Foon → Ludum Dare Explorer → Users → GertJohnny
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥈 | 2017 | 38 | A Small World | The Deep | jam | 4.64 | |
| 🥈 | 2016 | 35 | Shapeshift | Splitter Critters | jam | 4.58 | |
| 🥈 | 2014 | 29 | Beneath the Surface | Surf Camp: The Legend of the Surf Ace | jam | 4.40 | |
| 🥈 | 2013 | 26 | Minimalism | You Must Escape | compo | 4.36 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥈 | 2017 | 38 | A Small World | The Deep | jam | Mood | 4.76 | |
| 🥉 | 2017 | 38 | A Small World | The Deep | jam | Audio | 4.71 | |
| 🥇 | 2016 | 35 | Shapeshift | Splitter Critters | jam | Innovation | 4.77 | |
| 🥉 | 2016 | 35 | Shapeshift | Splitter Critters | jam | Fun | 4.33 | |
| 🥉 | 2016 | 35 | Shapeshift | Splitter Critters | jam | Theme | 4.50 | |
| 🥈 | 2013 | 26 | Minimalism | You Must Escape | compo | Innovation | 4.61 | |
| 🥉 | 2013 | 26 | Minimalism | You Must Escape | compo | Theme | 4.57 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | The Farm | jam | 19 | 4.32 | 4.01 | 3.97 | 4.34 | 4.47 | 4.17 | 2.92 | 4.22 | ||
| 2017 | 38 | A Small World | The Deep | jam | 2 | 4.64 | 4.21 | 4.40 | 4.35 | 4.59 | 4.71 | 3.70 | 4.76 | ||
| 2016 | 35 | Shapeshift | Splitter Critters | jam | 2 | 4.58 | 4.33 | 4.77 | 4.50 | 4.64 | 3.39 | 4.25 | 64 | ||
| 2015 | 33 | You are the Monster | Starvin' Sasquatch | jam | 21 | 4.17 | 3.93 | 3.83 | 4.17 | 4.59 | 3.72 | 3.67 | 100 | ||
| 2014 | 29 | Beneath the Surface | Surf Camp: The Legend of the Surf Ace | jam | 2 | 4.40 | 4.39 | 3.82 | 3.47 | 4.29 | 4.24 | 4.04 | 4.18 | 100 | |
| 2013 | 26 | Minimalism | You Must Escape | compo | 2 | 4.36 | 3.90 | 4.61 | 4.57 | 3.94 | 3.98 | 2.18 | 4.45 | 100 |
It felt like I could just stay on the bottom the whole time - the risk of switching gravity wasn't worth the risk in my opinion.
I wasn't a huge fan of the cooldown. Once my structure toppled I didn't actually lose either, I just had to slowly keep removing things until the cube fell through, which took a while.
Corpses... corpses everywhere.
I too saw the instant replays as more of an annoying extra step than anything else - maybe if they only showed up after > 5 failed attempts?
I enjoyed. I found you can click the next level button many times in a row to skip levels, though.
The controls felt fantastic until it started to chug a bit - running the swf locally (not in a browser) made a world of difference.
I genuinely enjoyed this one - I love space mining! Really good final product.
I thought I had a pretty good score going, but it goes away immediately after you die. Ah well. An easy way to skip the first 7 or 8 levels is to park your guy in the top right corner and sit there.
I must be cursed by the random number generator. Twice in a row I got a level with an impossible first jump.
I got all the way to the last crystal, and then the pushing puzzle got me stuck in an unrecoverable state. even if I hit R to restart, the collision map was all offset no matter where I went. Curious how it ends!
I think it's a really cool concept - it would be awesome to see it fleshed out more. I totally took away the real-time aspect of it by doing all of my decisions+planning while paused. It's got a nice feel to it !
I want to play this so bad - yet another reason I should buy an Oculus...
Neat idea!
Neat idea - wish it had checkpoints in the level though.
I escaped from the darkness! I was all ready to play another level after that, too - shucks. I did a similar take on this theme for my game too.
