Foon → Ludum Dare Explorer → Users → greysphere
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | Game of Cows | compo | 36 | 4.00 | 3.85 | 3.90 | 3.00 | 3.85 | 3.19 | 3.11 | 3.60 | ||
| 2016 | 37 | One room | The Final Room | compo | 87 | 3.80 | 3.85 | 3.15 | 3.60 | 3.19 | 2.95 | 3.47 | 45 | ||
| 2016 | 35 | Shapeshift | The Ship-Shape Shift | compo | 740 | 2.87 | 2.29 | 2.83 | 2.00 | 2.83 | 3.00 | 3.27 | 2.68 | 45 | |
| 2015 | 33 | You are the Monster | The Wrath of Gandhi | compo | 55 | 3.88 | 3.82 | 3.32 | 3.73 | 3.82 | 2.65 | 3.94 | 3.79 | 54 | |
| 2014 | 31 | Entire Game on One Screen | Galaxia | compo | 140 | 3.69 | 3.51 | 3.07 | 4.09 | 3.24 | 2.88 | 3.21 | 60 | ||
| 2014 | 30 | Connected Worlds | Mathwiz | compo | 175 | 3.63 | 3.57 | 4.03 | 2.00 | 3.47 | 2.89 | 2.94 | 3.26 | 45 | |
| 2014 | 29 | Beneath the Surface | Platform Hero | jam | 21 | 4.08 | 4.10 | 3.97 | 3.13 | 4.11 | 4.34 | 3.74 | 3.59 | 57 | |
| 2013 | 27 | 10 Seconds | YOGH@)!$Q#4$%7GDF: Destroyer of Keyboards! | compo | 518 | 3.09 | 3.27 | 3.06 | 3.23 | 2.92 | 2.58 | 3.67 | 2.73 | 78 | |
| 2013 | 26 | Minimalism | Diet Simulator 2013 | compo | 835 | 2.91 | 2.60 | 3.43 | 2.94 | 2.40 | 3.57 | 2.54 | 52 |
couldn't connect to the website :(
Moar lens flare!!!1!!
This game is great, but I do wonder how do all the sandwiches get up to the construction area...
Heh, the soft failure was actually pretty nice for my first time. Then replayed and did it 'legit'!
@flamecow did you get all the bonuses?
@sthreet I update the description to tell folks to avoid the alt/windows keys! Thanks for the feedback!
@drilltail Wow that's a great score!
This was really fun!
This was really fun. I ended up closing my eyes for the last couple, is that cheating? ;)
Really loved the audio. Fun game!
This was fun! Great music too. My friend's entry was kinda in a similar vein, you should check it out http://cubicle51.com/ludum27/
I got all 31 bananas!
Was fun. Definitely hard to catch the sausages though!
The part at the end where you dodge the shrapnel is really fun. It'd be cool if the game just started there and you could see the explosion and then dodge random stuff.
This game is awesome. What's up with the grenade launcher? It's a trap!
Funny premise. I liked the variety of fish. I totally want to wrangle and electric eel and get electrically charged for a few seconds and zap all the fish nearby.
This is really cute. The controls were definitely much easier with the gamepad.
Cool, you turned my Cintiq into a new gaming platform! That was really disturbing. Good sense of humor ... I hope?
Gorgeous aesthetic! Collection was a little difficult for me, maybe simply passing over a gem could auto collect?
Pandamicro, are you on your iPad/phone? We don't have support for that yet. If not, what is your OS/Browser?
Really fun. Controlling the multiple fish was really well done. Would love to see this with levels with win conditions!
Such brawling. Much entertainment.
I like the fast paced,energetic music. The game was a bit chuggy on my end. Love the rats. There should be way more rats in games.
The water looks great. I like the reactiveness of the fish.
I love games that put me in a perspective I never would have thought to explore. Great game!
The shiny coins and gems are compelling . The art is vibrant and clear, and makes me want to explore the game.
Very 8bit sinister. Collision on corners was a little unforgiving when jumping. Gotto love a game that includes thrift stores!
The audio clicks well with the character movements. The perspective reminds me a little of the old oddworld games. It's really hot in my apartment right now and this game is making me feel a whole lot cooler. Great ambiance.
Really well done. Great tone and presentation. I appreciate the way the feedback for the decisions was deferred, made me pay particular attention to the text and really contributed to my enjoyment.
This game is super funny and cute. Great humor.
Also needs more Pepsi branding on loss. Big splash screen.
