why did I need them or to understand the people?
Oh I see based on the intro and the text description that the point was to get away since you crash landed. I had forgotten. My bad.
Not bad. I had a hard time telling which sprites were instant death spikes at first. The gun took a long time to charge and didn't shoot very far. I felt like I could shoot most enemies until I was right in front of them.
Cool game. That's an impressive amount of art to have finished for a jam.
Fun but I have some critiques. The beat indicator was flawed. I found it harder to match the beat while watching the indicator than ignoring it. I believe it's because the ball changes speed and jumps before you need to do the input. In most rhythm games the indicator moves toward the point you have to hit at a constant speed so you can follow it clearly. Not being able to move at all for missing the beat doesn't feel ideal either. I'd suggest a less strict timing or some other way to balance a missed beat than not moving. For example, in Necrodancer you can still move slightly offbeat but you get less points for it.
Overall, Good work.
Interesting. I was hoping there'd be some hidden images visible with just the right combinations. I'd love to hear if there is.
Great title screen!
The game was fun and a very different experience from anything else I played. It was really hard to control but I'm guessing that was at least somewhat intentional. Nice job.
Nice art and seemed pretty solidly designed aside from a few major kinks. Even having read your comments about the puzzle solution and how it worked, it didn't get the water to move consistently enough for me to make progress on it. I would try and it wouldn't move most of the time.
Nice art, solid effort.
Great music and art.
The camera adjusting to show what's ahead was very unwieldy. It screwed up my aim several times. I would suggest keeping it, but making it adjust based on the way the character is facing/walking, instead of where the mouse is aiming. You could then lock it when they start to aim so you could walk back and shoot forward, etc.
Interesting concept. The music was nice.
It was very unclear when I had assembled the ingredients I needed to make a firework. I just had to run by the things mashing z.
That was good.The art and music fit well together and the gameplay was solid. Really well done.
I really like the art. Very cute alien monster girls.
I think it would have benefited you to share what the mechanics and controls are.
I figured out that the green bar changes their rotation slightly. The speed or pivot or something. The other bars didn't do anything that I noticed.
I didn't realize the ballista was transparent. I thought it was there and I could use it, but I realized I was supposed to build it. The player's movement speed and jumping was a bit awkward which made the tight jumps difficult. The player's hitbox also seemed a bit large and I got hit by the spikes questionably a few times.
Good effort, I'd like to see what it looks like when you complete it.
There should have been a canon that could see the point so you could defend it. I kept losing because I couldn't see anything except the small area around the canon I was in. Even if I switched knowing they would be close, there was no way for me to shoot them once they were out of either canon's view. Also, having to switch hands from the arrow keys to the mouse was a bit awkward and slowed things down some.
I think it would be really good if you solved those few issues. My highscore was 160.
Very cool for the simplicity. Great art and juice, as you said. Throwing and catching the little guy is a really clever mechanic.
Nicely done, I enjoyed it. Good animations and chill music.
My suggestion would be to make the jump height more controllable by reducing the jump speed when you let off the key. that would be a middle ground between jumping full and slamming down.
Awesome work. Good music, art and gameplay.
That was great. Loved the music. Polished and just the right length for a jam game.
This was really cool. Lots of uncommon mechanics that made it feel unique. I can't believe I beat the state where you have to jump over the lava past the cages. Good work.
Another awesome one. The cogginess and gripping to the walls felt great. Tons of game here. I feel like there should be a save and load. Beating it in one sitting is no small task.
@Pikby @cushycode
!! Thanks for letting me know. I fixed it now. It turned out to be that the "fastest" quality setting had vsync turned off so it was running way too fast. Any other setting should work fine. I also updated the file.
@cushycode You're right, I added a web version. When I had tested it originally the performance wasn't great but it's fine now.
@juaxix Kiki is always an inspiration for witch stuff.
@pyokoanarogue It's not a barrier, that's the hitbox! It's a convention in bullet hell games to show the player the hitbox so they know exactly how close they can cut it . I initially had it on autofire but there's something nice about having the extra control over the shot, even if you always want to have it held down. Adds difficulty by giving your brain one more thing to do.
@brantkings They just shoot out at a set interval to break up the monotony. The only advantage in the jam version is that they have a wider hitbox.
@randomhuman Thanks. I agree about SFX, just ran out of time and I'm not good with sfx.
@SimonHutchinson Thanks!
@justinooncx Glad to hear you got use out of both modes. I hadnt thought about adding left/right directions because it goes against the conventions of infinite runners/flyers but it might be interesting to try.
Cool game, pretty unique control scheme. I liked it.
It ran much better in Firefox. I had some glitches with the music in chrome.
That was a lot of fun. Took a bit to learn all the controls and specifics, I had to make sure not to use the spaces over top of the controls display.
I would suggest adding Some kind of additional challenge/restriction to the case management. Maybe have items drop until they hit something else or maybe items have to be touching an existing item. Maybe just having a smaller case to start then upgrading would be a good way. Just some thoughts.
Great work.
I like the design of the main character. Jumping felt pretty good, I was surprised by the walljump mechanics. Good amount of rooms. Nicely done.
I tried to download the windows version and dropbox said the link had expired.
The start was a bit slow having to wait for loading then through the monologue. Could have had the monologue play during the first wave and reduced the sfx volume underneath.
As for the gameplay, I just spammed the bottom right corner with arrows. There needs to be some necessity to drawing the arrow. If the arrows were physicsy and dropped if they weren't shot hard enough, for instance.
Lots of good uses of sound and the game felt fairly complete. Good job.
Very creative and well made. I enjoyed it.
Nice art, nice music and tense gun fights. Great job.
I like the visual style, reminds me of old windows maze screensavers. The lock on and strafing mechanics were cool.
The gun looking like a sawed off shotgun but behaving like a precision sniper rifle was a bit jarring.
Well done.
I had a lot of trouble dealing with the ghosts but everything else was good. I liked the feel of swinging the floppy disk around.
Wow, that was really great. The mechanic made sense and was easy to figure out intuitively. even the part that you can increase your height by jumping before teleporting. I enjoyed it more as I kept playing.
The only critique I could offer is maybe more of a pet peeve. You could make the character a lot bigger on screen. Zoom in on the action! I don't think we needed to see quite that much of the environment at one time.
PS thanks for looking at my game, I fixed the bug if you're curious to try again.
Nicely done. At first I thought I was supposed to dodge the flashing round things, but I figured it out.