With some more polish and some levels this could be pretty sweet. Maybe even a left click shrink/right click enlarge kind of thing too.
It felt good, and the graphics are nice to look at, but in a web browser it ran terribly (on my machine at least).
This is an excellent time for some optimization tips! I ran it through TheMiner (an excellent profiler you should use), and ShadowMask.update is the culprit. A few key reasons:
- You're generating tons of new BitmapData per frame (via flashpunk Image::createBuffer), which could be solved by just re-using objects instead of making new ones.
- A big issue is the use of getter functions - you're spending about 10% of your time calling a function to get something you already have access to. Instead of using 'baseAlpha', just use '_baseAlpha' directly. Using the property introduces 4 million function calls you don't need.
- Inlining RGBHEXtoARGBHEX would be a fantastic idea too, you're spending 5% of your time doing some simple bit twiddling, because you have the overhead of 2.5 million function calls to deal with.
I hope that helps!
Awesome - huge improvement! There's one other big thing i'd recommend - the way you're updating the mask now requires you to do a really expensive copyPixels inside updateBuffer. If you just draw to the Image's buffer directly, you could skip that expensive copyPixels and save another 15%. I can run the game at maybe 55ish fps, but with that last tweak I could hit 60fps no problem.
I got to level 18 before I realized I could plant bombs - whoops! It's pretty satisfying to rip through these levels.
Quite difficult, 17 is as high as I got - but at least the gameover animation is nice :)
My favorite part is when two guards came at me, and then mutually shot each other right in front of me. It's like they had got some sort of suicide pact all planned out.
I do believe I am stuck in the bathroom. Oh well, at least it's quiet in here.
I'm really looking forward to my 50th birthday now - no one said there would be flying!
It would be neat if there were some indication of when new shapes were going to pop in - I kept losing due to shapes just up and appearing where my mouse is. It's great for a first game, though!
I was looking forward to a good old fashioned monster chase, making sure to check my flank and so on. Once I found an enemy, however, I thrust myself upon him, as it seemed a quicker way of getting out of the maze than finding an exit.
This is more fun than the new SimCity :)
Far less bugs, too.
I like this visual style a lot - the novas especially.
Awesome - excellent look and feel, and the audio is perfect. Especially that kid with the airplane.
I like this take on the theme.
5/5 for the jumping alone.
For those of you having trouble navigating in the dark - remember that you can quickly tap the spacebar to generate tiny noises to help locate yourself. Thanks everyone!
@nintendoeats: You almost answered your own question there. Running is usually better if you know where to go, but sometimes sneaking is the only way out - especially when surrounded.
@Julian:
I too would rather have no tutorial, but after some playtesting it became obvious certain people need a push in the right direction. Sometimes a big push, hence the explicitness. I'd much rather have a less minimal tutorial than a more minimal audience.
Regarding your second point, it sounds like I've accurately modeled the experience of moving around in a dark, unfamiliar space. One of the core parts of the game is that all of your information is imperfect. Behind the scenes everything is done with points and rectangles, but you'll only ever see rough approximations of where walls, traps and monsters are, because uncertainty made the game a lot more fun. That said, I totally agree the controls and speeds can be improved, but a lot of what you mention is intentional.
I really appreciate the feedback, thanks for playing!
@Julian
Totally agree. One of the bigger flaws in the 48H version is how walking into walls is handled. The continuous footsteps were left in to cause less confusion, as it's much easier to see that you're not moving by seeing identical footstep locations. Having the footsteps disappear almost made it feel as though you've lost keyboard focus, especially if you catch an edge going around a corner. A lot of what made it into the 48H version was never fully iterated on due to time constraints, so I completely agree certain tunings are less than ideal.
Neat concept - super hard to keep it going though. I wish I could rewind time slightly instead of starting from scratch.
It looked nice, but it felt very easy to play. I just held down the right key and made it to the end with little extra effort. It would be neat with some challenge thrown in.
Interesting controls!
I enjoyed - basketball one was the toughest I thought, with golf a close second. Didn't fail a single driving game though.
I went for a joyride in stanley park.
