FoonLudum Dare ExplorerUsers → Gametrodon

Gametrodon

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
202456Tiny CreaturesThe Big Battle for Tiny Mouse Cityjam8033.273.232.793.383.623.28
202455Summoning👥Kitty Conjurerjam8173.363.503.683.812.913.52
202353Delivery👥Demon Lord's Catboy Pizza Delivery Servicejam6893.483.553.103.513.003.13

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by Gametrodon

LD53 — Delivery

Soul Delivery System by limered 2023-05-03T17:09:27Z

Honestly surprised by how much fun I had with this. A few thoughts: 1. Souls pickup feel WAY too slow. It felt really bad when I could zoom around the map because of the speed upgrades but couldn't actually pick up the souls, because they had such a small pick up zone, and "agro" range. 2. It felt like just going around the edge of the map was the dominant strategy. Other folks have said they like it, I think I'd enjoy it more if the whole thing was a bit more free roam. 3. Upgrades were compelling, but it wasn't obvious to me that I have to spend extra souls over the capacity, instead of the souls I had to meet quota. Might be worth trying to make that a bit more obvious?

Why Deliver Y ? by Aurel300 2023-05-04T23:05:30Z

Wow. Currently in my top 3 of things in the jam. Only note I would make is that I completely forgot I use toggling the flashlight to skip a turn. It's a really cool puzzle, but I got completely blocked on it until I actually came back and was reading other peoples comments, even though I was able to solve everything else.

Would love to see some more done with this. Also I have to wonder if the lockpicking puzzle should be replaced with something that fits a bit... better? Like was mentioned, there's no time pressure, or reason to try to go fast.

Paleo Pickup by auxC 2023-05-04T22:16:55Z

Quite neat! Some thoughts: I wish I could have used hotkeys for activating items instead of having to click. I was disappointed that I couldn't tell the difference between one time use and permanent items. It made sense to me that potions were consumables, but not eggs. It wasn't obvious to me that I could just warp home, I thought I had to walk across the map each time. It might make sense to make that option a bit bigger and clearer?

Cargoborn by Vodzik 2023-05-03T17:14:56Z

The deliverer vision is a really cool idea, but I feel like having to deliver all 56 packages is a bit much. It might be more interesting if it was smaller levels?

It was a bit confusing to me on why I would need deliverer vision for packages I wasn't carrying. It also didn't seem to get bigger as I got closer. Might make more sense to have it change color as well?

I feel like you'd also want some more exciting movement mechanics, since that's sort of the meat of the game once you pick stuff up, but nice job on the submission!

Demon Lord's Catboy Pizza Delivery Service by Tyler Slabinski 2023-05-02T00:06:38Z

Known Issues: The game might lock up on first run. Just launch it a second time, and it should play effectively. Let us know if you have any other questions or issues! Also, the embed doesn't work sadly, using an experimental build, can't get it to play quite right.

Deliver Unto Dusk by Balgorode 2023-05-08T23:47:40Z

Nice game. My one suggestion would be to put a compass or something on screen. Yes, every grown adult should know North/East/South/West, but that didn't stop me from messing it up twice in a row.

Neverending PetriChore by snakemuho 2023-05-04T21:52:06Z

Found the same thing as Pizza's Good with the infinite spin cancel to traverse.

I feel like the game suffered a bit from enforced low render distance. It gives the game a very distinct tone, but it made it much harder for me to navigate and figure out where things were. Also occasionally to figure out where the ground was, and I'd just dump into water. Given that it felt like a bunch of the game was about routing and navigation, this was kind of a bummer. It does look cool though.

I found it hard to determine when I was hitting enemies. I couldn't tell if I was missing attacks, or needed to hit them multiple times.

I liked the art and general tone, and I did finish the game, even if I cheesed it a bit. It felt bad to be sent all the way back to the beginning after falling into a pit much farther in.

