The Dark Castle by Joror 2017-12-06T20:27:02Z
I liked this a lot! It was fun to fail in different ways, and it looks like there's quite a large number of different things that happen. The audio did a really good job of setting the mood, also.
Foon → Ludum Dare Explorer → Users → GiraffeCat
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Triassic Park | jam | 951 | 3.05 | 2.77 | 2.84 | 2.75 | 3.41 | 2.87 | 2.96 | 3.12 |
| 2017 | 40 | The more you have, the worse it is | 👥 | Pub Crawler | jam | 341 | 3.66 | 3.64 | 3.48 | 3.95 | 3.89 | 3.50 | 3.80 | 3.70 |
I liked this a lot! It was fun to fail in different ways, and it looks like there's quite a large number of different things that happen. The audio did a really good job of setting the mood, also.
The mouse-grabbing and throwing mechanics are a pretty interesting addition, and when the numbers of mice ramp up it gets nicely frantic. I also thought the mice were cute!
This was really great! A really innovative mechanic that's a perfect interpretation of the theme, and writing that's actually funny. Controls were a little fiddly in places, but restarting was instantaneous and the levels short enough that it was never really an issue.
I did also have the same issue as @beebo-studios when I started playing, and I discovered that it was because I had controllers plugged in; the game recognised both the Xbox 360 and PS4 controller, but didn't really know what to do with them, so the character would end up walking constantly in one direction. Not quite sure why the character was frozen in place at the start of the game as a result of this, but unplugging the controllers fixed the issue.
This was a lot of fun! I feel like you could quite easily add a competitive aspect to it by awarding ranks for levels based on the time it took to complete them.
I also was expecting to clean up cat poo!
Difficult to control in any sensible way, but fun to just mess around with, flipping through the air like a lunatic!
Thanks for playing the game, and for all of your feedback! We did initially plan to have a lot more stuff in the world, bins and benches to knock over, that kind of thing, and there was the idea of adding more in the way of tangible enemies early in development. Sadly, we ran out of time for the former, and the latter got scoped out in favour a game that was more about finding the best route and going for the fastest time.
One thing I do wish I'd got around to doing is replacing that big placeholder arrow with something a little more subtle!
This is visually stunning, and I love the enemy design! Movement is a little clunky, but it doesn't really need to be super-precise. The twist ending is great, too.
Man I was not good at this; I maxed out at 6 marbles! I need to go back and try again.
One of the best interpretations of the theme that I've seen so far! Really clever idea, and I liked the music.
I'm fascinated by this visual style! The combination of normal-mapped lighting and pixel art graphics is really unique. I had fun with the game, too!
This is really nice-looking, and trying out all of the vandalism techniques on all of the pieces of art was fun! I feel like I don't understand enough about tax to do well, though. Only one combination scored me a C. Everything else I tried netted me an F!
This is really clever! I didn't get what was happening in my first game, but then I remembered the theme, and so I realised that stacking monsters is bad! I'd been stacking my own monsters, and wondering why they were all bad. Really enjoyed the second game, though. The card art is nice!
Looks and sounds great, and a good combination of mechanics. Like a few others, I spent quite a while not wondering why I didn't seem to be making progress, before realising there were other plots further away from the centre of the map.
This was fun, and nicely presented! I particularly like the vegetables as they fall into the pot. I managed 5050-ish points, which was enough for a Godly ratatouille.
This was a lot of fun to play around with, and figure out how the different objects behaved. I also reached the point where it didn't seem to stop raining, which I figured was the end, and I liked how the sound effects built up to that point.
This is a nice concept, with good, clean visuals, and it manages to fit quite a bit of mechanical variety in. It would be nice to see it with deeper RPG mechanics.
This was a clever concept, well executed! Had an initial couple of moments of confusion, but read the synopsis again and it all fell into place. At one point I went through a phase of forgetting to pay attention to the ship colours after completing a level; if I can be an armchair designer for a moment, it would be nice if different tones played for each ship colour, like the Simon toy, and the same tone of explosion occurred when destroying ships with the green weapon.
I had fun with this! You managed to get a surprising amount done in the space of the jam, and it all looks really nice. Like others, I got a bit stuck on the skull enemy, because it didn't seem like I was doing any damage, but eventually I just shot him enough that he died.