I wasn't ever sure whether or not I would deal or receive damage - the weapons are about the same length, so it felt like jousting (but I always won, somehow).
I tried to take the heart potato, but then I got booted all the way back to the start for some reason - nuts!
6:38. Fun!
It looked really nice, but it never felt like I could deal any damage to the enemy. Anytime I was close they would break formation and go after a blue guy that had just spawned.
I got jumped by two rats right at the start on easy mode and got rocked. Other than the balance issues, nice work !
This is one of the best looking entries I've seen.
I found I was beating some of the later levels by just using my mouse and not placing anything down. Since I only need to rescue two I end up saving the first and last critters, and let everyone else die. They probably didn't taste as good anyways.
Atmosphere and style are top notch.
None of them are fake! Certain characters are just extremely good at rock paper scissors...
@ActionRemix - it sounds like you're a rock paper scissors expert to me. There's no need to brag :)
@v3games - oh, it's been on iOS since a few hours after the comp ended. I've even added Head 2 Head mode (2 players on the same device), and the wrench battles are pretty intense. I'll definitely consider making the iOS and android versions available if there's enough demand. It's by no means finished, but I agree that it's super fun on mobile.
Fun game with a good amount of polish. Tower defense has been done to death but the twist was nice.
I started to play through a second time, but realized that no matter how well my dude did, he was still going to have the same fate. I let him down gently.
I didn't know where to click at first - I thought the play button would link to your website or something, whoops.
It feels nice an polished - solid art and sound. Seems like it could be a good game if it was expanded further.
Radical game! I'm into the art style for sure, gameplay felt a bit slow at times though. I was using a keyboard, though, I might give it another go with a controller later.
Game wouldn't load, unfortunately.
That art style is fantastic. All the small touches like the transparency beneath the clouds and the distortion on the underwater elements made it feel really slick. If you keep working on it, I would totally play it.
On a more constructive note: the battle system did feel like it needed some more depth. It got a bit repetitive, and after a few battles I was more interested in seeing possible new artwork than actually fighting the battles.
I thought this was pretty awesome. I didn't like having to jetpack around to see all the meters though, and sometimes the controls were tough to handle. I can see lots of potential though. I ended up getting stuck outside my drill in the end.
I wish I could be part time surfer, full time cool dude.
Awesome graphics, gameplay felt pretty smooth and enjoyable. I could cheat a bit by making the dolphin ram into boats and swim along the surface - I had a 6 boat pileup going on at one point.
I see a black screen, and my dude is getting totally smashed by something every once in a while. I gave it a few refreshes, but to no avail.
My sharks had a mind of their own, it seemed. I couldn't control them, and in the end the sharks defeated me. Still had fun though.
I think this idea has some good potential. If it were a bit faster paced, and the units a bit easier to manage I could easily spend a good hour on this. I kept breaking the game somehow by zooming in too far (osx, playing the jar standalone) - things would get unresponsive and I couldn't zoom back out. I like that the organs hide the units inside them, makes it more fun keeping track of who's where.
I didn't read the description at first, so I had an 'aha' moment after I saw the surfboard moving around on it's own. I like it.
That guy looks pretty badass at the end with his monocle sunglasses thing (or is it an eyepatch?). I had some difficulty with the controls, and kept crushing myself under the elevator, but I really like the concept. Add some special abilities to the hosts and add some puzzles to solve and i'd play it for sure.
My first playthrough I had no idea what I was doing (I skipped the tutorial, but couldn't see it again for some reason). The second playthrough, I was whipping sea animals out of the ocean left right and center. Neat idea.
Pretty interesting, a new twist on a classic mechanic.
Solid! One issue I noticed is that while i was madly rapping the Z key, i died and instantly restarted, and had no idea what was going on (until the second time i died).
I didn't really get the connection to the theme at all, but I still had a pretty decent time rolling sheep around.
This is actually super fun with two players. The first playthrough as single player was memorable at least - I sank, helplessly, as the green dude did nothing.
Best game i've played yet.