On Time by SerialKamikaze 2023-05-03T16:59:01Z

Thoughts: 1. I'm impressed you got this running in Rust of all things, so good on that. 2. I'm confused about when objects are going to "explode" or whatever that is that happens. I get that if I just pick stuff up, my score seems to go up? So I'm not sure why/when I need to deliver anything. I was just running into everything. 3. It feels like it gets easier as time goes on, because you can just leave extra items around to up the timer.

I wish I had some way of knowing "where" I'm supposed to deliver things to, or how long left I have to do it.

Tattered Tunics by tetrapteryx 2023-05-03T19:59:13Z

I'd love to see the controls displayed either on-screen, or off to the side under the game. Because of how quickly you can get throw in, I had to replay the opening just so I could see the tutorial again. Outside of that, it felt really neat. Fantastic art as well!

Broomstick Blitz by nsadie 2023-05-03T17:26:04Z

Echoing what Jaco said here: It took me a bit to realize I'm supposed to be accepting a quest first. The controls felt fun, but weirdly floaty? It was kind of difficult to move precisely, but it felt like that's what I needed to be doing in order to get quests done quickly enough.

For people who are playing for the first time, it might make sense to up the timers a bit.

I really liked the art, even if its placeholder, it has a really neat minimalistic feel.

The Mail(gun) man by Kaijiro 2023-05-04T23:29:25Z

The mini-gun is quite fun, but I wish I could tell when I was getting hits, either sound, or hitmarker, or something. It was definitely fun to shoot things though, I just wish there was better feedback.

Legal_Transactions.bat by johjoh 2023-05-03T18:38:56Z

High Score of 847,560. Might try to see if I get can get a million later.

I'd personally love to see hotkeys of some sort, as I found clicking slowed me down in the later game. There was just so much stuff I didn't have time to respond to everything that was spawning in with the 5~ enemy bases.

This gameplay feels really fun, and I'd be curious to see if it can be expanded into something bigger!

Might be the best thing I've played so far in the jam. My only request would be that being able to zoom out and see the full screen would be nice.

Edit: Not only did a beat a million, but I found a way to score infinite points with a bit of cheese, and a careful early game setup. I think if you expand this, you might want to make it so that you're required to get a certain score by a given time, just to make it a bit harder.

Spacella by Dandala88 2023-05-03T19:29:12Z

Few thoughts. First up, the pacing was kind of a turn off. I get that it's supposed to be slow, but it's so slow that it almost felt unfun at the start. Echoing @thefisherbird's comment on controls here: they feel a bit wonky, and I had to reread the instructions a few times to understand what to do.

It might also be worth noting that there's a limit to how much a planets payout rate can go to, without knowing that it can feel like you're only ever going to lose money past a certain point.

Also, a small bug: You can sell an infinite number of trucks you don't have for free money.

Unspecified Postage Service by EmeraldAlkemist 2023-05-03T19:36:17Z

Neat idea, and I like the the "showing damage on the sprite" mechanic. That said, it wasn't obvious to me what would cause damage to the package, and what was an acceptable amount of "falling". I wish it was a bit more clear when thing would be damage, and I wish that the amount of damage was reset to where it previously was when I restart a level.

UNPRESIDENTED by Alyson Betz 2023-05-03T17:20:04Z

Love the goofy sound effects. Audio really needs a slider, or to start out quieter. The controls felt really wonky, not sure if it might make sense to have a tutorial where you don't have to shoot, or can at least get a chance to learn how to control a bit better?

Also, it felt like there might be a bug where the momentum wasn't canceled when I clicked try again, as I'd start a run where I was already toppling over.

The tone and graphics are really amusing, reminds me a lot of old Newgrounds stuff.

The Night Witches by Kultuk 2023-05-03T17:32:59Z

This is incredible. I know it's probably as short as it is because of the jam format, but I don't have any major negative feedback.