There are some 'secret' ways to generate numbers:
[2][1][+][7] = [28]
[4]-[9] = [5]
[90]+[21] = [11]
Try 'em out if you get stuck!
@diamond: The rng can be pretty rough, particularly at the start. I'd probably do something about that if I had more time. That being said, w/ practice I can get to the 3rd-tier monster almost everytime.
@haveric: And now I know why Jumbline implemented two completely different ui schemes, one for folks who like what's in the game and one for folks who like click-selection!
This is great! I really enjoyed the boss fights. They must have taken a lot of work to make them so unique. I was totally jonesing for a final battle w/ all my abilities!
This game was really fun. A really neat puzzle mechanic that fist the theme really well!
Cool game. Interesting way to add gameplay to flappy bird. I feel like people who've worked w/ cash registers will have an advantage!
You know how a good music mash up you the component songs blend together seemlessly, I had the same feeling with SumoBall! The ball motion and rotation and paddle collision are well done and allow total control of my sumo-shots of crab-domination. In the 49 hour version I really enjoyed the catchy tune. And when I inevitibly died to the yellow crabs, rather than table flipping, I spent my hard earned dough on an upgrade and took my newly refurbished sumo-resolve back to the prefecture for some delicious revenge.
Also, now I know what a prefecture is, bonus!
Very well done!
This is really fun and really original. Changing focus between windows was slightly annoying. Really great job!
@igneousmoon. You should post your time when you finish!
@liquid - Thanks for playing! Awesome that you control the whole galaxy! Yep, victory screen is at the top of my list (followed by audio, large number display - something better than 'a lot', better factory of factories ui and filling in the tech tree after 100k science). I finished what's in there just in time so a few things didn't quite make the cut. I hadn't even finished the game legit w/o cheat keys before the deadline, haha. Thanks for the feedback!
@shivur: "Factorial Factory" - that sounds like a great name for tech upgrade. Grats on controlling the entire galaxy!
@jqmgf - factories of colony ship factories you say... ;)
@Mopz: Interesting. I just tried it in IE 11/win 7 and it just worked. Hmm... I uploaded a Windows build for folks who are having trouble with the web version.
There seems like a case where you have colonized all your scouted planets and are unable to build probes because you are building colony ships and filling up your launch pads. (I thought I handled this by having probes build before colony ships, but I must have screwed it up). If you build launch pads though you can normally get out of this trap.
Thanks for the feedback, I'll look into correcting that case for a post-compo build.
@goblin - funny you should mention that, I worked on Spore and wrote a bunch of the code for the galaxy view (though I can't take that much credit for the art itself, that was our art directory Ocean). It was a huge inspiration for the look of this galaxy though!
@LTYrosine: I ended up writing a handful of BigInt functionality (it's at the top of the source). I only implemented a handful of the operations, and ended up doing the higher level factory prices as shift-lefts rather than multiplies because I didn't have time to implement multiplication! Also in my noobity, I implemented BigInt printing at the very end and couldn't figure a good way to go from Array<Uint> -> string without going first through Array<DecimalDigit> so believe it or not I ended up with 2 BigInt implementations, one represented as uint32[5] and one as a char[64] of decimal digits, each with different instructions implemented, hahaha!
@panda: I think there's a bug where if you have a ton of colony ship factories and fewer launch pad factories you can keep filling up your pads with colony ships before you produce probes. You should be able to build high tier launch pad factories to dig yourself out of it. (I had thought I handled this case by building probes before colony ships each tick but obviously i messed something up). Thanks for the feedback and ill get it fixed in the next build.
Really well done. The ui had a fun feel to it. I had a few minor issues with clicks not registering. Really enjoyed it.
don't waste your time with this junk
I love clicker games. Playing one from the 'other side' is such a cleaver idea, I love it!
@GAFBlizzard. Hmm, I just tried and it worked in both Firefox (38.0.5) and IE11 on Windows 7. Maybe there's something different w/ your set up. There's an windows executable you can download if you are still having problems. Hope it works out for you!
@miotatsu :) Actually this game came in at slightly less code than my normal jams (2500 lines vs around 3000) and has the least art of all my games as well. I think the art quality is higher though but I'm practicing art and my skill has improved as well so I think I took less time there too. That left more time for game design and actually I got more sleep this jam as well! Overall I think it's just practice and experience. I do feel like I'm improving each jam!
