Foon → Ludum Dare Explorer → Users → Galan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | Holo | compo | 474 | 2.96 | 2.39 | 3.57 | 3.50 | 3.13 | 2.55 | 1.76 | 3.23 | 49 | |
| 2016 | 36 | Ancient Technology | Into the Pyramid | compo | |||||||||||
| 2016 | 35 | Shapeshift | Gene Thief | compo | 322 | 3.37 | 3.74 | 3.32 | 3.63 | 2.74 | 2.79 | 2.13 | 2.78 | 37 | |
| 2015 | 34 | Two Button Controls / Growing | Timebomb | compo | 218 | 3.59 | 3.88 | 3.73 | 4.21 | 2.81 | 2.88 | 2.20 | 3.17 | 62 | |
| 2015 | 33 | You are the Monster | Welcome to Cronenburg | jam | 652 | 3.06 | 2.77 | 2.66 | 3.54 | 3.14 | 3.12 | 3.35 | 2.91 | 69 | |
| 2015 | 32 | An Unconventional Weapon | Beats High Mountains Down | compo | 900 | 2.77 | 2.20 | 3.16 | 3.08 | 2.60 | 2.46 | 2.00 | 2.83 | 46 | |
| 2014 | 31 | Entire Game on One Screen | Collector | compo | 1051 | 2.64 | 2.31 | 2.71 | 3.14 | 2.86 | 2.45 | 2.00 | 2.61 | 48 | |
| 2014 | 30 | Connected Worlds | Dua/el | compo | 993 | 2.74 | 2.44 | 2.88 | 2.77 | 2.56 | 2.40 | 2.67 | 2.59 | 45 | |
| 2014 | 29 | Beneath the Surface | Submarine Simulator | compo | 658 | 3.08 | 2.48 | 2.80 | 3.21 | 2.80 | 2.82 | 2.39 | 2.81 | 45 | |
| 2013 | 28 | You Only Get One | It's Common Knowledge Tha Animals Hate Stick Figures | compo | |||||||||||
| 2013 | 27 | 10 Seconds | Was a Rougelike | compo | |||||||||||
| 2013 | 26 | Minimalism | Skeletal: A Barebones RPG | compo | 17 | ||||||||||
| 2012 | 25 | You are the Villain | Ithyxsk | compo | |||||||||||
| 2012 | 24 | Evolution | AntiVirus | compo |
I have to second the love for the monster design. If you'd had time to work out the kinks, this could be a seriously fun little time waster.
Okay, finally got the Windows build up.
On the topic of instructions, I thought the game was fairly straight-forward. What in particular is the problem?
I get the feeling people are missing the secrets (they probably need to be more obvious for this kind of game), so I'm going to give some hints: try using your face on a weapon, then use that to find the other secret.
Surprisingly fun! Something about this pulled out some nice Atari nostalgia for me.
I had to check out the game that shared it's name with mine. Pretty fun, and I love the title animation. Wish I'd though to use Blender's ocean sim for something. :)
Really cool! I wish the controls were a bit more responsive (even if less realistic), and the pacing is a bit slow, although it you could draw out the dramatic tension a bit that last part could be a bonus. Overall one of the most fun games I've rated this Ludum Dare.
Okay, I had way to much fun with that…
Game 'feels' just about perfect for what it's trying to do. The music, the atmosphere, and the gratuitous gore all add up to a great diversion.
The only complaint that I have is that after you figure it out, there is NO challenge. Then again, considering how long I played it, maybe that's a plus.
The controls are a bit difficult to work with (the pitch, in particular is really oversensitive), but I like the idea, and the graphics and audio are top-notch.
REALLY like the use of the theme!
Huh, the left click doesn't seem to work for me. (Linux, OpenJDK)
Nice game, but wow does it get tough fast! I like it!
Good job making something simple so terrifying. I spent my entire first play through going, "Oh my god! Oh my god! What happens if I fail! I don't want to see it! NoNoNo..."
Thanks for the detailed review, Craftsdwarf. I was actually really disappointed that I didn't have more time to balance it on Sunday given all the bugs I had to worry about. That said I've made some new builds to hopefully make it more fun. Since they aren't bug fixes, I'll provide them down here.
