Foon → Ludum Dare Explorer → Users → Hank Ather
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Raccoon Rumpus! | jam | 247 | 3.69 | 3.59 | 3.33 | 4.00 | 3.55 | 3.68 | 3.72 | |
| 2020 | 47 | Stuck in a loop | 👥 | Doodle-Oop! | jam | 868 | 3.44 | 2.99 | 3.40 | 3.78 | 4.17 | 3.15 | 2.63 | 3.49 |
I love this idea, definitely worth trying to expand upon it!
First off, you should probably mention for others that you need the Java SDK to run this game! I really liked the idea a lot but there's no conveyance of what any building does, or any indicator of what is happening. The music and art are fantastic, and I'd love to see more.
Oof, that's hard. The cat is so adorable, and the level manipulation was really neat, if a little esoteric.
Those riddles were tough, definitely some adventure-game logic happening there which is always a bit frustrating, especially when your progress resets every failure.
BUT, the music was amazing, I love how layers were added for every riddle, and the art was also mesmerizing.
Well done! I wish there was audio but the puzzles were really good and the visual style was on point.
Polished, well scoped game. Some possible things you could iterate on: a clear hit-box for the player (The hitbox was very forgiving but having a visual indicator of bounds would be nice), and maybe finding a way for the obstacles to sync with the beat of the music (the screen shake when you passed a gate was so satisfying that i wanted the bass drum to hit at the same time)
This is easily my favorite prototype so far, and would love to see more levels! The aesthetic is great and the concept/controls are still pretty intuitive once you get going.
Great vibe, wish there was more scaled content
The concept is hilarious. The loop bit is kind of a stretch but the game is still fun. There seems to be a general limit of how many bunnies are feasible for the amount of towers you're able to get- so it seems like there's a wall for how long any game can last regardless how efficient you are at scoopin' poop.
Love the art style. The animation when you give old sushi had me in stitches!
Really cool entry, the difficulty curve felt appropriate. One thought would be to have some sort of audio chime when a request is sent by the colony, sometimes the indicator bubbles visually blended and I didn't notice them until it was too late.
I can't believe this was made in 48 hours, well done. Gave me some real System Shock vibes. I'm not gonna lie, though, the 'death' sound for the "thing" was hilarious to me.
I couldn't tell if the 'past selves' were supposed to move, or what exactly the puzzle was. I ended up just wall-jumping into bed on accident.
The boost sound had me dying- I did a similar thing for the engine sound effects in our game. Very neat idea, would have been cool to see some representation of a planet below that gets smaller as you progress for a sense of scale.
The graphics are killer, I never thought my potato could do real time Ray-Tracing at playable framerates.
Really fun little game, I'm always impressed by how much you can cram into a little Pico8 cart.
this was a really impressive game for 2 days work! One QOL thing i would have liked woul be for the rotate buttons to be bound to the keyboard somehow, clicking around on everything felt clunky. But the puzzles and concept were really cool!
I embraced Madness.
I wished that there was some indication that you used the mouse to interact with the minigames.
Beautiful photography. The synthesized voices were particularly unnerving. I think you could take this aesthetic and turn it into a really interesting point/click adventure game.
Really great art style. I wish there was more conveyance of the rules, it never felt like I truly understood what was happening at any given point.
Interesting idea. I have no idea really how to influence the 'battles' to maintain populations, it seems almost random but there has to be some strategy to it... I would have really liked an 'eraser' function!
Such a cool concept, I just wish it was a little easier to tell when or where to get ingredients.
I have no words
i ate a skyscraper and ascended to the heavens
10/10
That was so goofy. Somehow still more 'realistic' than PayDay
Really neat experiment. I imagine compositing all that together and "simulating" the shadows was a challenge.
I think there's something cool in there, but its hard to understand what to do or what is happening.
Such a fantastic idea- are the user dances actually stored in a database? If so, that's really amazing.
The art and feel were great, but the movement was really unforgiving, especially once you upgraded speed.
I was very confused most of my play-through, and couldn't find two of the items. Some basic instructions on controls and what is happening with the UI would have been helpful.
The art was fantastic. As others have mentioned, some of the colliders were unforgiving, and there was a noticeable input delay, especially when jumping (although that may just be my thrashed keyboard).
I love the concept, but the lack of UI scaling made it impossible to read at higher resolutions
username: root // password: root ... Great concept, the difficulty spike was immense.
I found the hippie at the last second. That bassline was super catchy, well done!
@johanhelsing we definitely ran out of time to tune the loop properly, implementing the mechanic proved to be a bigger challenge than we had anticipated. There's definitely a lot of room for improvement when it comes to the core mechanic itself!
@melon-spirit what build were you on? There absolutely should have been audio!
@castrolol I'm going to take a look into it right now and let you know if/when I can have that fixed.
@castrolol Mac fix is up, sorry about that!
Interesting puzzles. I do wish there was a button to speed up text, especially after a few loops of repeated dialogue.