Nice - controls remind me of my game, although with a worm instead of a surfer. If the worm could also do tricks, that would be radical.
Despite a lack of polish, I still had fun launching my worm around. Don't take that quote out of context.
Nice touch with the voice acting.
I played it all the way to the end, keep working on it!
I like how you tutorialized it, but there's an issue at the start. You need to move before you can see the tutorial step that says how to move - a tricky thing.
I'm into the wall climbing thing, but the controls were really hard to get used to. I kept getting stuck on things I didn't intend to stick myself to.
Neat concept - gameplay felt well executed. Personally I liked the level of difficulty, most games are too easy these days.
I couldn't figure it out at all in the beginning (I did ignore the instructions though, so there's that...), but once I got into a groove it was pretty satisfying. I still didn't have a good handle on whether or not I was going to lose or not though, I just kept connecting things and racking up points.
107! It would be nice if there were more obstacles, but still pretty solid all around.
It reminded me of the game of thrones intro sorta - pretty neat concept, doing a full game in a world like that could be amazing. I'd love to see some game mechanics that take advantage of this hollow world you've got goin on.
I do enjoy a good mole bombing every once in a while. I couldn't figure out where the hitboxes were on those darn moles though, i'd see it explode right overtop of them, but they kept on living.
If they had 6's I'd be handing a few of those out right now. After seeing the screenshots, I got my hopes up and you guys delivered.
Superb game, loved the style and the gameplay. Controls were a bit tough on the papers sometimes, but I worked out a system.
That was the most pleasant laundry basket i've ever talked to in a game.
The garbage bag needs to learn some manners, though. Nobody can boss me around like that.
I had a good time, the gameplay is simple but effective. Some of the collision areas were a bit tricky. I got taken down by the fuzz more times than I care to admit.
I played on a laptop, so it was extra thinking... but still, I like it.
Pretty interesting, took a while to figure out but it was worthwhile.
Excellent usage of Dart :)
I too, was reminded of games like cookie clicker and candy box, but this one did feel like it had more meaning than simply clicking away.
Ah the thing got me - I didn't even see it coming. The pace felt pretty frustrating after I figured out what was going on. All I wanted to do was hold down shift or something and slowly walk.
I got majorly axed up. I couldn't figure out how to effectively attack though...
I had a pretty good time with this actually. I didn't pick it up right away, but a quick trial and error made it super early to learn. I kept trying to save shapes for later, but it's tough. The difficulty curve felt a bit slow, though, overall.
I like the way you tutorialized it. After reaching level 2, I sent my dolphin on an exploratory mission to the bottom of the ocean. He did not return.
It's a pretty nice twist on the usual platforming. Keep working on it!
There's something about the teleporting controls that never felt totally solid though. If the game went into teleport mode as soon as shift were pressed, instead of shift + direction, it'd be a bit more controllable I think.
Very cool experience. I'd totally play a more fleshed out game set in this world.
3D Agar.io, neat! The pace was a bit slow for my liking, but the experience was still good overall.
I enjoyed it quite a bit! Totally gave me an earthbound vibe at the start - which is the best kind of vibe.
One main thing that I didn't like was the delay between minigames - some way to skip to the next one ASAP would have been fantastic.
I like the combination of cards and iso-tactics ! You should keep working on this and turn it into something awesome.
I agree with Jacktheviper about the UI - you should try and hide information the player doesn't need to see all the time.
@mboaj Everything except the audio was created from scratch in the 72H period. 2 person team, very little sleep.
Really enjoyed this. Having personally used Kenney assets a lot, I love seeing them used in good games!
In the end I decided to take a dangerously overcrowded wreck of a ship filled exclusively with drug dealers and loud-talkers to Spain. It did not end well for them, and I feel like much less of a monster now.
It would be interesting to flesh this out more in a candybox sort of way. I ended up getting struck down by some sort of viscount suddenly, but my red meter was maxed out - not sure when the duke is supposed to show up?
Awesome graphics! I couldn't get the walking to work in the WebGL player for some reason, but it works fine in standalone. I wish the difficulty ramped up a bit more - it felt like I could have kept going forever with little challenge.