Linux: https://www.dropbox.com/s/knm18acic0qu01w/default.tar.gz?dl=0
Mac OS X: https://www.dropbox.com/s/ackj0q30ajjcij9/osx64.tar.gz?dl=0
Windows:https://www.dropbox.com/s/4pj7zw5rrmkf1or/win64.zip?dl=0
There are three main changes to this version:
- Turrents now fire more quickly AND over a longer distance, which should help balance them out a bit more. Proper use of swap is still necessary for success, though.
- Enemies are now spawned using gaussian distribution rather that random, meaning that enemies come in a waves. Numbers were tweaked to hopefully give a more enjoyable difficulty curve.
Gotta say, I love the core game-switching mechanic, very well done. I just wish the game had more of a point, and the different sub-games were better implemented. I'd also suggest having the world switch mechanic appear much earlier. If I hadn't come back and read the comments, I would have missed it completely.
Love the literal interpretation of the theme. Game is a bit on the frustratingly hard side, at least by stage 3. Maybe some other mechanics could keep the difficulty curve from needing to ramp up so fast.
The UI could have used some polish (way to many clicks and somewhat confusing), but the core gameplay was pretty solid.
Funny game. The controls could get a bit frustrating at times — it got a bit hard to change directions. Still, loved the not-too-serious-style and it was surprisingly engaging!
Wow, that was pretty damn good. Between the Faxanadu nostalgia and the addicing gaming, this was some of the most fun I've had with a Ludum Dare game.
The only complaint I have is that it can be unfair in places, particularly with the tendency of the other world to be full of ghosts when you switch between them.
That said, if I weren't too busy reviewing game, this could absolutely suck up my time.
Gotta say: love the art and overall style. My roommate, a nurse, has to say: wish you explained the antibodies and what they were doing. What can I say, she's a nerd.
And now I'm reminded why I don't play the stock markets… That said, some more variety — even in visuals — would go a long way in making this more interesting, unless that's against the point.
Gotta say, I see some good potential in these mechanics. It the gameplay were more energetic and the strategy more varied, this could be a lot of fun.
I really enjoyed this game, despite the loose controls and wonky physics. I even enjoyed the crossed controls, and how they play with the "can't touch each other" storyline. Between the constant dying and the quirky style me and my girlfriend and we got quite a kick out of it.
Well made, but the strategy seems too barebones.
Simple, but fun! The controls were a bit derpy, but playing with another player made it pretty damn funny.
Nice little twist on Sokoban, and I'd love to see it extended to a full game.
I like the concept, and the look and feel were perfect for what you were trying to do. I just wish I felt like I had a goal to strive for. Maybe that's the point, but in the end I couldn't help but feel that I was just pushing buttons aimlessly.
Huh, strange. I tested it on OS X 10.10.3, and it works fine for me. If anyone else has problems with it, let me know.
Nice art piece. I really dig the atmosphere and the music. Amazed with how well you set up a mood with so little.
I've got to say, this is the best game I've ever played this Ludum Dar, and one of the best I've ever played. Fun, charming, and engaging. Looking forward to the continuation!
Nice concept. It would have been a bit more fun if the poison didn't collide so often (maybe use a second, smaller collision object to determine if it hit a non-person). On the graphics side, cool/gross animation to indicate the smokers would have gone a long way to driving home the joke.
Not really much to say about this one. The first shield turret was a bit too hard to get past, but that barely cut into my fun. I just wish it was longer.
Interesting concept, but I couldn't really find a way to strategize. Maybe I'm missing something (quite likely, even), but it just felt like a guessing game.
It didn't help that I had trouble telling whether the sandbag were upstage or downstage.
Damn fun word game. The difficulty curve is a bit rough, but it was still really fun. And the fact that you did it in 8 hours, in Scala, is impressive.
Loved the idea and mood, and the shear amount of modelling work that must have gone into it is impressive. If only the controls weren't so frustrating (for reasons others have already covered in detail, I probably would have enjoyed it immensely.
Love the game, but the one hit death was a bit rough. The game screams to be played recklessly, but the difficulty forces you to play cautiously.
