Foon → Ludum Dare Explorer → Users → fumybulb
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | High School of Conjuration | compo | 131 | 3.63 | 3.47 | 3.54 | 4.09 | 3.64 | 2.87 | 3.18 | ||
| 2023 | 53 | Delivery | 👥 | The White Dude | jam | 584 | 3.57 | 3.60 | 3.50 | 3.25 | 4.05 | 2.97 | 3.44 | |
| 2023 | 52 | Harvest | 👥 | Touch the Grass | jam | 3.25 | 3.50 | 3.50 | 4.25 | 3.50 | 3.00 | 3.00 | ||
| 2022 | 51 | Every 10 seconds | 👥 | ALYOEP | jam | 75 | 4.11 | 4.15 | 4.19 | 3.52 | 3.68 | 4.34 | 3.20 | 4.07 |
| 2020 | 47 | Stuck in a loop | Anybody there? | compo | 309 | 3.43 | 3.26 | 3.31 | 3.30 | 2.90 | 4.20 | 2.68 | 3.30 |
An extremely deeply affecting story.
@tygrak, нow was the music created?
By the way, I remembered this masterpiece a little later: https://katmengjia.com/interactive/rain/rain.html
Inspirational, huh? :cloud_rain:
Here's a video in case you don't have a flash player: https://vimeo.com/127873552
Using ROT13 cipher, the *feedback* is: ``` Avpr cvnab chmmyr! V erzrzorerq n irel fvzvyne rcvfbqr sebz Haqregnyr.
V qba'g frrz gb nqq serfu naq havdhr cbfvgvir pbzzragf.
Ubjrire, V unir GJB fznyy jvfurf: 1. Vg jbhyq or terng gb fbzrubj trg n abgvsvpngvba nobhg gur eryrnfr bs gur frdhry (vs nal). 2. Shyy-fperra zbqr jbhyq or irel nccebcevngr sbe zber vzzrefvba va gur tnzr. 3. V jbhyq yvxr gb or cneg bs lbhe grnz, vs cbffvoyr. Znlor :)
Gunax lbh naq xng sbe guvf jbaqreshy tnzr! ```
I also experienced problems jumping in motion from the edge of the platform.
Other than that, well done!
From the first glance at the screenshots, I remembered FTL :)
A very consistent game design!
I wonder if settling in Eden is considered a "good ending" (at least for humanity)?
I hope you finish the game someday, the graphics are awesome :) I don't mind contributing to this with programming or music.
Выглядит офигенно :) Надеюсь, закончите игру. Если чё, я не против внести свой вклад.
The lightning strike was unexpectedly frightening :D
Good job!
Bullets are sometimes hard to see. Funny animation of frags.
Well done in terms of the first try!
Awesome game! It's hard to believe that it is compo entry :thumbsup:
Now this is one of the best games I've seen in a compo.
This game definitely needs to be developed further. "Stamina feature" + maybe some kind of multiplayer mode would be even more awesome.
Great!
I couldn't accumulate more than four ships. But it was fun :) Nice upgrade system.
It would be nice to add some music here. Maybe even make music more dynamic with upgrades?
Of course, there is room for improvement in your game, but it's already a good, complete game!
My friends tried to create a game with a similar idea, but, alas, to the submission hour, they only managed to make a prototype demonstrating some of the possibilities: https://ldjam.com/events/ludum-dare/47/loopman
I also tried to create a game with movement programming mechanics for solo Ludum Dare 27 (iirc it was 2013), but I failed :shrug:
For some reason, when I start the game, I do not see any game objects. Only music and floating clouds.
@michael-feldman, Windows 10
Eventually I was able to play the game under Linux.
Nice puzzle!
The level with four mirrors is a mind blowing :dizzy_face:
But I will check `~/AppData/*/Alice` under Windows later.
My hypothesis:
Perhaps there are problems with different delimiters in paths under Windows?