Only thing I would note is that it was a bit weird that I would just end the level when I touched the sides of the map, I wish it was a bit more obvious, because sometimes I'd make turns that would just skirt the edge, and not quite get where I wanted.

Deliveride by kierogi 2023-05-04T22:36:53Z

Only feedback I have that others haven't mentioned is that it would be nice if the foreground obstacles and background were a bit more visually distinct. I hit quite a few rocks because I just couldn't quite see them in time. It also might be nice if it was a bit more forgiving, IE, letting you take a hit or two instead of insta-game overing.

Gold Extraction by obittner 2023-05-03T19:46:26Z

Similar experience to Jampla and Yoss. It might make sense to add a tutorial, or even just a screen saying "BUILD A MINE". Might also help to give the player some gold to start, I had to sell parts of the floor to have enough to build a mine.

I do like the idea though, it reminds me of a tank battle minigame from Dragon Quest I played years and years ago. Congrats on finishing what you did.

Lost Souls by MicaelSampaio 2023-05-04T23:16:14Z

Love the art. I wish the hitbox for the souls was a bit bigger. Like other folks have mentioned, the camera felt a bit too responsive, and made it kind of difficult to move.

Slow News Day by JosephGallear 2023-05-03T19:55:07Z

Echoing what other folks said: I think it's more fun to give bad answers. I also noticed that there's a bit of a knock-on effect where if you get one answer "wrong", it impacts the pool of answers you're likely to have to work with in the next set, leading to a cascading effect where everything falls apart. I liked the writing, but I do feel like you could have gone a bit more nuts, or added some more ridiculous events.

LeaderSHEEP by EmojiBea 2023-05-04T22:32:50Z

Generally cute, but I found myself really frustrated by the sheep behavior around corners, and they seemed to like to just turn in circles and jitter. It felt kind of bad to try to get them into the pen, only to have them wander out.

I found it difficult to play when multiple sheep seemed to behave in different ways when I got close to them. It also didn't feel like barking made much of a difference. The theme and art are cute though, and the music fit well.

Pancakes Won't Wait by SamChen 2023-05-03T19:31:58Z

Really cute idea, and I love the art. That said, the UI was scaled really weirdly when I tried to play it, and it made it kind of difficult. Might make sense to look into making the UI a bit more dynamic?

Bricks and Fire by sudocoffee 2023-05-04T21:34:48Z

Grats on the first jam! Some thoughts: It was unclear to me why the giant boxes just showed up and blew up everything I had made, maybe I missed something because it happened on another screen, but it would have been nice to understand why I suddenly lost. The fire tool was a bit unintuitive to me, maybe having an empty circle that shows up when you have it selected would be nice. Or just something to indicate you have it selected, and it's doing the first part of the charging.

Mail Mayhem by iDoesNotCompute 2023-05-04T22:23:02Z

Ran into the same issues as Embedder72 with the Nigerian Prince scam customer, and the text not displaying correctly. I liked this. Overall, it was a bit unclear to me on "How" (first name? Last name) I was supposed to sort stuff, even after reading the tutorial.

LD55 — Summoning

Sophia's Spirit Journey by ryusui 2024-04-20T17:06:21Z

Few Quick Thoughts. Overall, this was incredible. 1. Some sort of short stop when switching zones might have been nice, I ran into lava a lot by just sorta running from one room into another and not stopping between. 2. For stage 2 of the boss, it might be cool if you couldn't drop through those platforms, I died a lot more to just... sorta misjumping/tapping wrong then I did to the attacks in that zone.

Replicate-You by loveapplegames 2024-04-20T17:38:38Z

I like the idea, the controls feel a bit wonky at times. Sometimes I would want to move only 1 tile, and it would move me two, or vice versa. I wished there was a way to delete the data gathered, and reset, or to not count a run if I had a bad one.