@gafblizzard Thanks for the info. I'll look into it tomorrow and post back (bed time here right now!)
(And yes this is made w/ emscripten.)
This is great. Fun take of the theme. Classic gameplay with a great twist, a recipe for success!
Definitely reminded me of rampage too! Lots of cool animations in this.
This is fantastic. Really well done!
I tested that the music works in Chrome for me. It's an ogg so maybe there's a browser support issue.
The dash was super satisfying. Great work!
Good looking game! And the 2 resource dodge idea was cool. The rock collision felt a little, uh, generous, and the double rocks later - what!?! Obv sound would have been a huge next step. Nice work.
I really liked the way the levels replayed, but changed with each probe. I couldn't get through the 'use your probes as step' level cause I couldn't get on top of them (i didn't have jump, and couldn't go and get it cause i'd just fall in the hole). Maybe im missing something? Overally really innovative idea, would like to play more - maybe a hint of what im doing wrong? ;)
There's something about abducting stick-figure humans and watching them flail in helplessness that's surprisingly enjoyable - I can see why aliens are so into it!
I'd like to level up my ship explicitly, rather automatically getting bonuses from the different human types. It would let me know what types of humans/scrap to go for too! Also the soldiers were very readable with their guns, a little treatment for the scientists would go a long way to communicating what they were.
Nice work!
Eternal ice's ability to push things slightly is OP!!! Other powers were interesting as well. De-skilling felt so bad - ha, but fit with the theme ;) Maybe it's a commentary on growing old or something, but was so depressing! Overall, very well done.
Having to really manage your shots is a pretty stand out feature. And overall great production values. Great work!
Really enjoyed this one, learning the powers, and exploring the maps. I didn't quite understand the lava's effect radius, it seems 'too big' (compared to the gfx) but i was able to just pre-shield everywhere and that worked. Nice work!
Thanks everyone for the comments. They're super motivating and helpful. A few respones:
re: resolution. Yeah seems a bit messed when maximizing/fullscreen. But should work with drag-resizing.
re: help. Yeah a weak point. I rushed to get even what's in there done. Definitely could be improved.
re: dragging cards. Yep, I agree that's not obvious (and a few playtests I've done post jam do too!). I think some little text popups at the right time would go a long way.
re: music. Yeah I didn't do any music, not my strong suit. The ambient track is made from an 'nature-soundscape-generator' online, lol.
re: hud-click. Yeah oops, yeah clicks on the hud shouldn't do anything.
re: hand-clog. Yeah, the next thing on my to do list was add a 'discard' option. Trashing the whole hand might be even better cause it encourages you to deal with what you have a bit more.
re: fields. The field affects any grain/vege planted on top of it.
Really well done. A lot of interesting puzzles here from such a simple mechanic. Great presentation of the mechanic too. One small thing, I'm pretty sensitive to motion sickness and the camera switches were kinda rough, but understandable for a jam. Great work overall!
Great work, really funny ;) Great art too!
I liked the hex grid, and building to reveal the map and new resources. I was hit by the 'insta-win' issue too, but restarted and tryed to avoid it. Overall fun!
This was really fun! I enjoyed the mix of dungeon-contruction and dungeoneering. It was fun to reveal different treasures and obstacles then make plans of how to best interact with them. I did find myself getting a lot of 'dead end' tiles, and while you could toss them away, that felt unsatisfying. Also I would have preferred larger chunks of construction maybe than just one tile, there was a lot of place/step/place/step.
Overall really well done and creative, particularly for a jam!
Wow quite an involved sim for a game jam. Really good job showing all the effects of my actions (and in-actions). So many bears! - i didn't know what to do for a while, but eventually found the ? tooltip. Nice work!
Wow, I did not expect that shark like that, that was awesome - what a great use of 3D!
Was very enjoyable. Didn't get that I was 'boosting' at first, after my first death and the help tip I got it. Fun art style, great work!
The commentary on our consumption culture and the nihilistic pointless-ness of it all was a surprisingly challenging idea to face in such a simple game. Work/Click-Grow-Spread-Consume-Why? Dunno if any of that was the authors intention, but yeah, deep stuff.
Bats+Darkness really spice up this style of puzzle game. Mouse-click to 'mine' was a little rough for me. Well done and clearly executed. Good job!
Top notch storytelling and level design. It was fun to gain an understanding of the world, and as I was able to go more places I actually did feel more 'cat-like'. The fact that you can't tilt the camera is a really interesting and effective feature. Really well done.