@michael-feldman, here are my logs from `LocalLow/Michael Feldman/Alice/Player.log`:
https://pastebin.com/i3tF46AX
And here is the game directory tree:
https://pastebin.com/JYzJe9Ny
It seems that everything is in place including empty `Alice_Data/StreamingAssets/CustomLevels` directory.
It looks like the game even finds level files.
After copying the contents of `MainLevels` to `CustomLevels`, the gray "Custom Game" button turned white.
But the levels keep not loading with the same symptoms.
This game is so beautiful⭐
I agree about the audio part - making sound for games is fun :)
I wonder if it's possible to go back to the moon after leaving orbit (haven't tried it yet)
Хорошая работа!
By the way, LMMS is a great tool 🎧
Whoa! I was planning to make almost exactly the same game for Ludum Dare 36 (4 years ago)
Although, at that time I only managed to write music for the game.
You can include it in your game if you want!
(https://soundcloud.com/fumybulb/metro)
Great job anyway!
It's funny that the bus has unlimited capacity :)
Of course, with the (sane) capacity constraints, we would get a different game.
Thanks! I made an attempt to weave audio deeply into the game mechanics.
BTW, I'm stuck at level 7 :)
@sinusquell, Tnx! Glad to know you enjoyed it!
@kovalok, @jakobthequizguy, Thanks!
Indeed, I experimented with the possibilities of working with sound.
By the way, what level did you get to? My current record is level 8, which is almost impossible to pass without a lot of luck.
I suppose I need to reduce the upper bounds on the number of objects (slightly) and the chance of generating weakness (definitely).
@xinux, thank you! Did you get to the next level after the end credits?
@ruling-spear, thank you :)
If I find time to tweak the game, I will try adding mouse input and touch support so players can play with mobile devices.
@yellowsalamander, @cogcomp, @layne-stokes, @sli, @clemonades, @judgezedd, @blobo,
Thanks! I am very happy that you liked it!
Honestly, I never thought about the similarities with the Portal 2 music. Good reason for me to play again!
I spent about an hour composing music and creating sfx.. and about eight hours fighting audio glitches in Chrome :grin:
@chaosinism, Thank you for your kind words!
Indeed, I just tried to do what I am (sort of) good at.
Especially, knowing that without drawing skills I would not be able to get a good (or finished) result if I focus on graphics. :dizzy_face:
@gilborn, @michael-feldman, @nickykendy, thanks!
I chose C++ as my challenge because I want to be more experienced with it!
Now I have... *mixed* feelings about C++ and raylib usage for Ludum Dare :)
@justin-klinchuch , Yeah, I have exactly the same feeling at level 8 :smiley:
This is a very enjoyable game!
It's not easy for me to keep an eye on multiple trains simultaneously to protect them from colliding (even though I don't seem to get to the last level yet!), but making such good puzzles is even more difficult!
Great job!
Cool!
It reminds me about my old LD34 entry: https://web.archive.org/web/20170919102307/http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=23381
The link to the compiled game doesn't seem to work. But there are still sources and video. Maybe this will serve as an inspiration for you!
A stunning story twist! I like it definitely.
Nice little puzzle!
I like DIY 3D graphics.
It would be great to go through a few more levels.
Nice! The confrontation between the "good" and the "evil" parts of the videogame - reminds me Pony Island 🦄
The game is well polished, I played through all the levels with pleasure.
Very fun game, man! Rainbow power up is awesome! :rainbow: :cow:
For a couple of minutes I tried to figure out which particular cheat code should be entered. And then I realized :laughing:
Nice *visual* effect when falling into a pit!
Great entry! I haven't *seen* a similar games in LudumDare several years.
Despite the performance issues, I'm glad to see tower defense games here!
Keep it up :smiling_imp:
The audio and visuals are stunningly immersive in the story!
Wow.. My game is very similar in concept!
I mean I also implemented touching different bullets to add and subtract background music tracks!
Great job!
I agree that adding a [touch_sound] is a good idea.