Looks interesting but I can't get it to load even with XNA installed.
Neat idea! My Wandisk 97 only has copy/paste functionality in the data input boxes though, stealing info could be so much more efficient. I truly am a monster.
Like the concept. The gameplay was slightly trivial with the high starting resources but still interesting.
I had no idea what was going on but it looks nice. A quick restart would have been handy.
115 friends made! I wanted to be friends with everyone, but they just kept coming!
Smashing buildings was fun - hopefully Randy will find love someday.
Nice mood and shadow/light mechanic. The controls did feel a bit floaty to me, and sometimes the ground tiles blended into the background too much. Other than that good work.
Simple but interesting idea. I think it would have been nice if the controls were all mouse or all keyboard instead of the combination.
Nice graphics. The destruction effects are cool too, but it would have been better if the terrain physics updated after being destroyed.
That's one scary looking sasquatch you got there. The floor looks pretty slippery though - if you tie the movement speed to the animation and make the footfalls match up it would look nice.
Great graphics. I thought the characters that ended up being rogues were bugged at first. Not being able to see even a hint of the enemy was a bit confusing.
Awesome. This is one of my favorites in the compo, although I am heavily biased towards sasquatch games - the recipe exporter was an excellent touch. We should totally combine both of our entries to create a new super-sasquatch-game.
Can't remember what I was doing, but I got a small error on the first playthrough (it complained about gml_Object_obj_sassy_Draw_0).
Unique take on the theme. Other than that it felt a bit too repetitive, but some of the dialog was nice.
I like the visual style. I kept getting permanently stuck in certain spots, and unity crashed as well so I couldn't play very far.
Short, but interesting! Two levels was enough to get the gist of it anyways. Props for sticking with Godot and learning something new though!
I really dig the dialog. The controls are probably the weakest aspect but overall it's a nice game.
@machine_screen if your Critters give you trouble just give them a good smack. They might look cute, but they're wanted criminals on their home planet.
@ohmaigawd that's the plan, already working on it.
@SpringCabal: There's plenty of audio, you may need to turn your speakers on or unmute your system.
@WERT Studio: You have to follow the tutorial before he starts walking, there are instructions on the bottom of the screen.
Interesting take on the theme, though it was a bit of a pain getting the game to accept my shape at times even if it looked right.
nice and simple take on a rhythm game. that score font though... the zeroes look like eights, and the ones look like sevens - almost thought my score was going down at some point.
sick fruit shaders 10/10
oh heck yea - I just kept making those triangle biscuits, 'cause management isn't going to tell me what to do.
Oh hey I remember seeing this on the LD front page before. Feels pretty smooth, I like the transition when switching modes. I played both the original and post-compo and I totally agree with the changes you made. I cruised around for a long time wondering why I wasn't collecting any wood or ore for way too long...
Good stuff! The bit at the end having to sync up all the buttons was great - didn't expect anything like that so it was a nice surprise. I got stuck behind the doors on my first playthrough, but that's my own fault ¯\_(ツ)_/¯
Looks amazing, awesome visual style. I love all the polish that's been put into it. Gameplay reminds me of those Japanese game shows where the dudes need to fit into the right shape before the moving wall hits them.
Awesome. Best I've played so far - killer visual style, great tunes, actually pretty funny. Top notch work.
I found a game breaking bug though... as soon as I got Iron Nipples to bust open that entrance, I must have hit C and accidentally swapped myself in there, now I'm stuck.
Sweet, I never thought I'd see anything made with openFrameworks in LD. I had a tough time with the camera at first - not sure if there's any advantage to moving it around really? I just locked it at the highest spot and played that way.
Nice game, I like the art and music. I think the movement/controls could have used a bit more polish - some easing might have been nice.
I'd love to see this fleshed out more. The atmosphere was great, and storyline-wise it's got a lot of potential. I definitely felt like I wanted more out of it, which is pretty rare for me with jam games.