Very cool idea! I think a good QOL feature would be to cancel recording and start over if you make a mistake in your take. having to wait the whole 8 bars when you mess up the first hit is rather annoying especially at the harder levels where precision is key. I imagine it would be complex to do but if you ever expanded on the prototype, Quantization would really sell the 'rhythm game' vibe on play, so the drums would always be a relative match to the music and not a jumbled mess from my objectively out-of-time fingers.
Neat idea, I would have loved to see more levels or trap types!
I'm really impressed by this, good job. Great use of the theme, the mood and pacing was perfect.
What a satisfying Shmup
Well done execution of the concept, I wasn't ready for that ending. My only critique would be that this is a game that would benefit from a slower walk speed, I felt like the Janitor was running all over the place which towards the end makes sense, but in the beginning feels very opposed to the character y'all wrote.
Excellent submission!
I think with a bit more polish you could create a really great puzzle-platformer with this mechanic.
I always love struggling with zero-g controls. Great little prototype!
Great job with this one. Nice easy game loop, iterative progression, lots of room for further improvements!
Brilliant. Absolutely wild interpretation of the theme.
Such a lovely game. Just has this sense of wonder to the world, its insane what you can do with a great color palette and creative use of shapes. Great take on the theme, love me some cozy walk-around games.
Yeah, this is super tough but a really cool idea. Couldn't get past 10 either- the difficulty ramps up really fast.
But the puzzle itself is really neat, solid jam-scoped idea!
This is a wonderful game to drop screenshots of in your friends discords with zero context.
Huge fan of the lovebomb ending.
This was a super ambitious project, great job on getting it together!
Definitely challenging, it would have been nice to have a 'give up' button or something when you get totally wrecked, rather than just have to wait out the timer unable to do anything.
The art style's great, really dig the low poly low res textures aesthetic!
The inversion of having like, normal people on the cards is really funny. Great art style!
Glad we weren't the only ones thinking about trading cards, cool to see a spin on it!
Really cool take on the theme! The idea of smashing ship parts together is really cool, and I was fully not expecting the parts to _work_ when they attached! Very need idea, I bet there's a world where someone builds a crazy ship with this system.
Love the art style, also a fellow "red eyed demon dog" enjoyer! The take on the theme was rad too- the whole package felt very nostalgic for my childhood of playing in orange-red maple leaves the size of my head.
I think the hitboxes for the dogs are a little unforgiving, which is very apparent with the very slow dogs, where your jump window is *_extremely_* tight. I lost 4x more to the slow dogs then the fast dogs, because even the tip of their tail is within that hitbox, and that doesn't feel 100% great.
Fun little game, plinko is so weirdly satisfying!
Something to note for the future- the resolution of the game was bigger than my browser window could support, so the full screen was never in view for me the whole time. Next time, consider setting the resolution lower, so more people can enjoy it! I couldn't figure out how to resize the window at all.
@lukewaffel was there a keybind to make it fullscreen? I couldn't find a way to do it, haha
If there was a button or something and I just missed it, thats 100% on me
@lukewaffel My monitor is at that resolution, but the Itch page like... did not want to render it fullscreen for some reason. The rest of the itch page was forcing the game to be offset. Extra weird.
Solid lil arcade game. It feels like there's some rhythm to it, which is fun. Collision felt very forgiving, which is probably a good thing for a jam all things considered!
Great little deck builder! I've always wanted to really get into making one of these, this is a really cool way of doing it. Seems like there's a good amount of strategy and variety to be had, which is really impressive for a 3day jam.
This is such a killer interpretation of the theme, so well executed. Bummer about the audio bugs, we were having trouble with that too. Godot is weird sometimes.
Really loved the feeling of zipping around the field herding the sheep. The feel of the player was really great, buttery smooth.
I couldn't find all of the sheep- best I could do was 34. Seems like some disappeared into the void somehow.
Really love the game tho, I'd be curious to see where you could take this mechanic from here.
This is so nostalgic- I absolutely had one of those toys growing up and would play it all the time as a kid riding in the back of mom's car.
Great execution on it! The mouse controls feel a little wonky, but that's my only gripe with it. The art is inspired- did y'all play Humongous Entertainment games growing up? Cause it 100% has Spy Fox and Pajama Sam vibes.
What a rad idea, total mindscrew. Really tough to know what to do, but man that was fun to run around in.
This is probably fully a skill issue, but I couldn't figure out how to progress after the 2nd red guy after the tutorial. It seems like I'm meant to go up, but I can't really see how, not to mention even getting up the wall feels like luck, I couldn't find a consistent pattern for getting up there.
Really cool concept, just wish I could figure out how to engage with it more!
Yo man you good?
Great spin on the theme, really introspective. Sometimes being an artist is never filling the void, always being hungry. Sometimes its a desperate feeling. Sometimes, though, that hunger is what gets me out of bed and working hard on the things im passionate about.
Great entry. Hope youre well.
Katamari + survivors was such great idea. Well done!
I genuinely laughed out loud at what happens when you spam the potion. Unsure if bug or just a really good joke, either way 10/10 goofy
why did she call me a lil hoe
goofy lil walker, funny items. Wish i could drop what I was carrying to get what I needed.