Rather than add my voice to the chorus of people who took time to figure this out, I'll just say that once I got it, the mechanic was really cool, and the aesthetics are top notch.
After checking out the updated version, I'd say the game could use a bit of variety, and some extra visual flash wouldn't hurt. And it may just be because I'm tired, but the busy-ness of the backkground was a bit eye-straining. That said, it's headed in a good direction.
Fun little game, love the minimalist aesthetic. The music and overall feel made the game really energetic. If it had more of a point (maybe a climbing goal or scoreboard), it could be really addicting.
Not much constructive to say, but I'd love to see this stretched out into a full game.
@FloatingGhost I did some Googling, a that's a problem with the engine (Godot). Seems it doesn't play well with certain (but not all) ALSA setups. There's been a patch since the latest stable release, though.
That was fun. Loved the art. Wish there was more stuff to smash, though.
Love the premise, and like everyone else I find the art and music perfect. I wish you'd had time for some more elaborate puzzles to keep me going.
Evilly cute! Figuring out the switch item mechanic was a bit complicated, but once I figured it out it was entertainingly hectic. A bit hard, but I'm not sure if that's a negative.
Mmm adventurers. While it was fun slurping them up, I wish the light mechanic was a bit more fully-developed. The hallways were a bit too dark (I had to adjust my monitor in order to see not-black), and it was hard to tell where the light was and wasn't, damage-wise. Would have help if there was some feedback when taking damage.
So addictive. If it had a scoring system I could see myself playing this for far too much time.
The story was a little heavy-handed, but for a very good reason. This is the kind of game I don't ENJOY, but most certainly appreciate. On top of that, it felt really polished for a 48 hour game. Please continue to make games like this one, the world needs them.
Very chill. Would be very enjoyable broken into a series of short stages, especially to clear stress.
Nice minimalist endless runner. Make the controls more responsive and time villager attacks better, and it would be quite enjoyable.
Fun game, but it drags in the later parts, when you have very few coeds left. Zooming out and/or adding a 'coed sense' would go a long way in making it more fun.
Oh, this is cute. You play as a little ghost helping feed a family. How sweet!
Wait a second. No, oh god no, what is wrong with you. :P
This was wonderfully dark, and truly monstrous. I only wish I had seen the end, but both times I tried it, I ran out of things to grow.
Laughed out loud, for real. The sound effect just had me laughing. The mechanics started to fall apart later in the game, but up until that point I was having fun.
Like everyone else, I really love the art, and the music fit the game perfectly. Gave me a good laugh, too.
I liked the idea, but found the controls (on a keyboard) to be a bit clunky. Also, the demon was a bit underwhelming, considering he's the star of the show. Giving him a flashing intro and fancy moves would have added a lot.
I enjoy this one more than I should have. The controls were a bit weird, but once I got used to them they were stupid fun.
Wow, everything in this game worked exactly right.
That intro was really great; The best I've seen for Ludum Dare. It's a pity the gameplay is so frustrating, though. I couldn't figure out what to do in the short time before everyone dies. I will admit it gives the game a real sense of hopelessness.
Very cheery! I wish you could undo/clear your note, since I was using a touchpad and failing miserably at writing, but that's a minor quibble.
Clever use of the theme. Like the other players, I found it a bit too hard, but the idea is solid.
Really cool concept and very well executed. Only potential complaint I have is that split timelines can be difficult to keep in your head, but the fun, almost hectic pace means that you don't have to. Also, helps to put the player in the characters shoes, assuming their also experiencing the split timeline.
This was fun. I kept playing for new parts, until I clipped through the floor. With some more work, and functioning multiplayer, this could be a great party game.
I think you got it too work! Not that it's an improvement over a more-button RTS, but I think the game is well-tuned to the controls. The number of units may make selection a bit of a challenge after a while, but it's still fun.
I can't say that this is the most fun game I've played, but damn, that mood... I think you may have found a new approach to a horror game here. It was genuinely creepy.
While the controls and physics could use some work, the charm and derpy humor kept me playing for way longer than I expected,
Love the art style, even if the framerate was kinda chunky (I'm assuming Gamemaker doesn't have the greatest 3D support). Couldn't get past the fight though.