Kitty Conjurer by Tyler Slabinski 2024-04-22T15:55:29Z

@lisek-gagatek Thanks for the feedback! Some of the resources are there just because we wanted to have things for each of the roughly cardinal directions.

@pierogo Thanks for the info! We'll try to consider the speed things unfold at a bit more next time. Though I suppose it does feed into the cozy vibe doesn't it?

@ryusui You experienced the whole thing. We spent most of our time on making the mechanics and polishing some of the ways systems work rather then having a full endpoint. Thank you for playing!

Bug Mage by COKE 2024-04-20T17:18:53Z

I like the concept. Some thoughts.

It feels bad to lose because your starting deck didn't have cards you didn't realize you'd need later. (Ex: I didn't take any fireballs, and pretty much insta-lossed to aphids.)

Also, I didn't seem to get any extra cards to pick from after saving the bee? Not sure what happened there.

Booster Pack Brawlers by Bytomancer 2024-04-20T17:29:10Z

I really like the concept of this, but there were a bunch of small things that kept me from having as much fun as I might have.

1. I didn't like having to do the weird clicking each time I wanted a booster. 2. Having fights off screen that I couldn't see/wasn't notified of just felt bad. (I didn't love the input mechanic either, but it felt bad to not even know if my dudes were getting clocked.) 3. I really disliked how I had to click outside the summon circle with shuffle. I felt like if I clicked it at all, it should have just shuffled immediately.

Fiesta De Las Quimeras! by Jean-Francois 2024-04-15T21:24:22Z

Love the art, but I can't do any combo's except combining mice and cats. Can you check to see if that's still working? Not sure if I'm missing something here.

How to Summon a Cat For Dummies by LChaves 2024-04-15T15:11:24Z

Hey, apologies if I'm missing something here, but I don't actually see a link to play the game? It just shows up as blank for me, I just see the single image of the game...

LD56 — Tiny Creatures

Cheddalier by outstar 2024-10-07T22:01:50Z

Would love to see more upgrades, and a bit more diversity in combat, but otherwise great. Like other folks mentioned, it felt like there was one super dominant strategy for just upgrading everything and pushing through, but overall quite neat!

Fry Quest by Togis 2024-10-09T18:28:39Z

This was very cute, that said, there were a few places that confused me a bit. 1. When it came to plucking things off Grandpa's head, I was sure if I was supposed to clicking, using arrow keys or something else. 2. During the flying sequence, it would have been nice to have the controls somewhere on the screen. Also, it wasn't obvious to me that I was supposed to avoid clouds. 3. Same thing was true for the laser sequence with the cat. It took me a bit to figure out what I could click on, and also where I was supposed to be getting the laser... it wasn't clear to me why getting the cat to jump off the counter wouldn't have been a success, so I ended up just clicking everything randomly.

Shrink & Slime by Xwilarg 2024-10-07T23:03:55Z

Neat idea!

One small thing, I had an issue where I my controller was constantly drifting left. Not sure if anyone else had something similar, this was while playing in a web browser.

Don't Wake me Up by Glassar 2024-10-09T18:46:51Z

Hey, would you be able to host this on something like itch.io?

I'm having some real issues with the embedded version, and this looks really cool, but I just can't get it to play right, even with full screen.

Fear of the Ungnome by Scott Steffes 2024-10-09T02:48:41Z

The art is absolutely killer. I would have loved a small hint at the start, it took me quite a while to figure out what I was actually supposed to be doing, but once I understood it was a "spot the difference" sort of thing, the rest went much faster.

Bees Save Themselves by MayChant 2024-10-09T02:00:50Z

This is awesome. Like other folks have said, I'd like to see more upgrades, or some sort of reward for finishing with a lot of honey.

This is a really cool structure for a roguelike you have on your hands here!

Tiny Balance by SolidHinken 2024-10-08T21:18:59Z

That was an odd little take on an infinite runner. I do wish there was a bit more of a tutorial/explanation of how the cars worked though.

