Foon → Ludum Dare Explorer → Users → haette
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 39 | Running out of Power | Blitztanz | jam | 107 | 3.88 | 3.61 | 4.11 | 4.05 | 3.22 | 2.83 | ||||
| 2013 | 26 | Minimalism | .MONDR | compo | 201 | 3.57 | 3.49 | 3.40 | 3.97 | 3.26 | 3.41 | 3.22 | 35 | ||
| 2012 | 24 | Evolution | The Devil's Lie | compo | 94 | 3.56 | 3.44 | 3.19 | 4.06 | 3.38 | 3.40 | 3.67 | 3.07 | 32 |
I really like the concept you've got here, a game that adapts based on how the player assumes you're supposed to control it. But man, I nearly quit playing because I felt like I was slogging through molasses in all of them. I didn't, but I came close especially in the turn-based one.
Aww yiss, LD bullet hells! Good difficulty level and very nice work overall, my only complaint is that the cursor is really easy to lose track of.
Gah, you got me. The blur alone was kind of annoying, but once the corner-of-your-eye stuff started it all got pretty unsettling, awesome job on that. Really lacking in the theme though.
Yeah, shmups!
You got a good, solid game here, but I have to say that purple bullets on a purple background wasn't the best idea :\
Oh god, the puns! They hurt!
My green dude always gets pretty clumsy after a few rounds and then pinned to a wall and killed, but then again that's the point, isn't it. I guess bigger isn't always better, eh?
The moment I added that twist was the moment it started being really fun, and to think I was considering adding the opposite effect (older fossils are worth more) for a while.
My first playtesters did that too, I find it funny that people go straight to blowing them up! That's one big thing I'd like to improve, make it obvious after one or no shots that you aren't supposed to hit them.
Nice idea, very cool atmosphere.
It could use some more detail to help the player figure out that there's a "correct" amount of torment. For me, the falling early on made me think that I had to get hurt by every obstacle to proceed, I never would have guessed that I was dying from overexposure.
Runs fine under ZSNES, and the fact that it's an SNES game is pretty cool. Like you said though, not much gameplay to speak of, and the evolving doesn't really do much. However I did keep giggling at the absurdity of flying a mayo-launching bacon strip against a bunch of bugs, credit there :)
Nice start, you actually had me disappointed when it ended. It was just starting to get interesting!
With some more levels and smoothed out movement this has some real potential.
I'm... supposed to turn into the last thing, right? That's not just because I ended the stage before it with 666 points?
Awesome job, and the ending gave me a good laugh!
this game gave me internal potatoes
oh god
it keeps happening
money goes where?
Oh man, that can get surprisingly tense, I wasn't expecting that. Nice job!
Plays nice, but it feels a little slow or... dry, or something. A little liveliness would do wonders, I think. Nice job on the aesthetic though, it looks like something right out of a math textbook.
Also found a bug, you can drag points from one purple area all the way over to a separate purple area.
I love how there's some sort of "deception event horizon" where pulling these dirty tricks goes from annoying to clever. I enjoyed this!
Gotta say though, that janky movement is the weirdest damn thing I've ever seen.
Pretty simple, but that last level is a little tricky. With a little (a lot) of cleaning up this could be a fun little puzzler. Bonus points for shipping a game jam game with a level editor :D
Ooh, nice use of the Mondrian look. I think the fact that two different squares can have the same sound effect keeps throwing me off. My memory's better than this, I swear!
I, ah, wait what? Is 4 good?
Please sir, may I have some more?
Heh, cover-shooter of the year. This game makes me laugh for some reason, the situation is just -very- slightly silly and that makes it so much more enjoyable.
It's rough around the edges, but like everyone else said, there's just something about it that works. Also, I appreciated how managing the energy actually comes into play when you're diving deep, without getting to be a nuisance. You got a nice balance going there.
Oh man, this is awesome. Literally my only complaint is that sometimes the jukebox stops playing and has to be restarted manually. Doesn't even affect the game, but I wanna keep that music playing!
I wouldn't have suspected the levels were generated if I hadn't read it here, I guess that means you did a good job on that. Made it to the mid-30s before calling it quits, but it hooked me really well the whole time. Nice game!
Agreed that the movement feels really weird, like only one key works at a time. Probably makes the game harder than it would be otherwise. I like the concept though, dragging blocks with the axe is weirdly satisfying and that fire is gorgeous at full power. I kept the world alive for almost 140 years.
Seriously impressive work, looks and sounds great and you did a good job of exploring your mechanics. The super-shield turret pachinko was a particularly fun idea. I think there's a lot of potential here if you're willing to expand on it!
Totally agreed, tutorial and screenshake were top of the list if I had extra time. And I agree on the hook being a little slow, reeling it in while running away feels kinda lame.
hndmrsh, the lightning chain should work any time the hook is stuck to a wall or enemy, I don't check for full health. It's possible the hook bugged out for you somehow, it's a huge spaghetti mess and I'm not 100% sure that it's bug-free.
Thanks for playing, everyone!
In retrospect, making the meters the same color as the walls and "charging" glow wasn't the best idea. I wanted to keep them from blocking the player's vision, but forgot that that means they need to be readable from the corner of your eye. I never even considered that, thanks!
Made it to a room full of little orange boxes, I'm not sure if that's the end or if that's just where you go when you make a wrong turn. I kept getting stuck to walls and it was getting too frustrating for me to keep exploring.
Good job on the atmosphere though, I liked the background music and things creeping around at the edge of my vision.
I just wanted to say that after dying in the dark a few times, I finally found a landmark I hadn't seen before (a crate) and thought maybe this path was the one to the exit.
You made me feel excited to see a plain wooden crate. Nice work, guys.
Good choice using metal grates for the platforms, that made it super-obvious that the fans would blow through them. Solid game all around!
For anyone wondering, the first door won't open until the dialogue is finished. Also you can press Q/E to float up/down.
I'm not sure what sealing the door is supposed to do though, it doesn't seem to actually, er, keep anything out. My game always ends while I'm typing at the command console.
Love the sound design though, and listening through the doors adds something special to the atmosphere.
Nice little game! I'm especially loving these graphics, this is the cutest space-exorcism simulator I've ever seen.
Is there anything I can do to the shadow-spaceman once he turns his flashlight on? Seems like a death sentence if I can't get rid of him in time.
Why does this 100% accurate simulation have a Humor category? Fake ratings, sad!
Yeah, you're allowed to do ports to new platforms after submitting. It counts as "not changing the game, just letting more people play it" or something like that.
I like this game's mechanic a lot. It's instantly intuitive how it works, and it feels like there's a lot of potential that could be mined with some puzzly level design. Hope you expand on this one, it definitely seems like something I could get hooked on.
Some gameplay stuff seems to be tied to framerate, which is no bueno! Don't forget to make use of Time.DeltaTime and Time.FixedDeltaTime for time-sensitive things, because right now lowering the graphics settings can make shot power move too fast to control.
Fix that and you got a solid game here. Limiting your total shot force does a lot to solve the "sniping" problem these games tend to have, since full-force shots just costs too much. So you're forced to use slower shots and think about how the gravity wells affect them, and that can get nice and tricky. It's always cool when such a simple twist changes things more than you expected it to.
Nice sounds and menu too, this is actually one of the most "complete" games I've seen so far.