I didn't realize right away that it was not necessary to collect blue objects.
Once, after the third lap, I had to run in the opposite direction. Is it so conceived?
Music is great :)
Cool stuff! I expected the last level to be a loop too.
Music really resembles outer space. The last three seconds everything goes crazy, but the doc survived in the end!
Cool action game:)
Sometimes enemies will spawn directly (or very close) to the player.
How about showing the player where the enemy is coming soon? Or to make newly appeared enemies temporarily harmless?
"hacker group from Russia"? :grin: I know these guys, we work in neighboring departments!
The idea and overall presentation are great!
A little about the problems noticed: - Web version doesn't work? I was unable to launch the game in either Chrome or Firefox. **But this is not a big problem**, because jar works fine. - Jar version on HIDPI screen in a very small window. There is no full screen or resize window. **But this is OK**, because the text is still perfectly readable. - As noted above, the platforming mechanics are a bit awkward. **But this is not so important**, because the essence of this game is not about jumping on platforms.
Haha, it looks like а boost of optimism from the game influenced my feedback!
Thanks for the game!
This game has very unobvious hitboxes, but also cool music and jumping mechanics. Great!
How do you like the idea to move player more slowly and precisely when "Shift" key is down?
The visual art in the game is divine! Ofigenno!
At first glance, it doesn't seem so, but it turned out to be a very exciting game. Excellent!
By the way, libgdx is able to compile the game into the web version. At least he was definitely able to do it before.
Have you tried it? Are there any problems with porting to web?
Are there any squirrels in this game? I didn't find them...
Nice and neat platformer. The track "Continuum" on the soundcloud is quite good!🐿️
Cool! I have not been able to break the loop yet. Indeed, there is not enough feedback in the game for me, especially info about damage.
Adorable, as always :)
For every ludumdare, your game is at the beginning of my "playlist" (well, except for the compo games that were made the day before yours) - and I never get disappointed!
The second level is much more difficult than the third, IMO.
Also, if you have 3 (for example) stars for level, and then you get less than 3 stars for the same level, then the lower result overwrites the higher one. Not sure if it was intended? Is this highscores or lastscores? chickie_winners2.png
Wow, amazing game!
We used similar principles to synchronize gameplay with background music.
The audio is excellent, the game balance is really well tuned!
~~Possible bug: it seemed to me that the frequency of photon torpedoes does not differ between levels 2/3 and 3/3.~~
I immersed myself in this game for 20-30 minutes :slight_smile:
Having an online leaderboard is awesome! I'm going to try using dreamlo in our games, thanks for the tip!
The visual part of the game is nice.
It seems like it would be great to use 4 different sounds :small_red_triangle: :white_circle: :black_medium_square: :x: for the 4 types of objects that are being collected.
I like the idea of changing musical/visual style every 10 sec.
A very enjoyable game experience!
----- PS
Just in case you want to keep making **music oriented games**:
https://ddrkirby.com/games/games.html (Author: @ddrkirbyisq)
Maybe some of these games serve as a source of inspiration for you, just as they did for me :thinking:
Looks atmospheric :)
Sadly, I stumbled upon a bug. After receiving the knife during the fourth delivery, all UI is lost, and therefore it is impossible to progress further.
Maybe I'll try again later. I'll let you know if I run into this issue again.
Hardcore in a good way! And very beautiful!
The player's hitbox appears to be much larger than it looks. Especially horizontally.
Well made fun dungeon crawler! Glad to see a game in this genre, thanks!
Idea 1: It is better to end the introductory briefing not automatically, but after a click, so that you have time to read. To be honest, when I first started the game, I admired the voice acting, and therefore was in no hurry to return to reading the text.
Idea 2: it would be cool to add some restrictions on the use of cards (limited number of them in the deck? maybe a mana cost to use?). Now you can spam cards without thinking twice.
Idea 3: What if the fire card healed the fire demon instead of dealing 1 damage? Or even enhance the demon's power!