The Seven Guorts by JCoMcL 2024-10-07T23:15:27Z

I don't know why, but I really enjoyed the random slapping...

Congrats on your first entry!

It's A Bees World by Trusty 2024-10-09T05:28:40Z

It feels like you have a really cool structure here, but I found it quite frustrating that I had to restart each time I built the wrong thing. I know that there is a tutorial, but it doesnt' feel like there is much point if you have to make the same few starting buildings, or nothing works.

I also could never get soldier production to work. Not sure why that was the case, but even with every building type created, I never got a single soldier bee.

Head'quarters by YogurtTheHorse 2024-10-07T23:43:31Z

This was neat, but for some reason some of the symbols weren't showing the "whole" symbol for me? Not sure if that's part of the mechanic, or a bug.

Head'quarters by YogurtTheHorse 2024-10-07T23:49:06Z

HeadQuarters.png

So here's how it looks for me. The symbols have been compressed down a ton or something? Not quite sure if it's intentional or not.

tiny little league by hulien22 2024-10-09T01:40:12Z

I feel like this is a cool idea, but has some room for improvement. The S-Rank AI seemed to move almost too fast trying to control the ball, and I really wish I could change the volume in game.

I loved the animated cards though, and the effects on them!

Miku's Minion Madness by Miku 2024-10-09T04:59:08Z

Hey, so as someone who isn't a Miku fan, it would have been helpful to know more about what the cards did, either on the card, or somewhere else. It took me quite a while to figure out that the Lama and Lemon are ranged units.

It would also be nice to be able to tell what enemy units were, the only thing I had to go off of was that bigger units were better.

It was fun, but I think I would have had a better time if I'd been able to figure out a stronger strategy and knew more about the units I was using.

Kill It With FIRE by Beep Boop 2024-10-08T18:51:58Z

This was neat! That said, I got a freezing issue whenever I would kill an enemy on level 1 for the first time. Not sure if you can preload the gibs animation or something, because I had to restart 4-5 times before it actually loaded once peroperly.

The Big Battle for Tiny Mouse City by Gametrodon 2024-10-08T00:54:05Z

@onedozenbagels If you press esc, it will open up the menu. Go down to equip, and select big cheese. Then they'll be a menu to equip the Sword onto them. Equip.pngEquip2.png The sword is in the blue chest.

Let me know if you have any more issues, and I'll try to help.

The Big Battle for Tiny Mouse City by Gametrodon 2024-10-08T02:53:56Z

@david-soriano @jadith The engine I'm using has a bunch of OOB stuff for RPG's so I'm mostly using that, combined with some modifications, like the larger party size, and volume fixes. I wish I could say I built everything from scratch, but I'm nowhere near that good.

@ratking119 Nope, you shouldn't be able to see the health. That said, for the final boss, you may need to heal beforehand, either with Healer Cheese's spells, or by visiting the healer in the starting hut.

@hubol Thanks! I was gonna try to do a tileset, but it turned out a bit more tricky then I expected so I decided to just do custom sprites and battle assets.

The Big Battle for Tiny Mouse City by Gametrodon 2024-10-08T15:00:07Z

@pigeonic You should be able to use arrow keys/WASD, and I agree, playing just by clicking would have been annoying. Thank you so much for playing all the way to end even with the difficult controls.

The Big Battle for Tiny Mouse City by Gametrodon 2024-10-09T18:58:36Z

@rincs Thank you very much for the feedback! I think I will try to do a "directors cut" version where I fix the tilemapping, and also some of the bugs.

I'm seeing a lot of folks having issues with the controls on the itch.io version. Not sure what's causing that, but I'll also look into fixing that as well.

The Big Battle for Tiny Mouse City by Gametrodon 2024-10-21T15:28:58Z

@ditam Thank you for the feedback! To answer your question, I would say almost all of the "systems" are just what RPG Maker MV provides OOB. This includes combat, menus, movement, etc. I used some plugins and made some tweaks to those plugins to allow for more then 4 party members, but even most of that was removing code.