Really cool idea. It would have been nice if there'd been time to build some challenges geared toward the control scheme. As it is everything feels random.
Really fun! With a bit of gameplay balancing (and maybe some control tweaking), it could be quite addictive.
Kinda similar to my own game this time. Actually the person who gave me the idea suggested something a little closer to yours.
Funniest Ludum Dare game I've played. It had actual jokes, and I laughed at them.
I like the look of this game, but there were a couple of problems, in addition to the controls that other people have mentioned, that bugged me. One was the way that the tree could block your view (which exacerbated the control problems). The other was that there was no time to be eased into the game. There was a wall of information at the beginning, and then you get thrown in without really understanding it. I think perhaps the idea was too big for a jam game.
I really like the idea behind this one. With some work this could be a really fun game.
Yeah, I forgot about the close button until the last minute. I may update a build with it later.
Great concept used cleverly; Fun to play; And I love to use of dynamic music. My only complaint would be the somewhat dodgy collision detection, but I still enjoyed playing it. It's a testament to how well executed everything else was.
Huh, what distro are you using? It runs fine for me on Ubuntu 16.04.
Off to a really good start. Graphics are nice, and I had a good bit fun playing it with my roommate. If the physics where a little better (weapons really need to slide on collision, rather than getting stuck), and attacks were a bit more 'meaty', it could be really addictive.
Between the art and sound effects, this was very satisfying to play. Was a little easy to cheese, though. The simple follow AI made it very easy to line up enemies and path them through fire traps. Didn't even need the gun.
Most vindictive witch ever.
I'm not sure if I loved the game or hated it, which I think means you did a very good job. The feel was spot on for the premise. I could feel my rage building just enough to keep me going for far too long.
I do wish you'd left audio as a review option: you may have borrowed the music, but what you did with it was amazing.
Cool start, but the spiders are so aggressive that it's borderline unplayable. I wish I could have seen more of it than running away from spiders, because it seemed like it was going somewhere interesting.
That was cathartic, and fun! The sound effects were damned near perfect. Could actually make for a really good mobile title with some more polish.
Web player isn't working for me either. Firefox on Windows 10.
Took me a bit to get the idea (I also tried climbing), but once I got the hang of it, it was quite fun. The music also suited very well, despite being a bit repetitive.
Two areas that could be improved would be the physics (it was really easy to get stuck on things), and the objects could have popped out more – it was sometimes hard to tell apart them from the backgrounds fast enough to react to them.
Good setup for the humor, but it needed more Santaur in the actual game.
Played it to completion. Way more fun than it should have been. Loved the progression of wackiness and wrecked-ness. And the bro puns.
It was a bit easy to come up with a winning strategy. Circle-strafing and throwing everything was unbeatable, if a touch tedious. Sad that melee was too unsafe to use – maybe give it the ability to deflect projectiles.
Nice touch where the increasing mess as you play makes it harder to grab the overpowered stools!
Very fun. My roommate got really nervous whenever I got too close to dying. Art was exactly what it needed to be, and I loved how the music changed when you tried to cross: worked both as an indication of what you were doing and to increase the tension. High marks from me!
Couldn't get the embedded version to play. Only got a dark teal screen. Running on Mac OS X 10.11. Same in Firefox and Chrome.
Really great aesthetic and mood. And a cool gameplay idea to go with it, hindered only by the crazy difficulty level. Smooth out that curve and give the player some practice time, and it would be a lot of fun.
Really cool (and a bit crazy) making an NES game! Given what you were working with, it's very impressive. I will say that the jump arc is very frustrating, though: the linear movement and sudden direction change at the top make precision jumping very challenging.
Hectic is the right word! Simple concept, but the design worked really well. The ratio of inbound to outbound trucks was just enough to naturally increase the difficultly over time.
Sadly, the ever-increasing stress of keeping up with everything, the repetition of the music, and the sometimes hard-to-hit targets combined to give me a slight headache, although that may have been coming anyways. That said, it did draw me in enough to do that, so you could consider that a small victory.