Anyway, it's a great little cute game :thumbsup:
Procedural dungeon generation is very cool :thumbsup:
I also like the aesthetics of the environment.
It would be tempting to explore the world deeper and longer.
Good game! I loved these TINY sprites.
I noticed a bug (I’m not entirely sure if it’s a bug) - the sheep in the second location are able to jump over the fence and run away. This happened to me when the dog ran far to the northwest. Some sheep at some point suddenly ran to the southeast and jumped over the fence in the corner.
> had to completely stop to summon
> some problems with summoning while moving
@nathmate, @torte478, Yep!
Improvements in this area are on my priority list for the post-compo version of the game.
I think it makes sense to stop requiring the player to stop completely at the altar for summoning to work.
Additionally, I'm considering highlighting altars when they are ready for immediate use (that is, when the player is on the ground close enough to the center of the altar, rather than just lightly touching it).
@osheanoush, @nathmate, @nickcherns, @mremmele, @drgcandle, @greenstone00, @torte478, @chrisbchicken, @mohammed-kapiel, @ellaris, @lightningst, @darizz, @thomas-bringer, @vivid-hallucination, @gabriel-bissonnette, @camd67, @denvil, @milq, @orbitaldot
Thank you very much for your kind words and valuable feedback!
By the way, based primarily on YOUR feedback, the first post-compo version of this game has just been released!
``` NOW:
Altars can be used while running. The hitboxes of the player character and demons have been reduced. Altar hitboxes have been increased. Inertia has been removed when attempting to instantly turn in the opposite direction. Fixed the coyote jump and increased its time window. Added additional buttons for the summoning action. Added a time window for the "use altar" action. Added in-game speedrun timer. ```
That's all for today.
Next, I intend to make a bunch of new levels, music, sound effects, some sane animations, maybe even new mechanics for the player character/enemies/environment, etc. (in no particular order).
In one of the future updates I plan to add an online leaderboard.
In the meantime, feel free to share your results here!
2024-04-21_03-49.png
@nuanda79, Thank you!
Please note that I did not create the leaderboard within 48 hours. It is only available in the post-compo version.
IMHO, the platforming mechanics here are well-honed.
Art and music complement the narrative perfectly!
I noticed that flying rechargers only respawn after the character dies, but not after re-entering the screen where they are located. Not really a problem, however.
I lоооove this game! :hearts:
I don't even know what to say. The game feels so good and polished in absolutely all aspects. Especially considering it's a jam game.
It would be great if you made a full big game based on this at some point. Speedrun mode? Online leaderboard? Convenient gamepad support?
By the way, I have an idea to improve the convenience of aiming on a gamepad. It seems that sometimes in the game it's important to aim **quickly**, and sometimes it's important to aim **accurately**. You might try to make it so that when you **press** the right stick, aiming becomes fast (instant?) for a short duration of time (or just until the next stick tilt?), and the rest of the time let the aiming be slow but accurate. Something like this.
Thanks for providing a great game!
Another idea! You can also draw the expected flight path before throwing the javelin. This does not have to be the full path, it can be the path up to the first collision with an obstacle. It would be convenient to play with such a thing.
2024-04-17_23-02.png
Sometimes a bug can happen when transitioning between screens: the character falls through the ground.
In particular, this happened here when moving near the final checkpoint: moving right (to the last screen), then left (go back to previous screen), then right. WebGL version of the game.
First of all - the visual aesthetics of the game are magnificent! You were inspired by Celeste's visual representation, weren't you?
*(btw, an article on this topic that helped me in my game: https://aran.ink/posts/celeste-tilesets)*
Secondly, the puzzle aspect of the game works really well. A little mind-blowing sometimes, but not too much.
It's great that you handled so much work solo. Awesome!
Aarakocras are definitely the least trustworthy: countless times these cursed platforms have kick me down from each other! :laughing:
Very fun to play!
Also I like your art very much!
Just consider being more careful about mixing pixel/fine styles, especially in the same game context.