The premise is super interesting - once I got past the first level it was pretty clear how to play, but I was lost up until that point. I totally botched my first map, so having it be automatically pencilled in to show you what's going on was a nice touch! I ended up just making my own map for fun in the end.
I didn't expect to play for as long as I did - great job on finishing it. Very nice experience from start to finish. I thought the theme was a pretty good fit with how it starts out, but the ending made it fit even better. I especially like that you didn't overuse any mechanics at all - everything felt like it had it's place.
This is a pretty awesome game, but there's a couple of things that majorly impacted my experience. The black text for how many coins you have is almost impossible to notice, and since there's no error feedback for trying to build/plant without enough coins I was just wandering around for a while trying to plant corn and thinking the game was broken. The all black graphics aesthetic is interesting, but having it on top of an already dark background doesn't give it enough contrast.
The extra platforms and auto-coin harvesting adds a lot to the game, and it scales up really well. Having an auto-planter would have been a great next step to have everything go full-circle.
I like the idea, but it was a bit tough to figure out what was going on at first. One thing that would be a huge improvement is having the direction indicator showing all the time, not just while on the planet. Many times after I blasted off my ship would be floating around with no reference for where it was in relation to my target, so it was just idle waiting time. If you had the indicator showing (along with the distance to the target) that part of the experience would be a lot more interesting. The in-game reset would be great, too!
As as first game it's not too bad at all. That said, there are tons of ways you can improve it!
- The movement doesn't feel very good. There must be a technical problem, because the movement in my game looks totally different than what's in your gameplay video. While on a planet mine moves at a third of the speed, making most of the jumps impossible. You might need to move your physics code inside FixedUpdate, or scale it by delta time so that it feels consistent across all platforms. - Jumping and hitting the bottom of ledges didn't feel great, and you might want to make those one-way colliders instead. The visuals give a bit of indication that you should be able to jump through and land on top of them. - When changing directions, the character's collider moves around which leads to unintended consequences. I can be standing on the edge of a ledge just fine, but as soon as I change direction I fall down off of it. When you flip the character between left and right, make sure to keep the collider and art centered so stuff like that won't happen.
You're off to a good start though! Keep tweaking it and improving!
Nice work - it feels like you're on the right path to a pretty solid RTS. I like how you've done the fog of war, and movement/attacking felt pretty good. A few things that might help out: - It was tricky to figure out the stats of the selected unit. They all look the same, so I couldn't figure out if I had a low-hp unit selected or not. Highlighting the selected unit in the UI might help out here. - After moving, the unit would de-select right away, even if it still had points left. It's safe to assume that i'm going to keep moving until all my action points are gone, so you don't need to deselect until the points are exhausted, otherwise i'm just doing extra clicks to reselect it. - The water shader (i think) was totally destroying my GPU, and it was lagging pretty bad. You could probably get away with using a cheaper approximation instead of a full on realistic water effect.
Amazing work for a first-time jam entry!
@marc-grabow it sure is!
Neat idea! I was blowing right past all the numbers at first until I realized what was going on - I definitely had an 'aha' moment. I've never had to do math so quickly before
Nice artwork. The boxes could use some sort of visual feedback, it's hard to tell if the clicks were doing anything.
The art style is nice with a good amount of polish, though I wasn't a big fan of the movement controls.
Neat idea! It took a while to get the hang of it at first though - things could be sped up a bit! Even the transitions between rooms felt a bit long, but everything else felt great. Really liked all the stuff sliding around with you.
I really like the concept. It's a tad rough around the edges, with a few bugs, but not bad considering the scope of the game.
I played this longer than any others so far, it's pretty fun. I didn't realize the build radius was attached to the fisherman for a while so my layout was terrible.
Looks good and is nicely polished. Aiming was a bit tricky and I think the difficulty curve could have been smoother, like starting with slower projectiles.
Now this is a bowling game I can get behind! A bit more polish and maybe a VR mode and it'll be good to go.
This game is super weird - I like it.
I dig the environment art, and the music seemed to be out of sync often which wasn't great.
I like the art style, especially the colors, though the footstep sfx felt really out of place.