The work I did on the game was mostly designing the actual game (IE, number of enemies, enemy damage values, enemy attacks, player stats and stat values), creating the stats, names, descs for items, building out the map for the player, building out the small cutscenes.

As for why: I'm not particularly skilled as a high speed coder, and my friends I tend to work with weren't able to participate this game jam. I also don't have a very fun time just debugging code. So I instead I figured I'd pick an engine that I was familar that, and try to make something within the theme.

My intention was to create a RPG with a TON of party members. I think it succeeded in terms of implementation, but it leaves something to be desired as a design. Like, if I were to redesign this, I would make a single NPC called "The Squad" or "The Mob"and give it stat buffs each time the player recruits a new generic NPC.

Thank you for the feedback about hints, I'll try to add a few more when I revise this post jam.

ANTventure Time by Dywanix 2024-10-08T21:08:11Z

God I am a sucker for clicker games.

The Witch's Offspring by little-crow-heart 2024-10-09T02:12:24Z

Good job for it being super new!

One small piece of advice I'd give is to try to think about how the experience will be for the player a bit more. In your case, even just mapping one button to put the player back at the start would make a big difference, so that anyone who falls off won't have to refresh the whole game, and let it reload.

I really liked the little drawings and story-boarding, they were very cute! I hope you get to continue to make stuff.

Tripping Hazard by Pigeonescu 2024-10-07T23:24:21Z

Every now and then, I'll have video game nightmares, dreams where nothing quite makes sense, but I'm playing a game I cannot seem to win or succeed at.

You seem to have ported that experience into my waking life, so congrats on that. I am deeply unnerved.

Quantum Swarm by Damien Black 2024-10-07T23:32:08Z

This is really cool! I do wish there was a cheat sheet/reminder in the corner or something I could pull up. It's hard to actually remember what color does what when I'm building out a board.

Ant Samurai. Polergus by tsukigan 2024-10-09T02:24:25Z

This was really cool. The tone was also really unnerving. It would have been nice if there was an option to select unlocked levels, I accidentally clicked the wrong button and got sent back the main menu at one point...

Green Shell by Kekwu 2024-10-09T18:53:59Z

Hey, I liked the idea, but for some reason the controls felt very sluggish. I would have also liked to see some more checkpoints, it felt frustrating to just drop off a cliff, and have to start the whole thing over again.

In the Depths by Zebonny 2024-10-09T05:02:37Z

5/5 for mood, honestly freaked me out a bit too much to really play more of it.

Teeny Tiny Mouse Adventures by S7804 2024-10-07T23:37:30Z

Hey, just a heads up, it looks like the embed is broken. You may need to host it somewhere else like Itch instead.

Up to Gnome Good by world.search.you 2024-10-07T23:11:49Z

Neat game! It might help to let folks know that you can't be seen while a human is moving to investigate, took me a bit to figure that out on my own.

Clocked In by Ryab 2024-10-09T02:07:07Z

Few quick thoughts: 1. The audio could be a bit difficult at times. An audio slider would be nice. 2. You gotta fix the bug with clicking causing a softlock at some point. 3. Writing was decent.

Tiny Adventure by Kuadret 2024-10-09T18:55:06Z

@kuadret I think you might have your itch.io page still in private/draft mode! You may need to update that so that we can see the game. Right now, when we click, it doesn't show anything for us to play.

Fishfestation by ProstoCupOfTea 2024-10-09T18:38:26Z

Ah yes, my favorite part of Shadow Over Innsmouth, when the fish walked up onto the and spun in circles!

In all serious, I did like their design, even if was a bit goofy.

It might have been a good idea to make the player marker/indicator point a bit bigger, or maybe have a shadow or something though? I found that I lost track of where it was in larger levels, especially when the mob got desynced.