See more on this topic: https://saint11.org/blog/consistency/
One more thing:
Make sure that your music is looped.
In my case, the music (pretty awesome, btw) in the third battle ended before the battle.
I love the visual style of the game! Especially the princess and the cloudy night sky in the background.
The melody is simple, but fits organically into the visuals.
The paving stones would look more interesting if you added a little variety to them.
By the way, the web version on this site doesn't seem to work:
``` If you're seeing this error, it means I can't find your index.html file.
This usually means you created your .zip file by zipping the entire folder, and index.html is somewhere like MyGame/index.html. If you recreate your .zip with index.html file in the root, this error should go away.
See the embedding guide for more details. ludumdare.com/resources/guides/embedding/
404 Not Found ```
Really great artistic style!
It would be excellent for a more immersive experience if the game had some relaxing music (like in your trailer video, for example).
By the way, the game prototype is not ready to run on 21:9 monitors. Consider using letter-boxing or something. 2024-04-16_00-05.png
Also, the girl's movement doesn't seem to work (freeze?) at the top trunks of the tree: 2024-04-16_00-02.png
I can't wait to see how far you get with your work. Good luck!
2024-04-17_00-14.png
Solid platformer! Congrats you with the amazing job!
Most players will probably find it more convenient if jumping and wall bouncing are triggered by *just pressing* a button rather than holding it down.
However, it's possible to get used to the current controls!
Cute art! :smiley_cat: Although, during the playthroughs, my attention was mainly drawn to the words on the screen and to the keyboard (cuz I do not have blind typing skills).
Привет с омского людума!
> I will try web build on #56LD
There is a **pygame-web** thing exists: https://pygame-web.github.io/
BTW, it is allowed (and encouraged) to port the game to other platforms (web, etc) AFTER the 48/72 hours:
https://ldjam.com/events/ludum-dare/rules#:~:text=Porting%20(-,especially%20to%20Web,-or%20Windows)%20can
Sometimes it's crash: ``` Uncaught RuntimeError: table index is out of bounds at Slaymorehtml.wasm.br:0x13a9752 at Slaymorehtml.wasm.br:0x13c7ff5 at Slaymorehtml.wasm.br:0xae8e4f at Slaymorehtml.wasm.br:0xafa931 at Slaymorehtml.wasm.br:0xaf6ef5 at Slaymorehtml.wasm.br:0xaf748e at Slaymorehtml.wasm.br:0xb47923 at Slaymorehtml.wasm.br:0xb68fb6 at Slaymorehtml.wasm.br:0x145592e at invoke_iiii (Slaymorehtml.framework.js.br:10:372553) at Slaymorehtml.wasm.br:0xb6804b at Slaymorehtml.wasm.br:0xa38d8 at Slaymorehtml.wasm.br:0x14092cc at Slaymorehtml.wasm.br:0x13aae73 at Slaymorehtml.wasm.br:0xc42eec at Slaymorehtml.wasm.br:0xc42f01 at Slaymorehtml.wasm.br:0x139a426 at Slaymorehtml.wasm.br:0x13766f2 at Slaymorehtml.wasm.br:0xc8df1d at Slaymorehtml.wasm.br:0xc8df91 at Slaymorehtml.wasm.br:0x143a957 at Slaymorehtml.wasm.br:0x145596a at Slaymorehtml.framework.js.br:10:28077 at _JS_CallAsLongAsNoExceptionsSeen (Slaymorehtml.framework.js.br:10:28092) at Slaymorehtml.wasm.br:0x1435f0a at Slaymorehtml.wasm.br:0x145596a at browserIterationFunc (Slaymorehtml.framework.js.br:10:205510) at callUserCallback (Slaymorehtml.framework.js.br:10:159132) at Object.runIter (Slaymorehtml.framework.js.br:10:160372) at Browser_mainLoop_runner (Slaymorehtml.framework.js.br:10:158668) ```
I hope this stack trace can be useful to you.