Foon → Ludum Dare Explorer → Users → Gtron
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Beat Robots, Get Thing | jam | |||||||||||
| 2016 | 35 | Shapeshift | Those Aren't Stars | compo | 273 | 3.43 | 3.28 | 3.03 | 3.55 | 3.60 | 3.14 | 57 | |||
| 2015 | 34 | Two Button Controls / Growing | Infinite Chicken Quest | jam | 931 | 2.80 | 2.88 | 2.79 | 3.46 | 2.84 | 2.96 | 2.81 | 2.76 | 52 | |
| 2015 | 32 | An Unconventional Weapon | A Light at the Top | jam |
Cool concept with a pretty well balanced difficulty curve. I would have liked if the audio was a little bit quieter, but that's really just nitpicking.
Very fun, and very pretty too! My first couple tries against enemies that take more than one input sequence, I thought I was supposed to do the top one first and was confused why I was dying. From a usability standpoint, it might help if the input sequences further in the queue are darkened or desaturated, as well as if each button input had its own color to make it more clear.
Game does not support OSX 10.10, so I couldn't play :(
I'm not sure if it's because you're using libraries that require 10.11 or because of build settings shenanigans, since Xcode is really good at causing problems like this with arcane build options.
I like the interpretation of growing as a means toward a lose condition instead of a win condition. The game is really fun and has a lot of depth for a surprisingly low level of complexity.
OSX link requires permission to download.
Very fun, art is fantastic, and the music is very pleasant. My only regret is playing this at the end of my lunch break so I can't finish it!
It does look like there are some layering quirks where the remains of dead mushrooms are drawn overtop the player instead of under as you would expect.
Very fun and looks beautiful. I don't think mouse control was the best option for control though. It wasn't precise enough for me to feel like I actually had control over my position.
Very fun! The game had a very even difficulty curve, and the different shooting behaviors encouraged very different play styles that I had to switch to on the fly! My only nitpick is that the music doesn't loop seamlessly, and though it's very good, it gets repetitious after a few minutes.
The procedural generation is very cool, and I liked the idea that the gameworld was shape shifting instead of the player character (the route I think most of us took). The music seemed quiet in the WebGL version, and the MacOSX version is very buggy (music is even quieter, and you can't jump).
Interesting puzzles and cool music. The ending got me a little misty eyed. I think the difficulty spiked a little bit in the early few levels. Toning one of them down would make the difficulty curve feel a little more natural.
The left and right movement was difficult to work with and fought me a lot of the time. The visuals were absolutely gorgeous though, and the music was pleasant.
I had a lot of fun! The player does tend to stick to walls quite a bit. Since it looks like you used Unity, you could solve that problem rather easily by simply attaching a Physics2D material to the colliders on your player gameobjects (my game had the same problem). Also, it looked like the bullets you shoot in cactus form might be backwards. Very fun though!
(also if this double posts I apologize, I was apparently logged out the first time I tried...)
Great concept, and a fairly unique take on the theme from what I've seen so far. I got stuck at the spot where you open up the first shortcut in level two. I was stuck in a pipe corner and couldn't move.
tasteless, if you don't mind sharing, what control scheme were you using? The keyboard controls were implemented nearly at the last minute. For me at least, the left and right keys work, as do the z,x,c and q,w,e keys for actions (I think I forgot to map the up arrow to jump...). I actually developed this on a mac, so I'm a little concerned that a fellow mac user is having problems.
I hosed myself early in chapter 5. I got spotted trying to go into the vent to the room with the dragonfly and bucket of red paint, but I didn't change back until I'd already warped into the room. Really really cool though! Nice art, cool story.
I think the game's biggest weakness is its iteration time. If you were simply sent back to the beginning of the level after being caught, the game would be much more playable. I also think shuffling the button mapping was a bit unnecessary. I couldn't keep them straight. The game's visuals are great though, and the concept is very fun.
Controls felt very good. It was a little confusing at first that the button to transform from a rock to a bird was also the flap button, but I think that was actually the better call. Music was cool, and there's something viscerally satisfying about building up speed as a bird and then turning into a large rock and plummeting into your enemies.
I had fun. I managed to somehow rotate the player character, and it made things look very awkward (like jets coming out of the front of his feet). It didn't effect gameplay at all though, so nbd. I was able to beat the boss, but since I had my eyes on myself the entire time, I can't verify whether or not the health bar stopped like other comments have pointed out.
A very cool puzzle with very simple mechanics, and the bonsai trees are very beautiful. I loved the particle effect on them. The BGM got a little repetitive over time though.
Audio was very quiet (BGM especially). The game was fun, though I was a little sad about how quickly I reached the end.
Sound effects are a bit loud, but that's been pointed out a lot. You might also try to have a wider variety of pitches among your sound effects to help the game sound less 'screechy'. The pixel art is great though!
I think having your attack keys all in a row and showing how they're mapped in a small ui element during gameplay would have gone a long way. I had trouble remembering which key did which attack. I also think the collision detection on the player's punch animation could have been a little more forgiving.
The game looks beautiful though.
Crates seemed to move somewhat erratically when dragging and dropping, and in some situations fire particles will bounce off of crates instead , but that was the only bugginess I found. The game teaches you how to play at a very good pace and does a good job balancing its tutorialing while staying challenging. Visuals are beautiful for a 3D game jam entry, and the music is very pleasant.